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FAQ/Walkthrough by TVthePunisher

Updated: 07/05/08


__________              .__    . __             __    
\______   \ ____   _____|__| __| _/____   _____/  |_  
 |    |  _// __ \ /  ___/  |/ __ |/ __ \ /    \   __\ 
 |    |   \  ___/ \___ \|  / /_/ \  ___/|   |  \  |    
 |____|_  /\___  >____  >__\____ |\___  >___|  /__|          
 \/     \/     \/        \/    \/     \/               

  ___________     .__.__                                        
 \_   _____/__  _|__|  |    /\  
  |    __)_\  \/ /  |  |    \/  
  |        \\   /|  |  |__  /\  
 /_______  / \_/ |__|____/  \/   
                                    
  ________                            .__       
  /  _____/  ____   ____   ____   _____|__| ______
 /   \  ____/ __ \ /    \_/ __ \ /  ___/  |/  ___/
 \    \_\  \  ___/|   |  \  ___/ \___ \|  |\___ \ 
  \______  /\___  >___|  /\___  >____  >__/____  >
         \/     \/     \/     \/     \/        \/ 




ASCII Art credited to RT102 (Steve Bodner)

Resident Evil: Genesis game guide is credited to TVthePunisher, aka Corbin S. 
Dague of GameFAQs.com.  Only GameFAQs is authorized to host this walkthrough, 
anyone else who tries to isn't really subject to FBI investigation or stuff 
like that.  It just isn't very nice =/ I put up the effort for this and 
wouldn't like to see my guide changed around by someone who has nothing better 
to do.  I wrote this guide from square one and have spent a while on it, so if 
you wrote something and then I tried to pass of YOUR thing as my own, would 
you feel ok?  Yeah, we understand each other...

Also I'm a fast typer, my average WPM is 90 and my top is 130.  I was the best 
of the best in computer classes in my middle and highschool years.  

Update History - Started Guide 6/29/08
Main Walkthrough Finished - 7/1/08
All other Portions of Guide finished - 7/1/08
Completion - 7/1/08



                    

Table of Contents!

I. The Beginning..An Introduction from TVthePunisher.  
II. The How To's and Basic Info about the Game
III.  Walkthrough
     Chapter Uno (one) - Enter the Mansion - Majority of First Floor
     Chapter Two - Tentacles and Pool Tables - Second Floor
     Chapter Three - Search continues, FIND THOSE BATTERIES! -Second Floor and 
Attic
     Chapter Four - Gemstones and Passcodes - Rest of Second Floor and First 
Floor
     Chapter Five - Monkies don't like Smoked Shark but Jill does - Basement 
and Shark Tank
     Chapter Six - The End is Nay...yay? - Caverns and Laboratory
IV. Extra Stuff from TV's Observation
V.  Weapons
VI. Item Guide
VII. Files
VIII Enemy Guide
      I. Enemy Dossier
      II. Boss Dossier
IX  Puzzle Solutions
X.  Ending Notes and Questions
XI Contact Information
XII Legal Stuff


_-_-_-_-_-_-_- X_X >_> O_o o_O  I.   THE BEGINNING  O_o o_O <_< X_X -_-_-_-_-
_-_-_
 e_e_@_@_o_o_^_^ <_< An Introduction from TVthePunisher >_> ^_^_o_o_@_@_e_e

First off, I'd like to introduce myself.  I'm TVthePunisher and believe it or 
not...this is my first FAQ/Walkthrough/Guide/Informational Instructions to 
help you beat the game!  I've been a member of this site for 6 years (through 
different accounts) and never have I written one of these, mainly because 
there were already WAY too many guides up to even bother putting one up (for 
any of the boards I frequented at least).  But one day on Yahoo Answers a 
question about this game came up and...I went as I usually do, to check on 
information for this game.  I wanted to help this person see...but when I 
looked at it, there was nothing!  Just Data submitted by a user but no guides, 
no cheats, and the board was only about 14 topics large...all of them but one 
locked/archived.  Ah...but people need help and I just love helping people.  
So to anyone in the future who wants to know how to play and beat this game, I 
will help you.

For informational purposes, this game was published by CAPCOM for the console 
simply known as "Mobile".  Okay, that's just a fancy way of saying you can 
play this on your phone.  Exciting, cellphone games...yay.  Hey it passes the 
time and I'm a huge RE fan, so why not download it?  So for those of you not 
quite sure how to find this game, go into the Menu option on your phone 
(usually you can just press the middle button on today's new phones and it 
will bring you there), head to Shop & Games or whatever your phone says.  
Select, obviously, shop games...let your thing load.  We will now be at the 
MEdia Mall, isn't that catchy?  Scroll down the menu until you find a search 
bar, select it (usually with a button that says "edit" at the bottom of your 
screen)...and simply type in "Resident Evil" (to save yours and my time).  
Press Ok or move the curser, then select Search...and let the amazing Media 
Mall browse for your selection.  Next step, results...scroll down until you 
see Resident Evil: Genesis (you may also see Resident Evil: The Missions but I 
didn't).  Obviously...you click it, so click the name and you'll get some 
information:

"By CAPCOM Interactive, Inc. Game, $6.99* " and maybe you'll see some crap 
about Credit Price: 14.  Ah well...I go on a different plan, not prepaid.  The 
" * " means taxes may apply, thus making your game about $7.50+...not too 
much, I guess I'm writing this for those interested in it too.  Anyays, they 
descripe the game like this:

"As an elite S.T.A.R.S officer, you have one goal...survive the terror of the 
Umbrella Corporation!"...huh, originally it was just survive the mansion...but 
they're broad to tell you who the enemy is right off the bat!  What if I I'm 
new to RE and have no clue what "Umbrella" is...an evil Umbrella-selling 
agency trying to prevent you from getting wet in the rain!?  Yeah there's not 
a whole lot of info, doesn't tell you to survive zombies..or a mansion...nah.  
Ah well, download it now...total it shouldn't take you a minute to get it 
running.  And I guess that's it for the Introduction, let's do the basics 
now...the entirely optional, easy to skip...basics.

In this guide you will notice things like "<< >>" and my little notes, 
whenever I do << >>...it's usually me commenting on some awkard things done in 
the game.  So yeah, bare with those...I'm writing this and I want to have fun.  
I also wrote each item in capital letters, referring it by it's game name (not 
the description name, like the keycard being RFID).  If you wish to find 
something in particular, hit the Ctrl key and hold it, then hit the F key.  
Type in what you're looking for to reach it.  

!_!_!_!_!_!_!_?_?_?_~_~ ^_~ >.< II.  The How To's... >.< ~_^ 
~_~_?_?_?_!_!_!_!_!_!_!
                                      ...and Basic Info About the Game

When you start up the game you get the normal "CAPCOM" logo plus something 
that will tell you what version it is (for this guide, it's V.1.0.1, should be 
for you too)...and then the stuff telling you when this game came out, which 
in this case...says 2007.  

After this you'll get to the main screen, which has "RESIDENT EVIL: GENESIS" 
and mysteriously a zombie poking its head out from the top of the words 
Resident Evil.  I like the music that plays here, if any of you are familiar 
with the original game or the remake...you most likely would have heard this 
song before.  In REmake, the song is first heard on the second floor room with 
the aquarium (and bug collection).  It is later heard throughout the Residence 
(or guardhouse) located out back of the mansion.  The song has been dumbed 
down to more of a midi file but it still plays nicely and feels good.  

Okay, enough of that...you're provided with several options on the main menu.  
And, here they are...with descriptions!  (THE SAVING SYSTEM SUCKS, YOU CAN 
ONLY SAVE ONE GAME, AND IT WILL OVERWRITE ANY SAVE DATA YOU MADE BEFORE...)

New Game - Basically...this means you click it and you start a new game.  Easy 
as that, it's there...you use it and you play.   Yay.
Load Game - Hm, well if New Game starts a ...New Game, then Load Game must 
start...an...LOaD game.  Rearrange the letters...OLD GAME!  Or basically a 
game that you saved previously (from starting a new game) and now you can load 
it!  Wow, amazing ;>_>
Options - Clicking this will bring you to the game's 2 options, which have to 
do with sound.  One of these 2 options, labeld "Sound" turns the sound...OFF 
or...ON.  So that means, no music and sound effects...or all music and sound 
effects.  The second option, called Volume, lets you select the volume.  Okay 
in order to do either of these two options, press right or left using the 
directional pad on your phone...or the numbers 4 (left) and 6 (right).  To 
select between the two, basically going up and down in the menu, use either 
the directional pad or the number 2 (to go up) and the number 5...to go down.  
Note: The number 8 is unused.  Okay finally, the volume goes up from 0 (which 
is basically the same as turning sound OFF) to 5, which is pretty loud.  Also 
note that if your phone is on silent, chances are this game will also be on 
silent...so yeah, no need to alter the volume then (because even if you set 
the volume to 5 and have sound on, you won't hear anything).
Help - Ah yes, the fun one...this does everything that I don't have to think 
up on my own.  I'll copy it word for word here, then add my own words of 
wisdom to accompany it.  

Game Keys - See each help section for an explanation on different game modes 
and their control schemes.  The directional pad and OK key are the primary 
game controls.  Since these controls may be unvavailable or inconvenient, the 
number keys are available as alternate controls:
OK - 1/3 (either press 1 or 3, this is TV's edit...cause they're not specific)
Up -  2
Down - 5
Left - 4
Right - 6

The clear key can pause the game at any time.  A back or delete key will also 
function as clear.  If you do not have any of these keys then your right 
hotkey will act as clear.  Otherwise both hotkeys will act as ok.  << 
Basically..this is all saying how to move...you'll get used to it eventually 
and feel comfertable running/walking to places.>>  

One extra thing from TV to add, click the OK button once you go down to the 
bottom of any type of text screen (dialouge/file/menu) to exit back to the 
previous screen or go to another screen (for character talking).  To exit the 
inventory, just press the 0 key again.  To select an item, click the OK 
button.  

Menu Keys (Controls) << For some Reason it's called Keys on the outside, but 
controls once you click it...but Game Keys doesn't do that>> 
Up - Scroll up
Down - Scroll down
Left - Toggle option
Right - Toggle option
OK - Select menu item
Clear - Exit menu
7 - Page Up
9 - Page Down

Page up and page down will only work for the text fields.  <<Basically text 
fields are dialouge boxes for characters or the stuff in files>>

Search Mode
Controls

Up - Move forward
Left - Turn left
Right - Turn right
Down - Turn around
OK - Action key
0 - Inventory
Clear- Pause <<or close your phone, if it's a flip/slide>>

In search mode the objective is to interact with your environment in order to 
progress.  To interact withs omething, simply walk up to it and press the 
action key.  The subsequent interactionw ill be the result of using your 
currently active item on whatever object you are examing.  Your active item is 
displayed near the bottom-right corner of the game screen and is also 
highlighted on your inventory screen.  If  you do not have a currently active 
item then your interact will default to search.  Searching is important 
because it is the only way you will acquire items to store in your Inventory!  
To switch your active item or to return to search mode, just access your 
inventory and select what you want. <<Okay, to dumb that down...if you're in 
the inventory and press OK on an item, then try to examine stuff..it will have 
some message saying you can't use it for that or something weird.  Just go 
back to the Inventory and switch over to Search to examine things.  Also, to 
use an item on something (you can only use guns during fights, so there's no 
point in selecting them otherwise) select it and use the OK button on what you 
want to use it on, in the game.  Huh, this explaination was almost as long as 
the game's one>>

Combat Mode
Controls

Up - Move forward
Left - Turn left
Right - Turn Right
Down - Turn around
OK - Action Key
0 - Inventory
Clear - Pause << or close your phone, if it's a flip/slide>>

When encountering enemies your character will automatically enter combat mode.  
You will return to search mode once the room has been cleared of all enemies.  
In combat mode you can only use weapons and medkits.  Your action key will use 
your currently equipped weapon/medkit.  Some weapons will require you to 
target the enemy.  If you must target the enemy then the action key will bring 
up your crosshair.  See Target Mode for more info.  <<Actually almost all the 
weapons require you to target, just not the flamethrower >>

Target Mode
Controls

Up - Move crosshair up-right
Left - Move crosshair up-left
Right - Move crosshair down-right
Down - Move crosshair down-left
OK - Action Key
Clear - Pause

To target an enemy you must place your crosshair directly over their location.  
The action key will select your target.  If your crosshair is not focused on 
the enemy then your weapon will fire and miss.  After selecting a target, some 
weapons may require you to aim.  See Aim mode for more info. << I explain all 
this in the main walkthrough >>

Aim Mode/Controls 

OK - Action Key
Clear - Pause

To aim your weapon you must use the aiming gauge.  The aiming gauge has three 
sections:  Headshot, bodyshot, and miss.  The moment you begin to aim the 
gauge will start to rise.  Use the action key to stop the gauge and fire your 
weapon.  The accuracy of your shot will depend on which section of the gauge 
you hit.  Miss is the very bottom section of the gauge, which has no color.  
Sections colored black are body-shots.  Sections colored red are head-shots.  
Body-shots will inflict regular damage.  However, as a skilled operative.  You 
are expected to aim for the head.  Head-shots do extra damage to the enemy, 
but are much harder to hit.  If you let the aiming gauge rise all the way to 
the top then your shot will miss!  After pressing the action key, the aiming 
gage will briefly flash a color to indicate your accuracy.  White is a head-
shot, blue is a body-shot, and red is a miss.  <<Ignore most of that, you're 
going for Head-shots and they're not that hard to score.  I call em Red Shots, 
and just hit within side the red, meaning the bar would have to still be on 
the horizontal side of the red...to get the headshot.  If you use this guide, 
you will be doing all red shots.  That's how I ended up with the ammo I 
have.>>

Inventory Controls

Up - Scroll up
Down - Scroll down
Left - Scroll to the top
OK - Select Item
0 - Exit
Clear - Exit
7 - Page Up
9 - Page Down

Your inventory shows all the items you are currently holding.  To switch 
active items just browse your inventory and select which item you want.  Some 
items can not be equipped as your active item, in which case selcting the item 
will reveal further details.  

<<Okay, that's all of the Help section, aside from BACK which brings 
you...back to the main menu>>

About - This thing will tell you all about the game...yay (well here it is, 
what's inside):

Resident Evil (R): Genesis

v1.0.1

(C) 2007 Capcom

capcommobile.com 
905-637-6885 for supportt

Credits

Code/Design
Dave Herzog
Jesse Attard

Art
Dave Daniels
Eric Vedder

Music
Shinnyo Interactive Audio

Deployment
Jill Angeles

Comilation
Toan Nguyen
Dennis Scott
Lucas Green

Technical Designer
Robyn Bremner

Lead QA
Luis Bermundez
Paul Nunes

QA 
Ryon Allen
Alex Bermundez
Lorenzo Contreras
Adam Dionne
Fanon Flowers
Kenny Hile
Dean Klupngam
Pat Klupngam
Jackie LaPlante
Eric Langlois
Ken Leung
Steven Luong
Jaime Monzon
Mike Powers
Howard Rodelo

<<And That's, That...now to the Walkthrough>>


X_>_<___<( ^_^ )> III.  WALKTHROUGH <( ^_^ )>___>_<_X

<<<<<<<<<<< MAJOR MAJOR MAJOR TIP!  Save after getting all items in ANY room, 
that way if you die because of a zombie or something, you can just load from 
that room with all your stuff!  Do it ALL THE TIME BASICALLY, no typewriters 
in this game.  In order to save, you must pause the game...with flip phones 
all you have to do is close it (or lower it to the point where the light goes 
out) then flip it back open, it will be paused...it can pause during talk 
scenes too.  Another way is to press the cancel call button (which will bring 
you to an option to exit application, choose no) and then you'll be at the 
pause menu.  One more thing is to use the button on the right, which usually 
above the cancel button...used to select stuff from time to time.  I'm not a 
master at these phone things, so  press that.  So yeah, save.  You can only 
save in situations where you're not talking to someone and you're basically 
out in the open...remember this.  >>>>>>>>>>>>

<<<< SECOND MAJOR TIP, if you save before heading into a new room and get 
damaged by an enemy...you can always load the last save and try to work around 
not getting damaged at all.  This will save you not only health, but AMMO just 
in case you miss a few shots in a bad fight...>>>>

<<<Finally, since the save system only saves over what you previously saved, 
BE VERY CAREFUL when you decide to save...don't accidentally start a new game 
and save....cause it will save over EVERYTHING.  >>

Chapter Uno (one) - Enter The Mansion!  

Game Introduction (a bunch of text, joy)

Bizarre murder cases have been recently reported in Raccoon City and the 
surrounding area.  These reports claim that innocent families are being 
attacked by a small group of psychopathic killers.  
Victims were apparently eaten. 
Stars dispatched the Bravo Team to Investigate but quickly lost contact.

The STARS Alpha team was sent to recover the Bravo team, and encountered the 
ruins of their helicopter outside an old mansion.  While inspecting the 
helicopter, a pack of mutated dogs attacked the team.
While many members were killed (originally it was just Joseph, this is TV's 
edit btw ;>_>), the lingering survivors were forced to take shelter in the 
nearby mansion."  So...what about Chris?


After this boring, one page text explaination of what we see happen in 
Resident Evil: Director's Cut and Resident Evil for the gamecube, our game 
opens up where each character calmly walks into the mansion, taking position 
in front of a ...fountain?  Wait, where did that come from...ah well...Wesker 
stands in front of it with his arms crossed and Barry just kind of stares at 
him (is it me or do the graphics remind any of you of Tony Hawk Pro Skater 3 
for the GBA...huh..).  Jill's the first one to talk, so let's list the 
dialouge (btw, ...what about Chris?):

TV's Notes: Observe the poorly cut out images of characters put next to the 
text boxes...lol, did they do this in Paint?
Jill:  What...what was wrong with those dogs?!  They looked mutilated to the 
point of death, but they chased us relentlessly.
Barry:  I can't believe we got away.  What is this place?  Where's the rest of 
our squad?! << Chris? >>

<< For some reason, which seems to have no point WHATSOEVER...Wesker decides 
to start walking to the end of the black square surrounding the fountain, then 
comes back...I'm GUESSING this is some form of looking around, but it just 
seemed out of nowhere to me).>>

Wesker:  Keep your cool.  Let's establish a perimeter.  I'll secure the lobby.  
You two scout the neighboring rooms.
Jill: Yes sir!
Barry: Jill, remember to search everything you can.  We don't know what we are 
looking for yet, but anything could be a clue.  To interact with something on 
the map, simply walk up to it and press the action key.  Make sure you are 
facing the right direction too!  The subsequent interaction will be the result 
of using your currently active item on whatever object you are examining.  
Your active item is displayed near the bottom-right corner of the game screen 
and is also highlighted on your inventory screen.  If you do not have a 
currently active item then your interaction will default to search.  Searching 
is important because it is the only way you will aquire items to store in your 
inventory!  To switch your active item or to return to search mode, just 
access your inventory and select what you want.  Good luck!

<< WHOA WHOA WHOA, HOLD ON...STOP THE GAME, CLOSE YOUR PHONE, BLINK YOUR EYES 
A FEW TIMES AND JUST...BREATHE.  Is it me or did Barry just...say something 
helpful for once?  Now I love Barry, in a non-man love kind of way...he's had 
the worst voice actor (but the best at the same time) and he's usually said 
some things to hint on what to help you with...but in his own way.  Never, 
NEVER have I seen Barry or ANY Resident Evil character be so...informative.  
It is not normal for a Resident Evil character to explain how to use a button 
or map or anything like that.  Here Barry, of ALL PEOPLE, is saying complex 
words to explain how to use active items and inventory screens!  Barry...omg, 
you're...smart.  I'm surprised...this is really different for CAPCOM...but ah 
well...by the way, did you notice the lack in mention about Chris?>>


Mansion: Lobby
Enemies: 0 
Items:
20x Handgun Bullets
Key Items:
Diamond
Onyx
Silver Keycard
Lighter
Locked doors: 2 



Alright, at last...the actual guide.  So unlike any other incarnations of 
Resident Evil, you don't move directly from the lobby with Barry into the 
dining room.  Nope, instead you take control of Jill right then and there and 
can start moving.  I suggest you use this time to learn the controls of the 
game, get used to how to move about.  Explore around, in fact check out the 
interesting new divided screen!  If you're familiar with the other games, you 
know that the main hall has a front door...well I was shocked when I first 
tried this to find that you can move out into a different screen, that 
seperates the door from the rest of the mansion.  Yep...if you click on the 
door you get a message from Jill saying she won't go out there without backup.  
Wise...head back.  

You can talk to Barry again if you want but he tells you the same thing as 
before, but Wesker's is funny.  I even have to quote it.

Wesker: Don't just stand there being useless.

I think I like this game's Wesker ;>_>...after this, walk up and talk to the 
statue - er...examine it I mean.  REmakians will be familiar with this...

Object Description 1: First Time Ever Existing Fountain in Resident Evil 1 
Incarnation!
"1967.  George Trevor, Architect.  Commisioned by Lord Ozwell E. Spencer"

Now there was a purpose for this you know...and this is that purpose:  Jill 
notices something glistening in the fountain...and guess what, you just found 
the DIAMOND (I'll caps it so it catches your attention).  Head to the left 
directly from the fountain until you see a doorway and a potted plant to the 
left.  Go to that and examine to obtain 20 HANDGUN BULLETS for your Beretta 
92FS.  Hell to the Yeah, that's ammo baby...you betta love it.  While you're 
at it, make your way right from this doorway (we're examining the main 
hall/lobby first) until you reach another potted plant, don't pay attention to 
it though...nothing there.  Instead you want to head right now (or 
southeast...if you want to get technical) passing by the fountain and a silver 
door <<never seen that before ;>_> where's the stairs?>>...as you'll notice, 
there's another one of those potted plants again.  Remember the difference 
between this one and the one between the last one that held an item.  It's 
these types that will normally have stuff in them.  Anyways, investigate the 
pot to find a SILVER KEYCARD.

Go ahead down to the Piano at the right end of this large room, if you examine 
the bench you recieve the ONYX (another key item, mhm).  Make your way over to 
the white couch (man that thing looks so good right now ._. ) and examine yet 
again, to find...the LIGHTER?  << Ironic aint it?  I always find lighters in 
couches at other people's places...but I don't smoke or drink so don't point 
fingers! >>.  That's it for items in this place, so finally we can exit.  Head 
to the door on the far left from the entrance...and get ready for interesting 
combat.  Oh but first, press the 0 key to open up a menu, then scroll down 
till you find the keycard (that's right, in this game you have to select an 
item to use it...even a key...so use the silver keycard from earlier).  Enter 
a now open door..  

Mansion: Barry Room 1 (Room that isn't the Dining Room...partial 
library/reading room?)
Enemies: 1 zombie
Items/Files obtained: 
Newspaper 1
Letter 2
Poker
Key Items:
Fire Opal
Locked doors: 1 (requires a silver keycard)

Okay the basics, you'll automatically switch to your gun here so get a good 
luck in front of you for the zombie heading your direction.  You have to click 
the action key (for me, I use the center of the directional pad) to first 
bring up a crosshair on the floor...then you have to wait for the zombie to 
appear within side the crosshair (or move it ahead to wherever the zombie is 
or is going to be).  Click the action button once more .  After which time 
will inevitabely freeze, allowing you time to select the best time to shoot.  
Aim for the red, can get them in one hit...(if you get damaged...they only hit 
you it seems, and it doesn't take too much of your...Heart down.  This seems 
more like Zelda..,).  If for some reason you die, well...gameover, you have to 
collect everything again and then you come back here...and try again (or if 
you saved after you got all items like I told you, you will just pick up from 
there)...or you could just get the SILVER KEYCARD then fight the zombie...save 
you time.

After defeating the zombie, Barry again walks calmly passed you, clears half 
the room before he decides to turn around and say:

Barry: What was that thing?!  Just looking at it gives me the creeps.
Jill:  I don't know, we should report this to Wesker.
Barry:  Good idea.  I'm going to stay and examine the body. <<Thought the 
thing gave you the creeps, Barry..>>


<<Okay, yet another difference to note...the zombie attacks Jill directly as 
she enters, Barry doesn't come in until after you beat it...and the dialouge 
is worse than in the original!  Anyone else notice that he says "Good Idea" to 
something that involves "We" and he decides to stay behind?  Hm...>>

So after this, you can pretty much head directly back into the lobby, turn 
around real quick then come back in the door...that counts as "not being able 
to find Wesker".  So do that if you like, then Jill will automatically walk to 
Barry and this will start:

Jill:  I couldn't find Wesker in the lobby.
Barry:  That's unusual...well I suppose we should continue to investigate this 
mansion.  I'll stay here in case you need anything.
Jill: Alright.

<<Talk to Barry one more time after this and he'll say he doesn't like it 
here...THEN WHY NOT GO WITH JILL YOU PANSY!>>

So yeah, time to Investigate.  You can check all the stuff to the right of the 
entrance you used to come in, but you'll only get Jill's commentary.  One's 
interesting though, she sees a coffee table but comments how there's no 
coffee...I didn't know zombies drank coffee ;>_> I mean she's expecting 
coffee, she knows more than she's letting everyone else think.  There's 
nothing to the right of Barry so instead, go left from the entrance to the 
coffee table with the NEWSPAPER 1 on it.  Pick it up and examine it if you 
want...I'll just put what's in it here:

Newspaper 1:  A newspaper article about the construction of the mansion
"Ground was broken today at the remote site of Lord Ozwell Spencer's Mansion.  
The mansion is located in an isolated part of the forest, just outside Raccoon 
City.  Dr. Ozwell Spencer is one of the founders of the Umbrella Corporation, 
along with Dr. James Marcus and Sir Edward Ashford.  The company develops 
cosmetics and consumer products, and employs many researchers.  The company's 
presence in Raccoon City will hopefully spur some economic growth in the area.  
Prominent New York architect George Trevor was on hand to tell us a little 
about the mansion (article continues on page 5)"

Interesting, move on to the fireplace...GASP, another file (LETTER 2)!   Pick 
it up, it's kinda burned though =/..also notice that you'll get the FIRE OPAL 
along with this.  

Letter 2:  A half-burned letter I found in the fireplace
"..manged to crack the safe I wrote...a gun and some papers in there now, 
but...changes the passcode regularly, so...Ashford's portrait in invisible 
ink.  I'm sure you'll know how to reveal it.  Please destroy this letter 
after..."  

Well somebody obviously read this and pretty much sucks at destroying evidence 
(you gotta tear it up THEN throw it in the fire, dur)...but now Jill has it.  
Oh my, dangerous information.  See the golden thing to your right that is used 
to hold pokers?  Search that for a ...POKER.  Yeah...a poker in a poker 
holder, who'd thunk it?  So what do we do now, but investigate the next room 
in here of course.  

Mansion: Dining Room 1 (or something of the sorts).
Enemies: 2 zombies
Items: None for now
Locked doors: 1 


Not exactly what we saw in Resident Evil, but it still qualifies I guess...4 
tables with 4 chairs is better than 1!  So what's special about this 
room...well there's 4 tables, 4 chairs per table...that's...16 chairs...ah 
there's a window or two...a cabinet with some golden necklace in 
it...and........oh right, there are 2 freakin zombies roaming about!  Yeah, 
here's when you want to take advantage of the running system (which only seems 
to kick in during combat situations).  Get yourself enough ground away from 
both enemies and take them one at a time, DO NOT try to take them when they're 
trying to gang up on you.  I tried this earlier in another room and it 
kinda...doesn't work that well unless you're REALLY fast with your thumb.  
Remember, wait for it to get to the read to score a headshot.  Anything below 
that is either a bodyshot or leg shot.  

After both enemies have fallen, this is your time to shine...or explore some 
more.  Either works, I suggest going to the most interesting thing...and 
that's the cabinet up in the top of the room to the left.  As you can see, 
it's glass...and there's a golden necklace in it.  For some reason you have to 
break it open with something..(omg, interactivity in RE...wow, no puzzles to 
open it...okay RE4 did this too but whatever) and it just so happens that in 
your inventory, you picked up the POKER earlier.  So realistically selecting 
the poker in your inventory then pressing the action button would break the 
glass and you could get the necklace.  Easy as that...but uh, since Jill's 
clumbsy...she kind of knocks the GOLDEN NECKLACE down into a WOODEN HOLE (note 
an item, just pointing out her stupidity...how could that be an item 
anyways?).  So uh...what do we do?  We need something to pull that necklace 
back out...and you don't have it right at the moment, so just leave it for 
now.  Switch back to search mode (btw I hope you remembered to do this, I 
found out the hard way that you dont' automatically get to search things...I 
figured this out when I kept hearing "I can't shoot this" or "I can't cut 
this"...crap like that...I was like, huh?  Okay those aren't the exact words 
but you get the idea...you actually have to go press 0 and select "Search" 
again.  

Well the next most interesting thing would be the picture of Sir Edward 
Ashford, an old guy some of the RE vets know.  Just walk over to the thing to 
examine it...now what to do?  Well a file earlier told you there's invisible 
ink written on this thing, but sadly you've got nothing to see it.  Ah 
well...head back to the room where Barry is (notice that if you come back to 
this room, the zombies are still there...uh oh...).

Mansion:  Barry Room 1 (as I will now call it, he stands there doing nothing)

Nothing's changed in this room, Barry still doesn't like it here but he still 
stands in the same place in the very room he doesn't like.  Ah well, ignore 
him and head back to the Lobby/Main Hall

Mansion: Lobby

Okay, remember that Poker you got earlier?  It's not done with uses yet, I 
swear it's probably one of the more useful items in all of the Resident Evil 
series.  It breaks things, prys open things...it's pretty nice.  So where are 
we going to use it...well, remember where the Piano was at?  Head there and go 
down the door at the south wall (I'm going to start saying south/west is 
actually south, north/west is going to be West, North/East is going to be 
North and South/East is going to be East.  The game isn't fasioned like Zelda, 
it's made like Tony Hawk's Proskater 3 for the GBA...it's a Diamond 
perspective.  So these are the new directions)...anyways, pull out your poker 
and use it to pry open the door.  Head inside.

Mansion: Storage Room 1/Crimson Head File Room?
Enemy: 1 Crimson Head
Items/Files:
Report 1
Report 3
Key Items:
Microship
Caramel

Okay, as you noticed in the enemy information...there is a CRIMSON HEAD in 
here.  It's also known as a V-act, but this thing is basically a faster zombie 
(but can still be killed in one shot using the "Hit On Red" method, that you 
used with zombies).  The problem is he moves so fast you must be quick in 
order to even get him in your crosshairs...and the room isn't big enough to 
run around in to get yourself room to fire.  So just go right from the door 
into aiming and catch him as he goes into the crosshairs.  I really hope you 
don't die here, and I hope you saved!  >=/ if you're low on health, run out of 
the room...and head into another one.  The worst you'll run into is 
zombies....

After the thing is dead, start investigating.  You'll notice a slip of paper 
on the desk, go to it and you'll pick up REPORT 1. 

Report 1: A report about oversized plant << an? A?  Nope, just "report about 
oversized plant"...no plants either...~_~ >>

"Plant at point 42 is growing at an amazing rate.  The effects of the T-Virus 
are the strongest we have observed.  The plant's anatomy and size have 
drastically mutated.  Due to its accelerated growth, the plant requires 
additional nutrients that are supplied through two hydroponic tanks.  The 
head/bloosom of the plant requires specialized nutrients, and is suspectible 
to strong sedatives.  We have employed the practice of sedating the plant 
before examining it, as it can expel deadly poisons when agitated.  The entire 
root system of the plant is connected to the second tank.  Despite the 
observable strength of the roots, they require careful maintenance and remain 
susceptible to all forms of herbicide."  

Well, that's a mouthful...we'll get to that later.  Go around searching the 
table to the right to find CARAMEL, which is capable of making things quite 
sticky.  << Don't get it on Barry's beard!!  It's funny to select this and try 
using it on stuff, Jill doesn't want to get it sticky...XD get it?...okay >> 
Another item is in the cabinet directly to the left of this table, it holds 
a...ya know, MICROCHIP? With stuff recorded on it?  Nice...move alittle more 
over to another cabinet and you'll find REPORT 3

Report 3:  A report explaining origins of Crimson Heads (strange, it was next 
to a Crimson!)
"Speciman: V-ACT
(Crimson Head Zombie)
Status:  There is now evidence that when the host loses consciousness, the 
body goes into a dormant state.  During this time the virus becomes active and 
reconstructs the basic composition of the body to become more agile and 
aggressive.  
Action:  Specimen too dangerous to keep in standard laboratory cage.  Since 
further research required freeze specimen in stasis unit 1b."  <<Freeze em and 
serve em on a stick, yum yum!  No?  Dang...let's continue >>

With everything done in this room, make your way back into the lobby.

Mansion: Lobby

First thing you're going to want to do is save, yep...I don't know if you read 
the major tip earlier but saving is good...and saving now is REALLY good.  
Don't want to lose all these items and repeat...about 5 minutes of your life 
;>_> lol.  Who knows, might make you better at the game =P  but save 
anyways...and move on up to the two doors .  Go to the one on the right first.

Mansion: Dining Room 2 (a second one?!  ah well, it looks more like a dining 
room now..)
Enemies:  4 zombies
Items: None
Puzzles: 1

Yep, I kinda freaked when I went in here too.  I've mastered how to fight 
these things though and will inform you how to fight multiple zombies in large 
rooms.  RUN, run a lot...get them in a light and pull out your gun, wait till 
they walk into the crosshair, press the action button and wait till the thing 
is up to red...boom, one hit kill...run immediately, it's too risky afterwards 
to try another headshot...again, same strategy...until all 4 are dead.  After 
this you'll notice one large table in the center, a number of chairs around 
them...and empty sockets.  Oh boy, a stumbling puzzle that's confused quite a 
few people...they don't know where to put the gemstones they got earlier! 
(yeah, you got a number of them but not all of them yet...we can come back to 
this later).  

Since we're done here for now, move to the double doors on the west wall and 
go into the kitchen.

Mansion: Kitchen (rotten meat?  I like this kitchen, this one is pretty 
clean...except for the zombie)
Enemies: 1 zombie
Items:
Medkit
Mallet
BBQ TONGS
Severed Thumb
Key Items:
Ruby
Doors Locked: 1


Easy enough to kill zombies by now, just get distance and let it walk into 
your crosshairs...boom.  I don't think I have to explain how to kill these 
suckers anymore, so I'll just mention the number of enemies when it comes to 
them...if it's a large number that might give you trouble, I'll offer advice 
as well.  But let's continue to examining stuff.  Head to the visible side of 
the counter (southern end) and go to the burner, examine it for a RUBY.  Spin 
around the counter from the eastern side and go to the northern most 
counter...keep examining along it and you'll find something sweet...A MEDKIT!  
Yep, first healing item...that's surprisngly from every other game ASIDE from 
Resident Evil...you got First Aid Kits that turned into herbal medicine or 
first aid sprays in RE, but...never a medkit.  It acts just like a First Aid 
Spray, heals you completely.  So yeah, hang on to it until you ABSOLUTELY need 
it, I mean a slither of health...you can still run when damaged to the point 
of death...so wait until you really need it.  Anyways, continue till the end 
of this counter and you'll find the MALLET at the end.  Move to the counter 
against the wall and the second cupboard from the right has BBQ TONGS in it.  

So far we've found some cool things, something to hit people in the head with, 
something to get your food and move it onto your plate with.  I guess these 
are really zombie tools, just used differently (Cracking skulls and moving 
insides with tongs anybody?)...but this next item is a little...strange.  So 
yeah, you see a fridge right?  Examine it...you find...a SEVERED THUMB.  It's 
funny...really, because if you select it and have Jill try to use it on 
anything...she says : I'm not sure what a thumb will do here"...I wish I could 
use items on characters then it'd be funnier...BUT ANYWAYS, you have a severed 
thumb...good for you.  Head to the room directly at the corner from the 
fridge.

Mansion: Storage Room 2 (apparently a lot of things are useless here, 
according to Jill)
Enemies: 0
Items/Files:
Letter 4
Weed Killer

Well it's a small room, that's good..that means not much to do.  That's ALWAYS 
good.  Head to the closest shelf and grab something, namely..LETTER 4.

Letter 4: A Poem entitled "The Gemstones"
"White is the beginning, its back to the door.  Black faces off from the 
oposite shore.  The two are surrounded, on both of their sides, by that which 
is seen, after the sky cries."

Hints, hints, hints...obviously has to do with those gemstones you've been 
picking up all the time.  You have in your inventory at the moment 4 
gemstones...still got more to go my friend.  Make your way past the "useless 
item" shelves until you find the WEED KILLER, cause it...kills weeds?  Exit 
the room.

Mansion: Kitchen (I know I'm hungry but where's the food?  I don't want to eat 
a severed thumb!)
Enemies: 0 (cause you killed the zombie, right?)
Items/Files: 0 (you got them all, right?)
Doors locked: 1

So since you have everything in here, move to the next closest door..and see 
that it's locked...oh right, guess we can't go there x.x...head out of here 
for now, to the last door on this wall at the very end (not the doubledoors, 
the single one).

Mansion: Mini-Room and Hallway (with a portrait that...flatters Jill?  It's a 
picture of a man, IS SHE ADMITTING SHE'S A MAN?!?!)
Enemies: 0
Key Items:
Emerald

So nothing here but a weird comment about the picture...and a plant.  That 
plant...there's got to be something there.  Examine to get the EMERALD.  Yay, 
5 gemstones.  Keep going.  

Mansion: Lobby (yay, so quiet...)

Just go to Barry Room, you know...all the way on the left, through the double 
doors.

Mansion:  Barry Room (time to see what he's good for)

So you have some interesting items, take out the chip for example and talk to 
Barry using it...he'll tell you what it says.  It says "Vortex 
security"...interesting.  But you know what's really cool?  He gives 
you...HINTS, again hints...if you show him items, so if you show him the BBQ 
TONGS for example...he'll tell you that you can "reach a lot farther with 
those".  Oh if only the old voice actor was saying this, it'd be awesome...

Now here's the kicker, if you're an old RE fan...imagine Barry's 1996 voice 
actor...and imagine him saying this line.  Show him the CARAMEL and he'll say 
"Wow, this stuff is sticky."  I can imagine it like "WOOOOW, THIS STUFF IS, 
STICKY!!!!"...okay okay, more items...no no, show him the MALLET and he'll 
go..."You could crack some heads with that!"...I guess that mallet is REALLY 
POWERFUL!  ;>__>....and if you show him your Berreta, he'll tell you the gun's 
name is...well it's a...44 Magnum..Anaconda.  Okay, if you get ALL the 
jokes...then that just closes it.  

So yeah, that was fun...kind of pointless, well make your way to the Dining 
Room here.

Mansion: Dining Room 1 (oh yay, time to get that necklace...I probably could 
have just broken the stupid case apart to get to it, but let's just...use the 
tongs)
Key Items:
Cross Necklace

So Jill's going to use her thon- er...TONGS...to get that necklace.  Head to 
it and grab the item using the tongs, it is now called the CROSS NECKLACE.  
Hey, they changed the name...not me.  Wise choice, REALLY wise choice to save 
right now...because after the next room, you'll see why...

Mansion:  Barry's Room (but he looks so lonely...=/ )
Enemy: 1, Lisa Trevor

Hey Barry, bye Barry!  Wait just a minute, he's addressing you this time!  

Barry: Hey Jill come here. <<Jill will casually stroll towards Barry...people 
need to move FASTER>>
Jill: What is it?
Barry:  I've been messing around with this radio transmitted I found on the 
corpse <<QUE?! >> It's a walkie-talkie of some kind, but I should be able to 
re-program it to contact our helicopter.  It needs batteries though.  If you 
come across any please let me know.  <<Not only is he intelligent now, he can 
reprogram walkie-talkies...SO THAT'S WHAT HE'S BEEN DOING ALL THESE YEARS!  
Getting smarter!>>
Jill: What's a zombie going to do with a radio transmitter? <<Jill, what's a 
zombie going to do with BBQ Tongs, a lighter, coffee and other various crap 
you found? >>
Barry: I guess it means that these monsters used to be human...<<NO DUH!  So I 
guess the theory these guys had about all these items being used by the 
zombies is down the drain, apparently...THEY USED TO BE HUMAN!  >>
Jill:  That's an unpleasant thought..You know I've searched most of this main 
floor, Wesker isn't anywhere to be found.  Maybe something happened to him? 
<<Well he called you useless earlier, so maybe he's doing something useful?  I 
don't know..>>
Barry: I hope he's okay...without Wesker...my family..
Jill:  What? Your family?  Barry I don't und-- << WESKER! HOW COULD 
YOU...IT..CAN'T...BEEEEEEE!! Wesker's Barry's....father? >>
Barry:  I'm going to check out the lobby again.  

So Barry walks off..rather slowly, takes 10 seconds to leave x.x  Jill kind of 
just goes "..."...um, be ready..soon as you click past that...Lisa rushes in!  
YIKES! she uuuuugly.  So UH, here's Jill's text...

Jill: What on earth is that!  I should run and find backup before that thing 
catches me!  <<lol it's funny that the entire time she says this, Lisa could 
have easily caught her...but instead she kind of just...stays at the door...>>

Um...here comes a fun part.  I actually say it's fun, okay I'll admit I 
actually like this game.  Here's where you get the option to run but you can't 
save or go to your inventory screen.  You're stuck on search and you must RUN 
from the invincible Lisa Trevor.  She's fast, I mean seriously about as fast 
as a Crimson...so right off the bat I hope you know the controls well enough 
by now to quickly turn around, run, get distance...then angle yourself out of 
the Barry room.  One last thing...if she hits you...you die.  Full health or 
not, you will die.  So yeah...that's why we saved in the last room.

Mansion: Lobby (WHERE'S BARRY?!)
Enemy: Lisa Trevor (still in persuit!)

Thankfully this place is big enough for you to move around a little, so take 
advantage and weeve in and out around things to try and shake her for alittle 
bit...but she is fast and will catch up quick.  You need to go all the way 
back to the kitchen, which means going to those 2 doors up near the piano that 
lead either to a hallway or Dining Room 2.  Eitherway works, it doesn't matter 
which you choose.  Just head to the Kitchen (I'll skip those 2 rooms and go 
straight to the Kitchen part now).

Mansion: Kitchen (Barry, you better not be eating left over severed thumbs!!)
Enemy: Lisa Trevor

Still no sign of "backup", Barry said he'd be in the Lobby!  Make your way all 
the way to the end of the long kitchen until you get to the last door, that's 
already opened since you went in there.  Storage Room 2...and where Barry's 
at.

Mansion: Storage Room 2 (Barry, what are you doing here?)

Jill: Barry!  There you are! <<Jill runs beside Barry and pulls out her gun, 
nice...Barry just kind of stands there stupidly>>
Jill:  Quick, draw your firearm and hold this position!
Barry: Jill?!  You're freaking me out!  What's coming for us??
Jill: Just get ready to unload!  <<duuude, teamwork...HERE SHE COMES>>

Wait a second...who's that...get ready.......Wesker?  And look at him, arms 
crossed with guns pointed at him (pst for RE fans, woulda saved time don't you 
think? ;>_> You know what I'm talking about...)

Jill: Wesker! Sir!..
Wesker: You were expecting the Boogeyman perhaps? <<Hah...wait...dude he's 
cocky in this game, that's awesome...I love it>>
Jill: Where have you been?  We were looking for you.
Wesker:  The lobby was relatively inactive, so I scouted the exterior. <<He 
went outside?! But the dogs--->>
Barry: But those dogs...? <<HEY, THAT'S MY LINE!!>>
Wesker:  They were gone when I left.  I've encoutered more hostiles outdoors.  
How is everyone doing for ammo?
Jill:  I could use some clips...
Wesker: Here take these. (he'll give you 20 BULLETS FOR THE HANDGUN/Beretta) 
Listen I want you two to continue exploring, there may be members of Bravo 
inside this mansion.  See if you can find a way to the upper floor.
Jill: Yes sir.
Wesker: Barry, how goes the mission?  
Barry: The mission? <<Ah, now he starts returning to good old...forgetful 
Barry>>
Wesker: We've been over this.
Barry: Oh!  Yes well the mission, is...progressing...
Wesker: Right.  Keep it together Barry, we are trained to work well under 
stress. (I think it's "Right" but I don't know if it's just my game, but I 
have a stupid "G" up in the top corner covering the letter....grr..).  There 
are others depending on you.
Barry: Understood.
Jill: What mission?
Wesker: It doesn't conern you. (OOOH, YOU GOT TOLD)  I'm going to resume 
searching outside and the forest.  You stay in the mansion.
Jill: Yes sir.

After Mr. Nightshade (Wesker) leaves, you can talk to Barry if you want but he 
doesn't really offer you much.   No this isn't the next Barry room, as you'll 
see why here in a moment.  Regardless of any of this, head back into the 
Kitchen.

Mansion: Kitchen

Wesker will be standing in front of the door that had been locked with his 
arms crossed again, then will open it and walk inside.  

Jill:  That's strange...how did he open that door? <<I wonder...HM!  Mighta 
had a..key, something you can't seem to find anywhere Jill! >>

Now you have a few choices here to get back to the lobby, either go through 
the door Wesker just went through to be...GASP, in Dining Room 1 (the two 
doors connect, isn't that interesting...okay not really), then through Barry 
Room 1.  Or  go all the way to either the dining room or the hallway entrance, 
then make your way back to the lobby.  Doesn't matter which.

Mansion: Lobby
Enemies: None
Items/Files:
Blue Keycard
Letter 1
Passcode Door: 1 (Code: SPENCER)


Finally, save now if you wish (or save after you do this next little bit) and 
don't worry about Lisa Trevor...she's nowhere to be found.  Now if you came 
from either the hallway or Dining Room 2, just head down until you get to the 
small golden picture and a statuette ontop of a display.  If you came from 
Barry Room 1, head all the way past the silver door and turn at the plant to 
reach the statue.  Choose your CROSS NECKLACE and use it on the statue, 
causing the golden picture to open and reveal...the BLUE KEYCARD and LETTER 1.

Letter 1:  A letter I found in the bust on the main floor.
"As per our arrangement, I have provided a keycard to the second floor.  The 
passcode, as I'm sure you have guessed, is our illustrious Lord's last name.  
Please deposit the remainder of my payment in the bust, and return the 
necklace to the dining room cabinet."  <<AH HAH!  SO NOW WE CAN GET INTO THAT 
SILVER DOOR!  Cough, um...let's move on>>

After getting these items, select the Blue Keycard and use it on the Silver 
Door.   You will then see a message prompting you to enter a passcode.  The 
way you select letters is this...using whatever button you use for moving your 
character or moving "up", to do the letters "backwards".  So from A, you'll go 
to 9...then 8, all the way to 0 then Z.  Then use whatever button you use to 
go down (say the down thing on the directional pad or 5) to move 
normally..like A, B, C....but the important thing, what's the password?  Well 
throughout this guide and the game you would have noticed the name a couple 
times...his name is Lord Ozwell E. Spencer.  SPENCER is the code, so enter 
that and boom...the door is open.  Head inside for an interesting scene...

Chapter Two:  Tentacles and Pool Tables

Mansion, 2nd Floor: Hallway 1 (the tentacles!! WATCH OUT JILL!)
Enemies: 0
Items: None
Problem: Tentacles/Vines

As soon as you enter you'll get shocked by Barry pointing his gun at you.  I 
guess he is returning to him old self ;>_>

Barry: Stop right there Jill.
Jill:  Barry!  What are you doing?! <<Apparently he's pointing a gun at 
you...X_X >>
Barry: Don't make a move.
Jill: Barry?  Please...don't shoot...<< DOOO IT, DOOO IT, DOO IIT->>

Barry fires off three rounds in Jill's direction, OH NO!  but 
apparently...they miss and Jill stands up straight.

Barry:  Don't worry.  I wasn't aiming at you...turn around!

So Jill turns around and here comes one of the funniest, inuedo lines yet in 
the game!  

Jill: Oh man!  I almost walked right into those tentacles! (sure Jill, you 
almost did...you just walked into the door, you're at least 5 feet away from 
them...I bet it's just what you were hoping to do) 
Barry:  Sorry about the gunshots...I thought it may have tried to attack you.  
<<Deja vu?  What "comics" have you been reading Barry ;>__> >> I guess they 
don't seem to be actively hostile.  Good thing too...the bullets didn't even 
scratch them! <<Here comes another line...>>
Jill:  I'd rather you shoot at me than be mauled by some mutant 
tentacle...<<XD XD OH GOD...you really have to be a member of the REmake board 
or fan of RE jokes to find this funny>>
Barry: Haha, right. <<oh god...>> Well even though they aren't attacking us, 
they make me uneasy <<I don't think they're interested in you Barry...>>.  
I'll be in this bedroom here. 

And so Barry walks into the bedroom, might as well follow him...we'll be back 
here in a sec.

Mansion, 2nd Floor: Barry Room 2 (Barry's Bedroom, creeeppy)
Enemies: 0
Files:
Memo 1
Key Items:
Amethyst

Upon entering, go to the dresser beside the bed to pick up MEMO 1.

Memo 1:  A memo regarding biohazard suit policy
"New procedure to be enacted immediately.  Due to a recent accident in the 
lab, all members of this facility are required to wear biohazard suits, which 
will be provided.  Please advise the medical staff without delay if you are 
experiencing any skin irritation."  << I'm experiencing skin irritation, 
what's the staff's #?  IT DOESN'T SAY, NOOO!!! >>

Talk to Barry if you want for a little chuckle about Tentacles, then continue 
searching the rest of the room.  Start with the dresser on the other side of 
the bed to find the AMETHYST (another gemstone, NICE! ).  Well that's all for 
Barry Room 2, so make your way back into the hallway.

Mansion, 2nd Floor:  Hallway 1 (aside from the tentacles, it's kinda nice)

Since your way is blocked by...tentacles, you might as well go the other way.  
Both doors at the end lead to enemies, the smaller one leads to a crimson and 
the other to a Zombie.  Save outside the doors and head into the smallest one 
first (be ready to take out the crimson immediately).

Mansion, 2nd Floor: Hallway 2 (more tentacles, but a crimson too!)
Enemies: 1 Crimson Head
Items: None

Upon entering he'll run right at you, you have pretty much under 2 seconds to 
ready your weapon and get him in the crosshairs.  He runs straight at you so 
just wait for the moment and shoot him in the red, trust me you need to kill 
these guys in one shot.

After he's downed, head to the first door you see next to the plant.  

Mansion, 2nd Floor: Bedroom 1 (2 zombies sleeping together?  Gnarley..)
Enemies: 2 Zombies
Items/Files:
20x Handgun Bullets
Letter 7
Key Items:
Topaz


Now if you're good, you can kill both of these right after the other...not too 
difficult to achieve but otherwise try to shoot one from a long distance then 
run to avoid the other.  I suggest just taking them both out in this narrow 
line.  


Check the blue vase for 20 HANDGUN BULLETS and then head over to the zombie-
pal's bed for LETTER 7

Letter 7: A letter about the attic door
"The man in the sunglasses won't even let me make a phone call.  I don't have 
the luxury of time to explain everything that's happened.   there has been an 
accident in the lab and my colleagues have become infected, with a terrible 
virus.  This virus robs its victims of their humanity, forcming them to walk 
the corridors of this wretched mansion as mindless zombies.  I can hear them, 
pressing against my door like demonic, hungry animals.  Sadly, I too am 
infected.  I feel hot and itchy all over, and I am slowly losing my mind.

I know that there is no hope for me, but I have left help for others who may 
come to this place.  My access is limited to the experimental subject in the 
attic.  If someone can get in there, I'm certain there is enough evidence to 
shut down Umbrella for good.  I have disabled the biometric thumb scanner on 
the door by removing a microchip.  It took all my courage, but I severed my 
thumb and placed it in the freezer.

I hope this will help anyone who reads this note.  If so, it will be my last 
saving grace as a human."  <<Aww...that was touching, I feel for this 
guy...really. So that's where that thumb and chip came from!   Now all we need 
is the thumb reader...and we're set>>

Make your way over to the lamp for yet another gemstone, the TOPAZ.  That's 7, 
so now that you have 7...there's only one more so we can do the puzzle back in 
Dining Room 2.  Make your way out of this room.

Mansion, 2nd Floor: Hallway 2 (ah, short trip..)

Easy said, easy done...move across, turn left then face the door.  
Enter...yay.

Mansion, 2nd Floor: Bathroom (keep your minds clean, pervs...she's even less 
pixeled now!)
Enemies: 0
Items:
4 Ball
Medkit
Tranquilizer
Key Items:
Sapphire

So you can examine the bathtub for an interesting thought or the toilet for a 
disturbing one (well, examine it a 2nd time for that.), plus the first time 
you examine it you'll get the 4 BALL...but what really counts here is examing 
the two sinks.  The one on the left holds the final gemstone, the SAPPHIRE and 
the sink next to it has a MEDKIT.  Go to the last edge (closest to the wall 
and towel wrack) of this counter to find the TRANQUILIZER (which will have its 
use soon).   Now exit.

Mansion, 2nd Floor: Hallway 2 (that crimson's body's still there..ew...)

Just go all the way back to hallway 1 for now, and to skip me typing more, go 
into the doubledoors once you're in Hallway 1 to be in another room (SAVE 
BEFORE ENTERING)

Mansion, 2nd Floor:  Plant Room (it's kinda green...OH DOGGY!)
Enemies: 1, Cerberus/Zombie Dog
Items: 
Liquid Nitrogen
Puzzle: 1

First new enemy in awhile, nothing to worry about...just like any 
other...sometimes he'll charge directly at you or go to the other side and try 
to attack you from the side.  I suggest moving to the far left and he'll most 
likely charge straight at you.  Wait for it to charge directly at you and 
shoot it like the rest, the only problem is the Bar is MUCH smaller now and 
you have half a second to hit the red to get the shot off.  I can do it, but 
you should too...I have faith.  One other problem is that it kills in one hit, 
so yeah...be careful, remember saving was a good idea. After it's dead, you're 
going to want to get rid of Plant 42.  Remember back in the file how it 
mentioned "sedating" the plant for examination?  Well that's what you're going 
to do, with that TRANQUILIZER.  Select it and move over to the tank beside the 
plant to drug the plant up into a sleepy by state.  Now if you didn't do this 
and tried to move in front of the plant, it will spray poison on your head and 
kill you automatically...=/

After it's knocked out, move in front of the plant until you can't move any 
more, move down, then right again, then angle around until you reach the 
second tank (keep examining until you're sure you're at the tank)...then use 
the WEED KILLER (at last) to finish this thing off and get rid of the 
tentacles <<Now Jill's safe from Japanese twisted stories...>>.  Upon killing 
the vines, both Barry AND Wesker walk in (I thought he was supposed to go 
outside, hm...)...the three of you meet up and talking occurs.

Barry:  Jill!  Wesker and I were talking and we saw the tentacles in the 
hallway retract into the ground.. Did you kill the plant? <<Interesting 
backstory coming up..>>
Jill:  I've never been a very good gardener...every plant I've tended to seems 
to die. I guess this one is no exception! <<So she tended to plants with 
tranquilizers and weed killer?  I want her in my greenhouse! >>
Barry: Oh really.  Just the usual tender love and care? <<Oh how I wish 
original Barry's voice actor could say that line>>
Jill: And about a kilo of weed killer.  << Whoooa, can't pass the border with 
that stuff!>>
Barry: Haha!  Good thinking.  Now we can explore the rest of this floor..
Wesker:  Great work Jill.  As I was telling Barry, from the exterior I have 
been examining the foundation of the house, and it looks as though there is a 
full basement.  It's probably concealed for a reason.  Make it your top 
priority to find a way down there.
Jill:  No problem, sir.
Wesker:  Barry, once you get batteries for the transmitter, contact the 
helicopter and inform the pilot which STARS members did not make it and 
schedule a pickup for the survivors.  Understand?  <<Again...Chris??? >>
Barry: (sigh)..Yes sir. <<Jeez, not that hard of a job Barry...>>
Jill:  What's the matter Barry?  And where does he keep going?
Barry: Oh...nothing.  I'm fine.  He mentioned he was going back outdoors.
Jill: Again?  Why does he keep going out there?
Barry:  Beats me.  Look, I'll stay in this conservatory and examine the 
plants.  Let me know if you come across some batteries!

<<Why isn't this plant in the Residence/Guardhouse?  Wow...this is weird...>>

So after that long long conversation, talk to Barry again if you want...only 
to hear the stuff he told you at the very beginning of the game (I don't see 
why...you already know it).  Anyways, head all the way to the left near 2 
lockers and the farthest left one will hold LIQUID NITROGEN.  You're done 
here, leave Barry alone to head back into Hallway 1.

Mansion, 2nd Floor:  Hallway 1 (ah, the tentacles...how ye not be missed).

We're going directly left this time, to explore those areas blocked off 
earlier by tentacles...go into the door to be in...

Mansion, 2nd Floor: Hallway 2 (yay, again...no more tentacles)


Make your way down the hallway past the 2 doors that were open from before and 
then the one that isn't open, obviously...head inside.

Mansion, 2nd Floor: Bedroom 2 (beds, beds, beeeeeds)
Enemies: 1 zombie
Items:

Okay, you know how to deal with it.  It is coming straight for you so just 
take it out.  After its death, check the dresser to find NEWSPAPER 2

Newspaper 2: A newspaper article about STARS
"Residents of Raccoon City will now be able to sleep a little more soundly.  
Mayor Michael Warren has announced an addition to the Raccoon Police 
Department, the STARS (Special Tactics and Rescue Service) team.  This part of 
his campaign 'A Bright 21st Century for Raccoon' has been founded by the 
Umbrella Corporation."

That was interesting, a little history about STARS but nothing about Chris 
Redfield.  Ah well, move your way further into the room until you see a desk 
with a deck of PLAYING CARDS on it.  Head back into Hallway 2.

Mansion, 2nd Floor: Hallway 2 (bullets and coffee tables!)

Finally some more ammo, go all the way to the longue area and go to the plant 
sitting next to the couch.  Examine for another box of 20 HANDGUN BULLETS.  
From here go to the door next to the plant, at last...something makes sense.

Mansion, 2nd Floor:  Pooltable Room (Barry doesn't like to play pool but we 
won't tell him we went in here..)
Enemies: 0
Items/Files:
Picture 1
Skeleton Key
Weapons:
Flamethrower (M9A1-7)
Puzzle: 1



At last a pool table for all those balls you got...but first make your way to 
the rack holding poolsticks.  You'll get PICTURE 1 from doing so.

Picture 1: A picture about color forumlas

"It is a picture of a pool table with the following formula written on the 
back.

Red + Blue   Purple
Blue + Yellow  Green
Red + Yellow  Orange"

Some kind of clue don't you think?  Why not head to the pool table and examine 
it.  If you go to the visible side near the door, examine the two corner 
pockets.  There is a yellow 1-ball stuck in the left corner pocket and a blue 
2-ball in the right corner pocket.  So look at the file..."Blue and 
Yellow..."...where do you see that combination?  RIGHT, THE CENTER!  So pull 
out your Green 6-ball and stick it in the center pocket between those two.  So 
therefore, all the colors match up.  Now head over to the other side.  On the 
left you'll see an empty slot and on the right you'll see an empty slot, 
there's a Red ball in the center.  Now if you count the left corner pocket 
like you did the center pocket (where the green currently is), then that means 
it's Red + Yellow...so that's?  Yes, the orange 5 ball goes in the left corner 
pocket.  I believe the next one is self exclamatory, but to understand the 
puzzle I'll include it anyways.  The center ball on this side is red and the 
corner ball on the other side is blue.  Red + Blue is...yep, use the purple 4-
ball.  After doing this, the mechanism below the pool table will move 
and...the picture will open up on the wall adjacent to the purple and blue 
corner pockets.  Head over there now, quick!  You'll get the SKELETON KEY and 
the..M9A1-7..A PORTABLE FLAME-THROWER!!  Nice, hang on to this and dont' use 
it just yet.  Make your way out of the poolroom, then into the 
doubledoors...(SAVE FIRST)

Chapter Three:  Search Continues, FIND THOSE BATTERIES!

Mansion, 2nd Floor:  Library (ZOMBIES LOVE READING)
Enemies: 1 Crimson, 3 Zombies
Files:
Book 1
Book 2
Puzzle: 1


Well, this is a tough encounter.   First and foremost the Crimson is halfway 
across the room, but is the first one to reach you.  Staying at the door is 
dangerous, so run to the 2 tables and stand in between them (far enough back 
though) to force the crimson to go a one way, thus taking him with a headshot.  
The other three fall easy after that, but if you have trouble with multiple 
zombies at a time, run around a bit...and you'll be safe.  You should have a 
lot of ammo if you have been getting red shots up until now, the shots in the 
red obviously.  

After downing all the enemies, head down into the library portion and go to 
the first center bookcase, you'll find BOOK 2 there.

Book 2: Fundamentals of Science
"Chapter 3: Light
..rainbows are the result of the Sun's light being refracted through droplets 
of water in the atmosphere, usually occuring after a rainfall or in sprays of 
water, such as fountains or waterfalls.  The colors of the rainbow are 
generally accepted to be: red, orange, yellow, green, blue, indigo (dark 
blue), and violet (purple).

Chapter 7: Materials
...Liquid Nitrogen is a unique substance that causes rapid or even instant 
cooling of elements it comes in certain contact with.  Certain elements such 
as metals become brittle due to the application of Liquid Nitrogen, and may 
shatter easily.  Among other things it can be used for cryogenic preservation, 
as a general purpose refrigerant, or for cracking and breaking certain metals"

All that stuff and what does it tell ya?  Puzzle solutions obviously...why 
else would they make it a file?  On the next row down of bookshelves, follow 
them all the way to the right and the left side of the last bookshelf with 
have the BOOK 1 on it.

Book 1: Currency and Counterfeit
"Chapter 7: Ink and its uses
...by the use of watermarks or other special inks, you can create additional 
security on the monetary bill.  To the naked eye these effects are invisible, 
and may elude the potential counterfeiter.  Unfortunately, there are many 
common solutions one may use to reveal ink of this kind.  Some inks react to 
heat, fluorescent inks react to ultraviolet rays, and others become visible 
after a chemical reaction with elements such as ammonia fumes, red cabbage 
water or iodine."

Well, I remember seeing a file earlier, don't you?  It explained using 
invisible ink on Sir Edward Ashford's picture...but we don't have any of the 
stuff mentioned there, at least not yet.  Let's continue on...if you keep 
examining bookcases, especially the last ones on the wall where you found Book 
1, you'll notice something strange (same with Jill's examination after 
..examining it).  If I'm not mistaken, there's a door behind one of those!  
Sadly you'll have to come back here later, so go back to Hallway 1...then 
Hallway 2...

Mansion, 2nd Floor, Hallway 2 (weeeee, tentacles are gone)

So you have a choice of three doors, the one of the left leads to Hallway 
3...the one at the top leads to a room with a crimson and zombie and the one 
on the right has a zombie.  We'll go to the one with the zombie first.

Mansion, 2nd Floor:  Bedroom 3 (these beds are making me want to rest..)
Enemies: 1 zombie
Items:
10x Shotgun Shells

You know the deal with zombies, this one walks right into your sights...so 
take him out.  With him dead, go to the desk and examine for 10 CARTRIDGES OF 
SHELLS for the Remington M870 (a gun you don't have but want).  I will say 
shotgun shells from now on, anyways...that's..it.  This room sucks, leave it 
alone forever.  Go into the Top Room after you exit into the Hallway

Mansion, 2nd Floor: Bedroom 4 (crimson and zombie, old couple indeed..)
Enemies: 1 Crimson Head, 1 Zombie
Items:
String
5 Ball

The strategy here is...kill the Crimson first, it will be the first to 
appear...if you gun it right away and run directly forward you will most 
likely dodge any attacks from the zombie.  Just turn around and take it out as 
normal then.  If you do get hit don't worry, doesn't do much damage.  Now that 
the problems have been wiped out, time to examine.  If you check the bed with 
the white string on it...you will get...a STRING.  Yeah, creative...and again, 
THIS ROOM SUCKS!  Well, does it really?  Go to the other door in this room to 
reach the bathroom.  It won't get it's own description, waste of time...so go 
all the way to the toilet to find the 5 BALL.  All these pool-table balls in 
toilets?  Ew...All this for a string and a pool ball...well, whatever...leave 
this place too.  Now to go to Hallway 3, from Hallway 1 it's the last door you 
haven't gone into.

Mansion, 2nd Floor: Hallway 3 (it's...a hallway, it has doors...and it's VERY 
LONG...ugh) 
Enemies: 0 (YES)
Items: None

Well, there are a lot of doors in this hallway...but the first one is what you 
go to, so go on in.

Mansion, 2nd Floor: Official Bathroom 2 (cause the last one was apart of a 
room)
Items: 
20x Handgun Bullets
6 Ball

Turn directly to the counter and examine for 20 HANDGUN BULLETS and guess 
what, there's a toilet here too.  I guess there's something related to playing 
pool here...huh...maybe...examine...for a 6 BALL.  So now we got balls, 3 
balls...yay...8 gemstones, yay.  We'll get to those here soon btw...but now 
we're done with this bathroom, so move on.  Go down Hallway 3 until you reach 
the next door, then go inside (SAVE BEFORE ENTERING ANY ROOM, I'LL KEEP 
REMINDING)

Mansion: 2nd Floor, Bedroom 5 (zombies and a window...NOTE, okay...these rooms 
are all the same >_< )
Enemies: 1 zombie
Items/Files:  
Letter 6


Easy zombie, but you might want to head to the right in front of the bed to 
get good sighting on the zombie.  Kill it at your leisure.  Now that you're at 
this bed, examine it for...LETTER 6! (cue Zelda Item Catch music!  But not 
really..)

Letter 6: Jessica's anniversary card
"November 8th, 1967

George,
Happy 18th anniversary.  Lisa and I have been missing you at the Mansion.  
It's exquisite George, a masterpiece.  Once you arrive, we'll celebrate our 18 
years and this great achievement.  

Love Always,
Jessica"

<<Awww...well here's some backstory for RE vets of Jessica Trevor>>

You know, these rooms have less and less...there's nothing else here so move 
on out =/ down the Hallway we go.  Well well well, if it isn't the thumb 
scanner we've been searching for!  Now the mystery of the microchip and thumb 
make sense!  So pull out the MICROCHIP, insert it, then use the SEVERED THUMB 
to open the door.  (YOU DON'T HAVE TO GO IN HERE YET IF YOU'RE NOT READY!!  I 
really recommend saving, but make sure you're brave enough...won't take very 
long to beat the thing inside.  I'm going in, so if you want to come, make 
sure you got medkits ready...one will do..).

Mansion: Attic (and for some reason, I'm afraid of MY spiders in the 
attic...hah)
Enemies: 1, Giant Spider/Black Tiger
Items/Files:
Skeleton Key
Jade Figurine
Medkit
Report 4
10x Shotgun Shells
Gunpowder
6x Magnum Bullets

So what do you notice when you first walk in here, aside from some very odd 
looking purple goop flying your direction.  You can dodge it easy enough if 
you got the controls down (you should by now, especially being able to dodge 
all those crimsons and zombies), but keep going...keep going...OH NO! OH MAN!  
Arachnaphobes, I hope you're A-okay here...because there's one GIANT spider in 
front of you.  Ah he's a pushover, pull out that flamethrower and let it 
loose.  Takes about 5-7 seconds of full flaming to kill it.  May get hit once 
or twice with purple goop, I got hit once.  After it's dead, well...yay, you 
killed a boss.  Yep, that was a boss.  Easy huh...

Now you want to get items, so go immediately to the chest on your left.  Pull 
out your SKELETON KEY, open the chest and recieve the JADE FIGURINE (monkey 
statue!!) and a MEDKIT.  Yay, head over to the nearest bookcase on the right 
to find REPORT 4

Report 4: A report about G-Virus
"The newest version of the prototype parasite administered to the sample 
specimen.  Initially, no results were apparent.  

Recently, we have determined that our original findings were inaccurate.  The 
virus has spent many years incubating in the sample specimen, and now has 
experienced significant anatomic mutations.  

The information has greatly fueled my research into our latest experimental 
endeavor, the G-Virus, which surpassed the performance of the T.

Once the virus has stabilized, I will formally announce my findings.
William Birkin"

Birkin, you sneaky little-  Well anyways, keep checking around for more stuff.  
For example, the table next to the bookcase where you found REPORT 4 will have 
a box next to it, holding 10 SHOTGUN SHELLS.  Move all the way back to the 
entrance to find a shelf with GUNPOWDER on it.  Make your way now to the left 
side to find a bunch of boxes bunched together, there are a total of 5...2 on 
the right, 2 on the back and one on the left.  Go to the center of all these 
boxes and look for the 6 COLT ANACONDA BULLETS.  Yes, MAGNUM ROUNDS AT LAST!   
That's that for the attic, might as well go...let the dead spider rot.

Mansion, 2nd Floor, Hallway 3 (Weeeee...okay I don't know, LONG HALLWAYS GRR))

You can head down to the other doubledoors...but the doorknobs SUCK!  So what 
do we do...I mean, do we go in...but how?  Think back to that library 
file...something to make these knobs...brittle?  There ya go, use the LIQUID 
NITROGEN...and then pull out the MALLET and smash the doorknobs, you're in.

Mansion, 2nd Floor: Master Bedroom/Bedroom 6 (well it's the biggest bed, might 
as well be the Master Bedroom!)
Enemies: 2 Crimson Heads
Items/Files:
False Book
Report 2
Iodine
Battery Pack

Oh jeez, 2 Crimsons at once!  Well one will run at you and you got to kill it, 
then take the other...it's basically fighting faster zombies.  Not TOO hard to 
do.  I did it but they were both in the process of swinging at me when they 
died.  Anyways, that's why you saved...so after killing them, go to the 
bookcases on the right and investigate the left side of the right bookcase to 
find the FALSE BOOK.  Since you are in another bedroom, obviously...there's a 
bed somewhere.  So go further into the room until you see the King Sized 
wonder.  Grab REPORT 2.

Report 2: A report summarizing virus experimentation.
"Subject Status

Nov 10, 1967:
Progenitor virus administered 
Jessica: Virus Type-A
Virus Fusion:
Negative
Action: Disposed

Lisa: Virus Type-B
Virus Fusion: Positive but delayed fusion.
Body Modification: observed constant results
Status: Continue protective observation.

George 
Action: Terminated"

<<There's the Trevor fate...and Lisa is the product of a lot of 
experimentation>>

After reading that little tidbit of history, make your way down to the closed 
door.  You'll see yourself a bathroom, enter it and well...look around.  
Counter immediately to your right has IODINE and the BATTERY PACK.  Jill will 
remind herself to get it to Barry, for the transmitter.  We'll do that here in 
a second..wait nevermind, she runs on her own!  So much for investigating the 
rest of the bathroom (there's nothing there anyways). There she goes, like the 
wind...to Barry!  Once you reach him, she doesn't seem to need to catch her 
breathe...but tells him stuff anyways.

Jill:  Hey Barry, take a look at this battery...it's probably a little bigger 
than what you were after, but will it work?  <<If it's bigger, I imagine 
not!>>
Barry: Wow, this looks quite powerful <<AH, THEY DID USE IT, BUT DIFFERENTLY!  
Anyways..>> The electrodes are exposed, so if this is fully charged and it got 
wet, prepare for some fireworks.
Jill: The radio transmitter?  Will it work? <<she ain't fooling, she wants to 
know NOW!>>
Barry:  Oh, right.  No, it's far too powerful and would damage the 
transmitter.  Fortunately, I already found some batteries and the transmitter 
seems to work.  <<WAIT JUST A SECOND, so we've been searching for batteries 
and HE found them already?  What the...something fishy going on here>>
Jill:  Well what are you waiting for?
Barry: (sigh)...I was waiting for you.  I can't believe I'm doing this.

Barry pulls out his gun and radios in to Brad (at least we assume it's Brad).

Barry:  Barry to STARS recovery team.  Alpha team has sustained heavy 
casualities.  Only Captain Wesker and myself have survived.  Schedule for 
pickup in front of the mansion in less than one hour.  Over and out.  
Jill: Barry?!  No...please... <<OH SNAP, THIS IS MORE DRAMATIC THAN IN THE 
GAME!>>
Barry:  Sorry Jill, but my hands are tied.  Umbrella is threatening my family, 
and I would do anything to keep them safe.  Forgive me...I don't want to be 
doing this, but I have to protect them.  

Lisa barges in and Barry turns to aim at her.

Jill: Barry!!  

OH CRAP!  Lisa just jumped on Barry and for some reason Barry's down and out, 
Lisa's doing something to him...is he...dead?  You have no choice but to 
leave, you can't examine or nothing...just walk around.  Leave the area, come 
back...and Lisa will be gone, as well as Barry...  Oh Barry...

Chapter Four:  Gemstones and Passcodes

It's time to head back to the library, you gained some items earlier didn't 
you?  Say, a False Book?  Remember that strange bookcase from before...well 
head to that location..

Mansion, 2nd Floor: Library (all those books and you're reading this??)

Make your way to the bookcase and pull out the false book, placing it in the 
shelf will cause it to move!  Go inside the door..

Mansion, 2nd Floor: Hidden Room (because zombies like having them)
Items/Files:
Letter 5
10x Shotgun shells
Green Keycard

Very small room, which means just examine everything.  First and most obvious, 
the letter on the desk.  Pick up LETTER 5.

Letter 5: A letter I found in the room behind the library
"My dear daughter,

I apologize for taking so long to write back.  Work has been hectic, but I 
know that is no excuse.  As usual, I have prepared another anagram for you:  
RUM LABEL

I had to change the security passcode to the laboratory today, and it's been 
on my mind so I made an anagram out of the word.  

Stay out of the rain.  
Love, 
Dad"

Aww, how touching...go to the desk with the candles on it to find 10 SHOTGUN 
SHELLS in the left side and a GREEN KEYCARD in the other.  Exit from the 
library and through Hallway 2, then Hallway 1.  It's time at last, we're going 
back down to Floor 1.

Mansion: Lobby (still so calm, goody ^_^)

As much as this calmness feels nice, you're going to go to Dining Room 2 
first.  It's time to use these gemstones...you should know where it is by now.  


Mansion, 1st Floor, Dining Room 2 (Dining Room Tables and Gemstones)
Items/Files:
Red Keycard
Remington Shotgun

At last, it's time for the showdown.  The showdown with all those items to at 
last, be put into use.  So what are we using it for you wonder?  Pull out each 
gem and observe these two files (brought back to help you figure it out on 
your own).

First file, the Poem:

Letter 4: A Poem entitled "The Gemstones"
"White is the beginning, its back to the door.  Black faces off from the 
oposite shore.  The two are surrounded, on both of their sides, by that which 
is seen, after the sky cries."

And from the second file, Book 2

Book 2: Fundamentals of Science
"Chapter 3: Light
..rainbows are the result of the Sun's light being refracted through droplets 
of water in the atmosphere, usually occuring after a rainfall or in sprays of 
water, such as fountains or waterfalls.  The colors of the rainbow are 
generally accepted to be: red, orange, yellow, green, blue, indigo (dark 
blue), and violet (purple)."

What does this all mean?

SOLUTION AHEAD!  But I'll let you try to figure it out on your own...and the 
solution will be spaced a little more out (I also walk through the solution).

----
---
-----
---
----
Solution Ahead!
-
----
------
----
-
Okay here it is:


So far we have White (Diamond) on the left, and Black (Onyx) on the right.  So 
set those two into place where they need to be.  The poem mentions something 
interesting...

"both are surrounded, on both of their sides, by that which is seen, after the 
sky cries."

So what does that mean, after the sky cries...but of course!  A metaphor!  The 
sky crying is actually RAIN and what happens after rain that has to do with 
multiple other colors (namely 6)...rainbows!  So you link up the other file, 
that talks about rainbows...and you get the color formation you need.  Red 
(Ruby), Fire Opal (orange) and Topaz (yellow).  These will go on the top three 
chairs, facing the painting.  But what order does the other three go?  Diamond 
is the beginning...but Oynx isn't the end, and everything works in a cycle.  
It's a giant circle you see, going from white, red, orange, yellow, black, 
green, blue, purple.  So what's mean...that's right, from left to right on the 
bottom set of chairs, it will be Purple (Amethyst), Blue (Sapphire) and Green 
(Emerald).  

It's the cycle, cycle of rain, cycle of sunlight...it's apart of the 
Fundamentals of Science.  The Water Cycle interacting with sunlight.  And your 
answer is, a constantly rotating circle.  Since there was no Indigo, you don't 
need to worry about that color...just use the other color, PURPLE!  Here's a 
map too so you got it.  


-----------------Ruby (red)----Fire Opal (orange)----Topaz (yellow)-----------
--
Diamond (white) -----------------------------------------------Oynx (black)
--------------Amethyst (purple) --Sapphire (blue) --Emerald (green)-----------

Phew, now people can finally understand the puzzle...cause TV put thought into 
it ;>_> Anyways, you'll hear a click and this means...examine the picture to 
find!!!-  The RED KEYCARD and the REMINGTON SHOTGUN.  About f'n time, if I say 
so.  Now you have that Iodine right?  Time to go use it on that picture of 
Edward Ashford.  If you can't remember where it is, go back to Dining Room 1.  
Use the shortcut, head through the doubledoors in Dining Room 2 to the 
kitchen.  Then all the way to that door Wesker unlocked, this will lead you to 
Dining Room 1.  After entering, head right to find the picture...pull out your 
IODINE and use it.    

Passcode: 072082

With code in hand, it's nice that all these rooms link so nicely...so head 
back into Barry Room 1 (or if you're just reading now what to do without 
reading the rest of the guide, it's the room you can reach by going through 
the door at the bottom of Dining Room 1).  

Since you're back here, you remember that locked door?  Use your GREEN KEYCARD 
on it and go on inside. 

Mansion: Spencer's Office? (I'm guessing, big deal >_<)
Items: 
Letter 3
Cult Anaconda (Magnum)
Sheet Music

 There you will find LETTER 3.

Letter 3: A letter about the grand piano in the lobby
"Installation of the modified piano is complete.  The song that was previously 
discussed, Beethoven's "Moonlight Sonata", has been provided and the piano 
will function as specified when the song is played.  An invoice will be sent 
via fax.  Thank you for your business!"

Very interesting, so the Piano has a purpose with RE's most famous piano song!  
Move yourself over to the picture, open it up to reveal a safe.  Enter the 
combination (I have not tested if this code is random, if so just check the 
picture and Jill will tell you regardless...write it down somewhere.), which 
is easier this time since it's all numbers...and vula, you get it open.  You 
will recieve the CULT ANACONDA (YAY, MAGNUM, YEAH BABY!) as well as the SHEET 
MUSIC, for Moonlight Sonata.  I guess you can figure what we do next...that's 
right, we're going to the Lobby again.

Mansion: Lobby (Play it out, on the Piano baby, yeaaa..)

You know what to do, go to the Piano and use the Sheet Music.  Next thing you 
know, a door's opened in the wall next to the couch...you best SAVE now, 
because another new enemy is right behind that door...and change weapons to 
either the shotgun or the magnum, we're going for the big baddy first.

Chapter Five: Monkies dont' like Smoked Shark but Jill Does  

Mansion: Basement, Pool Room 2 (another pool room, but no worries...this isn't 
another puzzle..)
Enemies: 1 Hunter, 2 zombies
Item/Files:
Diary 2


Okay, time to introduce one of the newer enemies...a Hunter.  These things are 
fast, and very very viscious.  They are the fastest of the enemies you've 
faced up until now, to the point of moving exactly the same speed as Jill 
running (which means, no outrunning them).  It's really hard to fight these 
things, and don't even THINK about using the handgun (talk about getting 
mauled to death).  So what you want to do is upon entering, run directly right 
to the wall, then scale it until you get to the door.  Hopefully the Hunter 
will decide to attack you from the side, meaning wait with your shotgun and 
get it in the red (this thing has 5 target slots)...one shot with the shotgun 
though isn't enough, you need two to fall it.  Which means you will almost 
definately take damage.  I know, it sucks...but you could always use the 
magnum for a one shot kill (you might want to save that ammo though...).  Just 
to let you know it's really difficult to get away from this fight without 
taking damage...the Hunter moves at it's own will and won't do what you 
want...

As for the zombies, they're no more than nuisances.  You really shouldn't 
worry about them too much, but they can damage you if you're paying attention 
to the Hunter (plus you might accidentally waste a Magnum/Shotgun shell on 
them instead of the Hunter, because it moves so fast).  After you finally 
succeed with your life and ammo (try as many times as you like to avoid the 
least amount of damage and ammo...I used the Magnum and killed the Hunter in 
one shot, then back to the handgun for one shot kill each for the zombies).  
Now if you killed the Hunter next to the door, go to the shelf next to that 
door to find DIARY 2.

Diary 2: Lisa's Diary

"Nov 14, 1967

I feel dizzy after that shot they gave me.  I don't see Mom.  Where did they 
take her?  She promised that we would escape together.  Did she escape alone 
and leave me behind?

Nov 15, 1967

I found Mom.  We ate together.  I was very happy.  But she was a fake.  Not my 
real Mom.  Same face but different inside.  

Have to find Mom.

Nov 17, 19  7
from inside box,
scent of mommy.
maybe true mother there.
stone box hard.  It hurt.

19

iNside reD and sLimy whiTe and haRd not true moM wheRe 

why?  jst want to b with her <<now she sounds like most teenagers nowadays 
~__~ the spelling is terrible >>

4
mom
where?

I mis yu"

Though it's disturbing, it still is very sad.  Poor Lisa...=/  poor 
Barry......

Moving on, there's nothing much else here to do right at the moment (there's a 
strange device near a fireplace, but we'll get to that in a moment).  Instead, 
head out that door we ran to next to the shelf and through the small 
passageway...to the next area.

Mansion, Basement:  Shark Tank (because Jaws has to be here..)
Enemies: 1 Crimson, 1 Cerberus
Extra, Dangerous Enemy: Neptune (shark)
Items:
6x Magnum Bullets

Yikes, 2 of the more dangerous enemies (but not as dangerous as the Hunter, 
well...the Cerberus has a one hit kill...but it's easier to take down).  As 
soon as you exit, run...run directly left until you get to the wall, turn 
around and shoot the crimson in the red.  The cerberus will be right behind 
him, take it out too...you have one shot to do this, take it...you may get 
hurt by the Crimson as you run by but don't worry about it.  Now that was fun, 
but they weren't the problem...the shark is.  How do you deal with a big nasty 
creep like that anyways?  Well, if you try to run along the edges it will bite 
a chunk out of you (and effectively, something like that kills you...;>_> duh 
).    Well, remember Barry?  He gave us a hint before he went loco...the 
battery and water.  Yes...put the BATTERY in the water and BOOM, Smoked Shark, 
Jill's favorite.  (litterly, she says it after it's dead...).  

Time to get items, go all the way across the pool and to the row of 
shelves...the second one from the left has 6 MAGNUM BULLETS.  And...it's time 
to be all super-cool like.  That's right, we're combining use of different 
items.  See that locked door, head over to it.  Place your CARAMEL on it to 
sticky up the center of the door.  Now, apply the GUNPOWDER, which will be 
along the Caramel, running from top to bottom.  Since we basically have a 
bomb, we need some sort of fuse so that we can have enough time to get away 
from the door.  You have that something...pull out the STRING and use it, then 
pull out your LIGHTER and Jill will do the rest, watch as a huge hole is blown 
in the door.  Go inside..

Mansion, Basement: George Trevor's cell (So it's finally explained where his 
remains were...)
Items/Files:
Black Keycard
Diary 1
Medkit
Milkor MGL (grenade launcher)


You'll probably notice as soon as you enter that there's a skeleton laying on 
the ground.  Head over to it and examine, aquiring the BLACK KEYCARD.  This 
skeleton belongs to George Trevor, the guy you've heard about in files...the 
father of Lisa Trevor and the husband of Jessica Trevor.  In REmake you didn't 
see his body ever and for the longest while people would assume that the 
Crimson Elder was George Trevor but...this is unknown, as CAPCOM doesn't care 
enough about it to state anything of the story.  I still believe REmake's 
Crimson Elder may still be that game's George Trevor, but if this was made to 
fill in gaps about the Trevor storyline...then I guess this is the final 
resting place of George.  Nevertheless, make your way to one of the boxes with 
the green file on it to pick up DIARY 1.

Diary 1: George Trevor's diary

"Nov 24, 1967

They have transferred me to the basement of the mansion.  Now a guard brings 
me my food and I'm confined to these few rooms.  At least that's what the 
guard thinks.  Every time he's on a break, I have been exploring.  I found on 
entranceway to a series of catacombs behind the fireplace.  Maybe in there I 
can find a way out...

Nov 26, 1967

My god.  Words cannot describe the horrors I have seen in those dark 
passageways.  Ghastly, mutated creatures...mindless and aggressive.  The 
strangest part being that each one is tagged like a lab rat.  As though they 
aren't just monsters...they are experiments.  I can't bear to think of going 
back in there, but it's my only hope...

Nov 27, 1967

Some mild success.  In the caverns I encountered a man in a lab coat and 
attacked him.  I cracked his head in with a rock and stole a keycard of some 
kind.  I still don't know what it's used for.  To think, me attacking an 
innocent man...what have I become?

Nov 29, 1967

I think they have caught wind of my little adventures in these caves and 
installed an extra security feature on the fireplace.  There is now a small 
keypad where you can enter a password.  Fortunately, I overheard how to 
program the unit.  As a passcode I entered our anniversary, MMDDYY.  Time to 
resume exploring...

Nov 30, 1967

Yesterday they added more security to the fireplace.  You now need some object 
to enable the keypad.  I'm trapped.  Why have I been so careless?  Today a man 
in a lab coat approached me and said that tommorow I would visit the doctor. 
Something tells me they have something else in mind.  I won't become one of 
their experiments.

Nov 31, 1967

Here's where everything ends.  Forgive me Jessica, I didn't want it to come to 
this.  I'll die before I let them turn me into one of those...things.  With my 
last breathe, I will pray that you and Lisa are safe.  Farewell...

George Trevor"


Now that is one of the best files I have EVER read in RE History.  Much better 
than the REmake diary, which confused me...but this actually explains what 
happens to him.  He must have sealed himself into the room so they couldn't 
use his body for experimentation like they did with Jessica and Lisa.  From 
there he used something to kill himself, I doubt he starved himself to death.  
So 31 years later in 1998, as Jill walks into this room...it's apparent that 
the skeleton is George Trevor.  Considering the layout of this facility, 
doubtful that bugs would come in to rot away his bones.  Or perhaps they 
could, but to make it seem cooler they defied physics (like they have done in 
this game before), so there he is.  The man who built the mansion and died in 
his own design.  May you rest in Peace, George Trevor...and family.

Regarding the machine mentioned in the file, I'll elaborate more on that when 
we get to it.  So after reading the file, head to shelf right next to it to 
find a MEDKIT and then the last shelf against the wall to find the MILKOR 
MGL...yes, at last...a grenade launcher.  You're done in this room for now, so 
let his bones rest now...make your way to the Shark Tank and back into Pool 
Room 2. 


Mansion: Basement, Pool Room 2 (all these dead bodies, ew)
Puzzles: 1 

Make your way to the far end of the room, past the coffee table and couch to 
the machine.  Place the JADE FIGURINE in it...but now it's time to figure out 
a passcode.  It's just another puzzle, that's it.  It involves yet again two 
files, so I'll paste them here for you (this puzzle has to deal with files 
from Jessica and George Trevor):

Letter 6: Jessica's anniversary card
"November 8th, 1967

George,
Happy 18th anniversary.  Lisa and I have been missing you at the Mansion.  
It's exquisite George, a masterpiece.  Once you arrive, we'll celebrate our 18 
years and this great achievement.  

Love Always,
Jessica"

and here's the other one.

Diary 1: George Trevor's diary

"Nov 24, 1967

They have transferred me to the basement of the mansion.  Now a guard brings 
me my food and I'm confined to these few rooms.  At least that's what the 
guard thinks.  Every time he's on a break, I have been exploring.  I found on 
entranceway to a series of catacombs behind the fireplace.  Maybe in there I 
can find a way out...

Nov 26, 1967

My god.  Words cannot describe the horrors I have seen in those dark 
passageways.  Ghastly, mutated creatures...mindless and aggressive.  The 
strangest part being that each one is tagged like a lab rat.  As though they 
aren't just monsters...they are experiments.  I can't bear to think of going 
back in there, but it's my only hope...

Nov 27, 1967

Some mild success.  In the caverns I encountered a man in a lab coat and 
attacked him.  I cracked his head in with a rock and stole a keycard of some 
kind.  I still don't know what it's used for.  To think, me attacking an 
innocent man...what have I become?

Nov 29, 1967

I think they have caught wind of my little adventures in these caves and 
installed an extra security feature on the fireplace.  There is now a small 
keypad where you can enter a password.  Fortunately, I overheard how to 
program the unit.  As a passcode I entered our anniversary, MMDDYY.  Time to 
resume exploring...

Nov 30, 1967

Yesterday they added more security to the fireplace.  You now need some object 
to enable the keypad.  I'm trapped.  Why have I been so careless?  Today a man 
in a lab coat approached me and said that tommorow I would visit the doctor. 
Something tells me they have something else in mind.  I won't become one of 
their experiments.

Nov 31, 1967

Here's where everything ends.  Forgive me Jessica, I didn't want it to come to 
this.  I'll die before I let them turn me into one of those...things.  With my 
last breathe, I will pray that you and Lisa are safe.  Farewell...

George Trevor"

Now I'll let you try to figure out the passcode on your own, then I'll walk 
through with the solution...

-
--
----
--
-
Solution Ahead
-
---
----
---
-
Okay here it is:

It's not a hard puzzle really, you just have to know which files to look at.  
But the trick is really in the numbers, it's a 6 digit passcode and the 
George's diary says everything is terme din MM/DD/YY (Month/Days/Years).  An 
example would be, a famous day such as...Christmas.  You would say 12/25/08 
(or whatever year you want).  If the day or month is the 1st through 9th, you 
put a 0 before it.  So another example is my birthday, 06/05/89.  Yes I'm 19 
years old, but I've seen twenty year olds (and college students) who can't 
spell for the life of them, are you going to not trust this FAQ now that I'm 
19?  That would be silly, considering many gamers on here are under the age of 
20 and some of the most famous guides are written by people under 
20...possibly as old as 15 (there is no measure on knowledge compacity via 
age, if I'm smart at 15, I'll be smarter at 19...if I'm dumb at 15, I'll be 
below or about average when I'm 19...unless I work really hard to learn).  But 
I just got carried away...I must apologize for going completely off track.  I 
solved the other puzzles and have handled SH puzzles before as well, and I can 
elaborate them to the bone until there's no need to question it anymore.

So with that crap out of the way, you want to know the passcode.  Now if you 
go back to the Anniversy Card, you think wait a second..."11/08/67?"  So you 
might put that in...but for some reason you will get "Incorrect Passcode".  
This is where it gets tricky, I know...you'll be confused for a second...but 
subtract 18 years and you'll get the right number.  That's it!  When someone 
uses their anniversy for ANYTHING they don't use a current date, they use the 
date it happened.  So subtract 18 years and you know that they've been married 
since November 8th, 1949.  It's been done many times, you can see it in 
screenames, emails, anything.  You could in fact count the shark AND blowing 
open the door as part of this puzzle, because if you went straight to this 
machine you'd think that Lisa's Diary (which is found in the same room) is 
what will help you with this puzzle.  But it's not, it's to show you that 
their 17-18 year old daughter was going through so much as she mutated slowly 
due to the virus incubating in her body.  You HAVE to go to the room where 
George Trevor was to find the diary and then inform you of what to do.  

Indeed, the passcode is: 110849

Enter it and you'll find a secret entrance...be ready, you're in for some 
hardship.

Chapter 6:  The End is Nay...Yay?

Caverns: 1st Area (I don't like this place, all it is is rocks...no items, it 
sucks...)
Enemies: None
Items: None
Locked Doors: 1

Once you enter you'll notice, this place is preeeeeeeetty rocky.  But be 
thankful, that's all it is.  The only problem is that it takes at least a 
minute to go from one end to the other having to navigate through them all and 
that's about it.  You'll want to go to a door that's located on the 
north/western wall (I'll say it like this to help you out further)...just keep 
following the path and you'll eventually see it.  When you spot it, head to 
it, open it, SAVE SAVE SAVE...and be ready for 2 Hunters, a Crimson and a 
pointless zombie. HAVE MAGNUM READY.  If you forgot, the Magnum equals Colt 
Anaconda.  

Caverns: 2nd Area (GREEN UGLY THINGS SCARE ME!)
Enemies: 2 Hunters, 1 Crimson Head, 2 Zombies (I list the most dangerous ones 
first)
Items:
20x Handgun Bullets
10x Shotgun Shells
6x Magnum Bullets
4x Grenade Rounds

This is one of my least favorite rooms, because the 2 hunters charge in almost 
automatically and you can't really move ANYWHERE for safety.  What you want to 
do is automatically go to the left square and pull out your target thing.  Aim 
for where the first hunter is coming and wait.  Make sure you get the red and 
kill it.  The second one will come from your right so hurry to target it, then 
finish it with one shot too.  Switch quickly to your handgun and run to your 
left until you can't move any further, then turn around quickly to take out 
the Crimson.  Wait for the zombie, take him out, then you can either wait for 
the next one (and then the very slow one behind him) or move to get a better 
place to stand.  Your choice.  Repeat over and over, if you did what I did and 
have collected everything I have...this is what you should have after this 
fight.

15 Magnum Shots
87 Handgun Shots
Optional: No Damage (I kept doing it until I didn't get hit by a single enemy 
in this room).

I'm including this now instead of earlier because you need to store these 
magnum shots, don't waste them on ANYTHING but Hunters.  The shotgun is only a 
last resort for bosses, you can do EVERYTHING using just the handgun and then 
the magnum for hunters.  Anyways, after all are dead...

Go for something good here, make your way to the left area and when you come 
to a bend that leads to a lamp post, go to the rock formation at the bend.  
You'll see a large grey rock, a small brown rock, and another grey rock.  Go 
to the left of the brown rock, then turn to move another direction and you'll 
have slipped through the rocks.  Now if you slip through the rocks and go to 
the left top corner, you'll find 20 HANDGUN BULLETS, 10 SHOTGUN SHELLS, 6 
MAGNUM BULLETS and 4 GRENADE ROUNDS ontop of a large Grey Rock (you will 
notice it being white).  I guess this room WAS worth it huh.  All that ammo, 
now you have 21 magnum shots, over 99 handgun bullets and plenty of shotgun 
and 8 grenade rounds.  There's nothing much else here, just like the last 
room...you can head through the doorway on the top right wall (just walk 
around till you find it) to head to the next room.

Caverns: Enrico's Cave (No jokes ;>_> I might get yelled at)
Enemies: None
Items/Files:
Fax 1
6x Magnum Bullets

Once you enter a conversation starts, IT'S ENRICO!

Jill: Who's there?
Enrico: Jill..(cough)...is that you? <<Jill then calmly strolls around to him, 
wow..>>
Jill: Enrico!  You're Alive!
Enrico:  I...I've been shot...I'm so dizzy... there's a... traitor... <<Yes 
there is, but Barry's gooone T_T btw they finally explain that Enrico was 
shot, not wounded by some monster>>
Jill: A traitor?!  Enrico stay with me!  Who is it? <<I think you already know 
Jill!>>
Enrico: The STARS are...(Cough)....finished.  Umbrella set us...up... <<Okay 
that's nice and all Enrico, BUT TELL US WHO IT IS, JEEZ.  Avoiding the subject 
as always..>>...

As soon as that line happens, Enrico collapses and Jill says this:

Jill: Enrico!  No! <<NOOO!>> ...he's gone <<No he isn't, he's laying right 
there in front of you!  Oh wait...you meant he's dead, neevermind.>>

After his death, you can examine his body for the FAX 1 and 6 MAGNUM BULLETS 
(THANKS ENRICO!!)

Fax 1: A fax found on Enrico's body

"Attn: Chief of Security

Execute the following procedures within one week.
1. Lure STARS to the estate, and obtain BOWs raw combat data against STARS.  
2. Collect one sample from each experimental specimen.  Dispose of the Tyrant 
3. Ensure complete disposal of the Arklay Laboratory including all personnel 
and test animals.  Disguise their deaths as an accident, then report to HQ.
Contact A. Wesker for details regarding STARS and the Tyrant model.

Good Luck,
Umbrella HQ"

Wait a second...contact...WESKER?!  Could it be...?  But this fax confuses me 
because it makes me wonder...well, I'll explain it after you beat the game 
(check after the game for my explaination).  

There's not much else to do here, so let Enrico rest in peace and head out, 
back into Area 2 then Area 1 of the Caverns.

Caverns: Area 1 (still so empty, ugh)
Passcode Door: 1
Passcode is UMBRELLA

After coming into this area, go right and follow the path.  It will lead you 
directly to another silver door.  Pull out both your RED KEYCARD and BLACK 
KEYCARD, but now you're stuck with yet ANOTHER passcode reader.  This one 
requires you to go back to a file you found in the library.

Letter 5: A letter I found in the room behind the library
"My dear daughter,

I apologize for taking so long to write back.  Work has been hectic, but I 
know that is no excuse.  As usual, I have prepared another anagram for you:  
RUM LABEL

I had to change the security passcode to the laboratory today, and it's been 
on my mind so I made an anagram out of the word.  

Stay out of the rain.  
Love, 
Dad"

Anagrams, anagrams...what to do with Anagrams.  Want to try and figure this 
out on your own?  

Go for it, solution is below.

-
--
---
--
--
Solution ahead!
-
--
---
--
-
Okay here it is:

An Anagram is just like rearranging one word to another.  It can even be 2 
words, combined together to make 1.  So we have RUM LABEL...not a whole lot of 
clue there.  But at the bottom it says "stay out of the rain", there's the 
clue.  How do you stay out of the rain...and something that he would be 
thinking about since he made this anagram.  Well the answer is...UMBRELLLA!  
It's really that easy, you use an Umbrella to cover yourself from the rain and 
Umbrella is the name of the Resident Evil universe's big bad corporation.  
It's somewhat of a metaphor in itself, but enough about that...just enter the 
code and get ready...this is it, the fight.

Laboratory: Tyrant's Room 
Enemies: 1, The Tyrant
Items: None

Well well, finally...we get to the climax.  Get ready, here's some talking

Jill: Wesker!
Wesker:  Jill... still alive I see?  Clearly I misjudged you. <<NOT SO USELESS 
NOW, HUH WESKY?, btw notice that Jill finally runs to talk to a character 
instead of strolling towards them.>>
Jill:  Clearly.  I don't know why you brought us here, but this madness dies, 
with you.
Wesker:  Haha, oh jill you really have no idea.  You can kill me, but it won't 
stop what I've started.
Jill: Let's test that theory. <<whoa, talk about an overall change in 
strength...>>
Wesker:  Please Jill, a moment longer.  I have the only radio transmitter to 
contact the helicopter and if you try to kill me I will destroy it.  Besides, 
I want to show you something.  <<So wait a second, how can he destroy it if I 
just shoot him in the head?  Oye...he's not THAT fast...>>
Jill:  Not if I'm faster than you.  You can't threaten me like you did Barry's 
family.  I'm not scared of Umbrella <<see, she is faster...but 
well...Baaaaarrry T__T>>
Wesker"  Well... actually using Barry was all my doing.  Since you're still 
alive, he evidently proved to be less than useful.  You really think Umbrella 
is behind all of this?  They are merely a piece in the puzzle.  My plans 
extend far beyond Umbrella's punny objectives. <<Grrr...you meanie-head!>>
Jill: Barry was a good man, and you used him like a puppet.  You're pathetic.  
I'm through talking.
Wesker:  Right.  Well if we're done here then I best be going.  The mansion's 
self-destruct mechanism will lay ruin to this entire region in a matter of 
minutes.  Until then you can have fun with my latest creation...<<Well well, 
isn't he cocky...you know while his back is turned Jill could have just shot 
him...nevertheless, he walks to a door and a really ugly looking fella runs in 
and stops in front of him. >>  Beautiful isn't it?  <<I just said it was 
UGLY>> I call it the Tyrant.  You can't even begin to imagine the power that I 
now possess...<<Apparently not a whole lot...watch...the Tyrant impales him 
with it's clawed hand>> What! No!  It should...should be..heeding my 
commands...agghh! <<well, there he goes...notice how the music finally fits?  
This entire time you heard the music for every room with enemies in it, but in 
the original game this song was used as the Tyrant fight song, at least the 
first fight...well, anyways..>>
Jill:  Whoa!! I need to get out of here before this place is 
destroyed...but...I can't allow that abomination to escape with me...<<Okay 
now the music changes to something else...oh right, the Lisa song...>>

Okay, so now you're up against the final boss.  He's ugly, he's fast and he's 
strong.  But against your magnum, he'll fall pretty quick with 4 red shots.  
You have more than enough ammo.  The method for fighting this thing is 
easy...just run around the counter, wait until he stops moving, aim your gun 
at least 2 or 3 spaces ahead of you and wait until he appears in the 
crosshairs.  Take him, then run fast (you might get swiped, but don't worry).  
Just keep doing this, spread out if you want...he never charges you from the 
left or right...he goes straight at you.  Easy to do, keep repeating until it 
dies.  

And well...that's it, the thing falls and things start exploding...then you 
get a text based ending:

Ending to Resident Evil: Genesis

"After exiting the mansion, Jill is picked up by the helicopter and flown 
away.  She finally begins to relax, and watches the mansion during their 
ascent.  Moments later, the mansion explodes in a giant ball of flame.

In the smoldering remains of the mansion, something stirs.  A creature with 
cat-like eyes slowly emerges from the wreckage..."

...that's the end.  The game got me really interested, but it just kind of has 
one of the worst endings in RE.  NOTHING ABOUT CHRIS REDFIELD or 
Rebecca...Barry is missing (probably dead), no continuation with Lisa 
Trevor...a lot and I mean a LOT of loose ends.  All we know is Jill survived 
and...that Wesker survived too (the cat-like eyes, play Resident Evil: Code 
Veronica X to learn about this...great game, MUCH BETTER ENDING..).

So yes, that's that...that's the end.  Good job, but here's a little extra 
something to do for fun.  You can go to the room where the Tyrant came out of, 
but it's a square room...empty.  Nothing funny there, but you can actually run 
out of the laboratory and it will follow you relentlessly (I wish you could do 
this in the real game, I'd love to have it chase me into the mansion).  
There's a glitch though, if you try to go back to the lobby for some reason 
you um gest stuck in this black area with a door you can't enter but you can 
go back to the Pool Room 2.  Weird...but the Tyrant chases you ALL the way 
back here, so if you want to have more fun with the fight, there's how you do 
it.  


ON A CLOSING NOTE (like I talked about earlier with Fax 1)

Regarding the Fax 1 earlier found on Enrico's body, it doesn't make sense if 
the person recieving this fax was to contact A. Wesker....UNLESS this was to 
William Birkin.  

@_@_@X_X_X>__<+|  IV. Extra Stuff from TV's Observation |+>__<X_X_X@_@_@

Well, this is my fun section.  If you liked my guide or my humor, you might 
like this.  And yes, I spell humor like that.  I spell color without the U.  
It's a Brittish thing I hear to use the U...so...ya know, >=P.  Anyways, I'm 
just pointing out a LOT of the differences between this game and the 2 other 
versions.

For those of you not familiar with the other 2 versions, let's list em.

Resident Evil - 1996, Resident Evil: Director's Cut: 1997 (and it's Dualshock 
version later).  No difference in story, just extra modes and costumes...and 
other stuff. 
Resident Evil - 2002, Gamecube game that was the remake of the first game.  
Storyline remains generally the same, with several alterations (and 
additions).  New rooms, new enemies, so on and so forth.
Resident Evil: Genesis - 2007, remake of REmake (RE for the 
gamecube)...includes Crimsons but loses a whole lot of stuff.

So, where to begin.  I think the very first thing we should examine is, 
character selection.

Whenever I explain something, I'll include all three games and discuss the 
differences.

Resident Evil - 1996

You see two IDs, one with Chris Redfield and one with Jill Valentine.  You 
select between the two and start the game.

Resident Evil - 2002

You see two IDs plus a CGI body-figure of each character behind that ID, you 
choose between Chris Redfield and Jill Valentine. 

Resident Evil - Genesis

You select New Game and don't have a choice...you play as Jill Valentine (no 
mention of Chris Redfield)

Now, the differences...obviously the 2002 one is cooler, but...the first two 
options have CHOICES, you get one character and one character only here...Jill 
Valentine.  Wow...could they not budget Chris Redfield into this thing?  



Resident Evil - 1996:
This game's intro was done in two styles, color and in black and white.  The 
color version is completely uncut and found on the original game.  In Resident 
Evil: Deadly Silence (which I'm not listing because it is essentially the 
original game with a whole lot of extra stuff involved, it still plays a lot 
like the original and if you saw the two together, you'd think it was the same 
game..), the color opening is in black and white but is still uncut.  Now back 
to the original, it starts off with some low quality animation that looks like 
it's from an SNES or Sega Genesis game, with several transitions between 
pictures of real people.  You have Chris Redfield narrating the scene, 
sounding terrible with his voice actor chosen (but it's still funny).  The 
scene moves to REAL LIFE ACTORS moving in a forest (though, it looks more like 
a field than a FOREST) towards a "helicopter".  You see each of the STARS 
members, again...you see CHRIS and you hear CHRIS, plus you see Joseph.  
Everyone splits up and starts searching the area...Joseph finds something and 
motions for the others to come near.  In the original, he lifts up a gun with 
a hand attached to it...showing the bottom of it.  In the black and white 
version for Director's Cut, you only see portions of the hand before it cuts 
over to him giving a stupid scream.

You then see this weird horror movie cliche of only seeing the monster's face 
(but in this case, a dog) while something is apparently happening to the 
character, in this case...Joseph.  In the color opening, you see some blood 
and it's a bit graphic...gunshots are fired and everyone hears him.  Jill 
screams "JOSEEAAA" (but doesn't complete with the "ph" noise) and then the 
screen pans up to show his dead body.  In the black and white version, it 
doesn't show that much and then it goes to Jill yelling....and straight to the 
running.  They run a little bit and the helicopter flies off, bad animation 
again...and Chris is like.  NOOO, DON'T GOOOOOOO...so yeah, everyone then runs 
to the mansion.  That's the opening.

Resident Evil - 2002:
In a much better opening, the game starts out showinga classic "type-in" 
location, like movies tend to do...telling you the date and where they are.  
Chris starts talking and asks Brad something, then the scene switches over to 
a News Reporter talking...then bloody pictures of families.  The entire thing 
is done in CGI, very well done CGI for that matter.  As Chris continues 
talking, Jill spots Bravo Team's helicopter and they land.  We see from 
Joseph's perspective, as in the camera on his shoulder, that the helicopter is 
a wreck.  And they discover the body of Kevin (a new character added for 
Remake, originally they found Edward Dewey's hand).  This spooks him and he 
runs out.  Now we see each team member searching the forest (except for 
Barry).  Chris finished narrating and we see Joseph scared out of his 
wits...in a very quiet setting with eerie music.  He turns when he hears 
something but then everything goes silent...he couldn't spot a thing.  He 
relaxes and feels like he's just on nerve's end...but from out of the woods 
comes a beast, a Cerberus and it jumps on him.  After various gunshots we see 
each team member startled and from Joseph's camera we see him being torn 
apart...a trail of blood running down the screen.  Jill's the one shooting 
with her handgun, having no effect on the dogs (or she just plain misses, 
oye...)..until she runs out of ammo, watching as Joseph is devoured (kinda 
nasty, especially when the dog turns towards her chewing his intestines).  She 
moves back a bit and the dog charges her, she trips and Chris shoots the dog 
in mid-air as it leaps towards her.  

Chris and Jill run for their lives, seeing Brad travel overhead...theyr'e 
shocked and keep running until Chris turns around to look at a dog leaping 
right at him once more.  He brings his arm out to protect himself but Wesker 
shoots the dog before it chomps.  "CHRIS, THISAWAY!"...there ya go, they 
run...and you see Barry twice...then Jill running towards the mansion 
entrance.

Resident Evil: Genesis
Nothing, no scene, no characters...you get a 2 paragraph text description of 
what happens.  Apparently you hear about the zombie attacks (or cannibal 
attacks), then investigate.  The text then tells you that the team was 
attacked and many were killed (possibly including Chris, Brad, and 
Joseph...because later in the game they come up with a recovery helicopter, 
when originally it was just Brad who picks them up) and only Jill, Barry, and 
Wesker survive.  

That's it, the first one is corny, the second one is awesome, and the third 
one sucks to beyond oblivion.  Why give Chris the boot?

Here we go again, the opening conversation (summed up):

Resident Evil - 1996

If playing as Chris, you, Jill and Wesker enter the mansion.  Chris wonders 
where Barry is, as does Jill..Wesker thinks maybe he got killed.  A gunshot 
occurs thinking it's Barry, then they then talk and decide that Chris should 
continue on, Jill giving Chris a good luck word...Chris moving on into the 
dining room AUTOMATICALLY.

If playing as Jill, you, Barry and Wesker enter the mansion.  Jill wonders 
where Chris is and Wesker thinks he may have been killed.  A gunshot is heard, 
they think it's Chris, then they talk and both Jill and Barry continue to the 
Dining Room as Wesker stays back in the lobby.

Resident Evil - 2002

Same exact thing as in original.

Resident Evil: Genesis

Jill, Barry, and Wesker enter.  They talk about the dogs and Barry mentions 
the death of the other members.  Nothing about Chris.  They both decide that 
Jill should investigate and move further on.  Barry does not come with you.  
Also, after you finish talking to both of them...you gain control of Jill and 
can move around the lobby freely, before heading to the room on the left 
(besides, you have to...to find the Silver Keycard).  

The only real difference between the original and the 2002 remake is the 
graphics, and maybe a few lines.  The big difference comes in Genesis.

Next thing, the Dining Room scene. (I'll stop including Chris's game for 
awhile, because it doesn't compare in any way to Genesis).

Resident Evil - 1996

Jill and Barry enter the Dining Room, Barry heads directly to the fireplace.  
After awhile of you moving, he'll call you to come over to check out something 
he found.  There's blood on the floor, you can proceed moving around the 
dining room and even head back to the lobby (in which case Wesker will tell 
you to go back inside the dining room, if you try to head back out Barry will 
ask if you have cold feet.  If you then proceed along the left side of the 
table near the clock, a zombie will break through the door to attack you.  
Barry will lay out several shots on him then blow his head off (three shots to 
do so).  In the original this makes headshots easier to obtain...the two of 
you then decide to go back to the dining room.  An alternate thing to do is 
after Barry talks to you about the blood, you can head to the door on the 
right, then go left to find Kenneth, being eaten by a zombie.  If you had the 
color opening, you'll see Kenneth's head rolling on the ground.  Otherwise, 
you'll just get the zombie scene and it will stand up to attack.  Don't fight 
it, wasting ammo and all...run back in and Barry will take care of the Zombie.

Resident Evil - 2002

Basically the same thing with different lines, except the head does NOT get 
blown off and the zombie will return back to its hallway.  

Resident Evil: Genesis

It's not even a dining room, it's some sort of reading/study room.  And the 
zombie is already there, he's coming right for you!  Barry's not there so you 
have to kill it yourself, after you do kill it he will come inside and talk to 
you.  You have to search for Wesker yourself, come back inside to tell Barry 
that he's not out there...and Barry will stay here for some time. 

Alright, the next few things are minor...so I'll just list them, they're all 
about Genesis:

- The layout of the mansion is ENTIRELY DIFFERENT than the other games.  The 
lobby is much larger and includes a piano, but does not include a stairwell 
leading to the second floor.  There are also doors leading to other places 
that haven't existed before. 
- The dining room isn't a dining room here, it's a study.  There are 2 dining 
rooms, but one of them is attached to the study and the other can be reached 
from the lobby or kitchen.  
- Lisa Trevor appears very early in the game and chases you, she didn't exist 
in the original and in REmake she first appears after you completed a large 
portion of the mansion and you're already outside int he forest.  She knocks 
you out and you must run out of the cabin, but she doesn't give chase.  She's 
not in the cabin either if you go back inside.  Also Lisa does not attack 
Barry inside the mansion, but rather underneath in the area leading to the 
laboratory (in REmake).  She knocks him into a pit if you're careless when 
fighting Lisa or if you dont' give him his gun back after Jill takes it.  
There is NO closure with Lisa Trevor in this game and she does not dissapear 
into a hole or anything, she attacks Barry and vanishes...that's the last we 
see her.  In REmake, you "fight" her at least 3 times and she kills herself 
(or you blow her off the ledge).  
- Barry Burton pulls his gun on you in the Plant 42 room, he does not do this 
in REmake or the original.  In the original and REmake, under certain 
conditions he will help you fight Plant 42.  He also helps you out several 
times, in this game he is practically useless...even his attempts to save you 
from tentacles are in vain as the bullets don't harm them.  He doesn't pull 
his gun out until you see him in the area underneath the mansion at the tomb.  
And here you give his gun back or don't (and he'll die).  If you give his gun 
back and defeat Lisa, he'll still be alive.  He'll later pull his gun on you 
again in the laboratory, then head to the surface (as per Wesker's orders, or 
so Wesker thinks...) and then he'll save you from Wesker.  He survives in the 
other games based on your decisions, you have NO choice here...he gets killed 
by Lisa Trevor and violated by her tentacles.  Poor Barry...
- The game is based entirely in the mansion, there are no outside 
portions...no residence, no underground water shark tank...but there is a pool 
with a Neptune in it.  
- The laboratory is condenced to one room (and a closet) with the Tyrant in it 
and several testubes with stuff in it.  The laboratory is much larger in the 
other games.
- Black Tiger is located in the attic, while in the other games the spider is 
located in the caves located outside the mansion.  Black Tiger also doesn't 
move in this game, just spits at you...the thing would move around and also 
have several other giant spiders around with it.  
- Plant 42 is located inside the mansion, while in the other games it's 
outside in the residence.  It also doesn't attack you aside from moving in 
front of it if you don't tranq it.  You can't tranq it in the other games, you 
can destroy its roots and weaken it...but you still have to fight it a bit.  
Well in one case you don't, when fighting as Jill and Barry will help to 
flamethrow it, burning it alive.  
- Giant Neptune is located in the basement of the mansion.  In the other 
games, it was located in the aquaring underneath the residence...it wasn't 
that big of a shark in the original, but was massive in REmake.  There were 
also other tiny sharks...in the original you have to drain the water and it 
will just sort of flop around, kill it then.  In REmake, you drain the 
water...then have to electricute it.  In Genesis, all you do is use the 
battery in the water and it's dead.
-  Crimson Heads are already active.  In REmake (they didn't exist in the 
original), there were only 2 that were already crimsons...but both must be 
awoken (one is in the mirror and sword hallway before the one puzzle involving 
getting the Armor Key..., and the other is the Crimson Elder, which awakens 
after placing all 4 Death Masks on the faces).  In this game zombies do not 
come back as Crimsons, in REmake if you dont' blow off their heads or 
legs...zombies WILL come back as Crimsons if you don't burn their bodies 
(there is a set time when they will awaken as Crimsons).  
- Zombies and Crimsons don't bite in this game, they just slash you.  In any 
other RE game, zombies will bite you and love to bite you.  These just slash 
at you.
- Cerberus can kill you in one hit.  Zombie dogs and Cerberus are not capable 
of this in other games, they can do damage and good damage...but not enough to 
kill you in one hit at full health.  
- The Tyrant can be taken down with 4 wellplaced magnum shots.  It's 6 to 8 
shots in the original or remake, and you fight it a second time on the roof.  
However, if you use Barry's 44 Magnum in REmake, you don't fight it again on 
the roof.  Also under certain circumstances, you won't fight the Tyrant a 
second time.  This game you only fight him once...and that's that.
- George Trevor is found as a skeleton in the basement.  His body is not 
confirmed in REmake and he doesn't really have anything to do with the 
original.  This game gives more backstory to his character than what REmake 
did...and it's good to see him at last.  
- Guns hold all ammo in it and have a limit.  In the other games, ammo is kept 
seperate from the guns and there is a compacity limit for the guns.  
- There are only 5 guns in this game.  There are a few more in the original 
and remake.  Plus Jill can use the flamethrower now, she couldn't in either 
the original or remake.  Only Chris could.

There are a few more differences but as I'm writing this, I'm finishing up the 
guide.  I can't recall them at the moment, if you'd like to point them out, 
send me an email and I'll post them here (with credit to the user, also give 
your gamefaqs name if you have one).


X__$$$)%%%%)###<   V.  Weapons Guide   >###(%%%%($$$__X

Well this game is about shooting things when they come at you.  So why not 
have some weapons to attack with?  Here's some basics...

1.) Combat Knife - Lol, don't use it...<seriously, that's it...I'm not even 
going to bother> Ok, ok...if you WANT to use it, do so.  It does the same 
damage as the handgun and will kill instantly like a headshot (if it's in the 
red).  So...I don't know, I guess it isn't THAT bad...use it if you like to do 
knife runs (which really, this game is easy to do with the knife...haven't 
tested the knife with Hunters yet...I'll tell you why.  I beat the game, and 
as you know, the save system sucks.  So I'd have to do EVERYTHING again just 
to get to the basement.  Because I killed everything ;>_> ...yeaaah...).

2.) Handgun (Beretta 92FS) - Your MAIN MAIN Weapon, this is for ALL enemies 
aside from the Hunters and the 2 bosses you physically fight.  One Red Shot 
with this kills a Zombie, Crimson and Cerberus.  The thing holds up to 99 
bullets and there's always ammo to find, so never worry about running out.  If 
you save before each room filled with enemies and kill things in one shot, 
then you'll NEVER worry about ammo.

3.) Shotgun (Remington M870) - A good alternate, but not really recommended.  
It has a strong bodyshot kill on zombies and crimsons, but otherwise it's not 
really worth the trouble.  Your handgun is what you stick to for the headshots 
and it takes 2 Shotgun shots to kill a Hunter (with headshots).  Only use this 
if you are low on Magnum Ammo or skipped any that I mentioned in this guide.

4.) Flamethrower (M9A1-7) - Only use it once and then just let it sit.  It's 
used against Black Tiger, the large spider in the attic.  Fire the thing at it 
for about...7 or so seconds and it'll die.  Then you can use it later if you 
want to challenge yourself, but I wouldn't recommend it.  Also note that there 
is no crosshair for it...it just fires forward, that's that...change direction 
and it'll go about 2 to 3 spaces ahead of you by the way.  

5.) Grenade Launcher (Milkor MGL) - Strong weapon, worth it for a backup for 
the magnum but even though there's a crosshair, there isn't a target bar.  So 
time won't freeze, you just have to guess if you're hitting something strong 
with it.  Use it against the Hunters if you want, but I didn't use it 
myself...I just stuck to the next weapon.  BTW be careful if you use it 
against the Tyrant, you might not know if you hit it or not and thus you'll 
spend time trying to shoot it (only to be attacked constantly by his slashes).

6.) Magnum (Colt Anaconda) - Best weapon, next to the handgun it's a must for 
Hunters.  One red shot will kill a Hunter and 4 red shots will kill the 
Tyrant.  This is when it's best used, if you have ammo to spare I guess you 
could kill normal enemies with it...bodyshot or headshot, boom...you killed 
em.  Save this beauty for Hunters though, there are 3 total and the 
Tyrant...that's a total of...7 shots if you time everything with a redshot.  

&_#***#@@@__XX><O --  VI.  Item Guide  -- O><XX__@@@#***#_&

Here's the list of all the items and how to get them, oh man...this will take 
awhile (if you really care about this, read it..).  Once you see the location, 
use CTRL F to find it in the guide so you can have a more accurate idea of 
where it is.  Only enter the Room name, nothing after that (example, enter 
"Mansion: Lobby", not just "Lobby" or "Mansion" or..."Vase")...you can also 
enter the item name..

I'll seperate it into Ammo first, and all the rooms you can find it.  Medkits 
are included after Grenade Rounds

Ammo Always comes in the same quanity*

Name                                        # found         Location 
Handgun Bullets (handgun clip)     |  20   |  Mansion: Lobby - Plant pot
|
                                                              Mansion: Storage 
Room 2 - From Wesker             |
                                                              Mansion: 2nd 
Floor Bedroom 1 - Blue Vase             |
                                                              Mansion, 2nd 
Floor: Hallway 2 - Plant next to couch|
                                                              Mansion, 2nd 
Floor: Official Bathroom 2 - Counter   |
                                                              Caverns: 2nd 
Area - Grey Rock                              |

Shotgun Shells (shotgun shells)   |  10  |    Mansion, 2nd Floor: Bedroom 3  - 
Desk                   |
                                                              Mansion: Attic - 
Box                                              |                   
                                                              Mansion, 2nd 
Floor: Hidden Room - Desk                |
                                                              Caverns: 2nd 
area - Grey rock                                 |

Magnum Bullets                          |  6    |   Mansion: Attic - Boxes   
|
                                                              Mansion, 
Basement:  Shark Tank - On Shelf           |
                                                              Caverns: 2nd 
Area - Grey Rock                              |

Grenade Rounds                         |  4    |   Caverns: 2nd Area - Grey 
Rock                              |

Medkit                                                 |   Mansion: Kitchen  -  
Counter                               |
                                                              Mansion, 2nd 
Floor: Bathroom - Sink                   |
                                                              Mansion: Attic - 
Chest                                         |
                                                              Mansion, 
Basement: George Trevor's Cell - Shelf   |


                                                  
For the items, this will include everything, even Key Items (you know, I 
noticed that I only listed gemstones as key items...but whatever, it was all 
apart of a big puzzle that's why).   

 I'm going to write this part differently, cause there's just so many 
items...so I'll just list the name and room location.  They're easy enough to 
find if you CTRL F them and the guide will tell you their exact location in 
the room


Diamond                             Mansion: Lobby 
Onyx                                  Mansion: Lobby 
Silver Keycard                     Mansion: Lobby
Lighter                                Mansion: Lobby
Newspaper 1                       Mansion: Barry Room 1
Letter 2                               Mansion: Barry Room 1
Poker                                  Mansion: Barry Room 1
Fire Opal                             Mansion: Barry Room 1
Report 1                              Mansion: Storage Room 1
Report 3                              Mansion: Stroage Room 1
Microchip                            Mansion: Storage Room 1
Caramel                              Mansion: Storage Room 1
Mallet                                 Mansion: Kitchen
BBQ Tongs                         Mansion: Kitchen
Severed Thumb                   Mansion: Kitchen 
Ruby                                  Mansion: Kitchen
Letter 4                               Mansion: Storage Room 2
Weed Killer                         Mansion: Storage Room 2
Emerald                              Mansion: Mini-Room and Hallway
Cross Necklace                   Mansion: Dining Room 1
Blue Keycard                       Mansion: Lobby
Letter 1                                Mansion: Lobby
Memo 1                               Mansion, 2nd Floor: Barry Room 2
Amethyst                            Mansion, 2nd Floor: Barry Room 2
Letter 7                                Mansion, 2nd Floor: Letter 7
Topaz                                 Mansion, 2nd Floor: Bedroom 1
4 Ball                                  Mansion, 2nd Floor: Bathroom 
Tranquilizer                          Mansion, 2nd Floor: Bathroom
Sapphire                              Mansion, 2nd Floor: Bathroom
Liquid Nitrogen                     Mansion, 2nd Floor: Plant Room
Picture 1                             Mansion, 2nd Floor: Pooltable Room
Skeleton Key                      Mansion, 2nd Floor:  Pooltable Room
Flamethrower (M9A1-7)        Mansion, 2nd Floor: Pooltable Room
Book 1                                Mansion, 2nd Floor: Library
Book 2                                Mansion, 2nd Floor: Library
String                                  Mansion, 2nd Floor: Bedroom 4
5 Ball                                  Mansion, 2nd Floor: Bedroom 4
6 Ball                                   Mansion, 2nd Floor: Official Bathroom 
2
Skeleton Key                       Mansion: Attic
Jade Figurine                       Mansion: Attic
Report 4                              Mansion: Attic
Gunpowder                          Mansion: Attic
False Book                          Mansion, 2nd Floor: Master Bedroom
Report 2                              Mansion, 2nd Floor: Master Bedroom
Iodine                                  Mansion, 2nd Floor: Master Bedroom 
(bathroom)
Battery Pack                       Mansion, 2nd Floor: Master Bedroom 
(bathroom)
Letter 5                               Mansion, 2nd Floor:  Hidden Room
Green Keycard                    Mansion, 2nd Floor: Hidden Room
Red Keycard                       Mansion: Dining Room 2
Remington Shotgun             Mansion: Dining Room 2
Letter 3                               Mansion: Spencer's Office
Cult Anaconda (Magnum)     Mansion: Spencer's Office
Sheet Music                       Mansion: Spencer's Office
Diary 2                               Mansion: Basement, Pool Room 2
Black Keycard                    Mansion, Basement: George Trevor's cell
Diary 1                               Mansion, Basement: George Trevor's cell
Milkor MGL (grenade launcher)  Mansion, Basement: George Trevor's cell
Fax 1                                 Caverns: Enrico's Cave



Now to be elaborate with those Gemstones, well to a sense...here's where 
you'll find each.

Diamond  -  Mansion: Lobby
Onyx - Mansion: Lobby
Fire Opal - Mansion: Barry Room 1
Ruby - Mansion: Kitchen
Emerald - Mansion: Mini-room and Hallway
Amethyst - Mansion, 2nd Floor: Barry Room 2
Topaz - Mansion, 2nd Floor: Bedroom 1
Sapphire - Mansion, 2nd Floor: Bathroom



@___HOOOO MAH KWAAAD!!  VII.  Files  !! DAAAWK HAM OOOOH___@

Ok first off, XD OMG...so that's what Ho Mah Kwad is backwards...DAWK HAM 
OOOOOOOH! Cough...uh, yeah...if you don't get it, it's what Barry says in the 
first Resident Evil.

Anyways, here's the files...listed in each group they belong to.

Newspaper 1:  A newspaper article about the construction of the mansion

"Ground was broken today at the remote site of Lord Ozwell Spencer's Mansion.  
The mansion is located in an isolated part of the forest, just outside Raccoon 
City.  Dr. Ozwell Spencer is one of the founders of the Umbrella Corporation, 
along with Dr. James Marcus and Sir Edward Ashford.  The company develops 
cosmetics and consumer products, and employs many researchers.  The company's 
presence in Raccoon City will hopefully spur some economic growth in the area.  
Prominent New York architect George Trevor was on hand to tell us a little 
about the mansion (article continues on page 5)"

Newspaper 2: A newspaper article about STARS

"Residents of Raccoon City will now be able to sleep a little more soundly.  
Mayor Michael Warren has announced an addition to the Raccoon Police 
Department, the STARS (Special Tactics and Rescue Service) team.  This part of 
his campaign 'A Bright 21st Century for Raccoon' has been founded by the 
Umbrella Corporation."

Letter 1:  A letter I found in the bust on the main floor.

"As per our arrangement, I have provided a keycard to the second floor.  The 
passcode, as I'm sure you have guessed, is our illustrious Lord's last name.  
Please deposit the remainder of my payment in the bust, and return the 
necklace to the dining room cabinet."

Letter 2:  A half-burned letter I found in the fireplace

"..manged to crack the safe I wrote...a gun and some papers in there now, 
but...changes the passcode regularly, so...Ashford's portrait in invisible 
ink.  I'm sure you'll know how to reveal it.  Please destroy this letter 
after..."  

Letter 3: A letter about the grand piano in the lobby

"Installation of the modified piano is complete.  The song that was previously 
discussed, Beethoven's "Moonlight Sonata", has been provided and the piano 
will function as specified when the song is played.  An invoice will be sent 
via fax.  Thank you for your business!"

Letter 4: A Poem entitled "The Gemstones"

"White is the beginning, its back to the door.  Black faces off from the 
oposite shore.  The two are surrounded, on both of their sides, by that which 
is seen, after the sky cries."

Letter 5: A letter I found in the room behind the library

"My dear daughter,

I apologize for taking so long to write back.  Work has been hectic, but I 
know that is no excuse.  As usual, I have prepared another anagram for you:  
RUM LABEL

I had to change the security passcode to the laboratory today, and it's been 
on my mind so I made an anagram out of the word.  

Stay out of the rain.  
Love, 
Dad"


Letter 6: Jessica's anniversary card

"November 8th, 1967

George,
Happy 18th anniversary.  Lisa and I have been missing you at the Mansion.  
It's exquisite George, a masterpiece.  Once you arrive, we'll celebrate our 18 
years and this great achievement.  

Love Always,
Jessica"

Letter 7: A letter about the attic door

"The man in the sunglasses won't even let me make a phone call.  I don't have 
the luxury of time to explain everything that's happened.   there has been an 
accident in the lab and my colleagues have become infected, with a terrible 
virus.  This virus robs its victims of their humanity, forcming them to walk 
the corridors of this wretched mansion as mindless zombies.  I can hear them, 
pressing against my door like demonic, hungry animals.  Sadly, I too am 
infected.  I feel hot and itchy all over, and I am slowly losing my mind.

I know that there is no hope for me, but I have left help for others who may 
come to this place.  My access is limited to the experimental subject in the 
attic.  If someone can get in there, I'm certain there is enough evidence to 
shut down Umbrella for good.  I have disabled the biometric thumb scanner on 
the door by removing a microchip.  It took all my courage, but I severed my 
thumb and placed it in the freezer.

I hope this will help anyone who reads this note.  If so, it will be my last 
saving grace as a human." 


Report 1: A report about oversized plant < That's how it's spelled, I 
know...Capcom's typos and all.

"Plant at point 42 is growing at an amazing rate.  The effects of the T-Virus 
are the strongest we have observed.  The plant's anatomy and size have 
drastically mutated.  Due to its accelerated growth, the plant requires 
additional nutrients that are supplied through two hydroponic tanks.  The 
head/bloosom of the plant requires specialized nutrients, and is suspectible 
to strong sedatives.  We have employed the practice of sedating the plant 
before examining it, as it can expel deadly poisons when agitated.  The entire 
root system of the plant is connected to the second tank.  Despite the 
observable strength of the roots, they require careful maintenance and remain 
susceptible to all forms of herbicide."  

Report 2: A report summarizing virus experimentation.

"Subject Status

Nov 10, 1967:
Progenitor virus administered 
Jessica: Virus Type-A
Virus Fusion:
Negative
Action: Disposed

Lisa: Virus Type-B
Virus Fusion: Positive but delayed fusion.
Body Modification: observed constant results
Status: Continue protective observation.

George 
Action: Terminated"


Report 3:  A report explaining origins of Crimson Heads
"Speciman: V-ACT
(Crimson Head Zombie)
Status:  There is now evidence that when the host loses consciousness, the 
body goes into a dormant state.  During this time the virus becomes active and 
reconstructs the basic composition of the body to become more agile and 
aggressive.  
Action:  Specimen too dangerous to keep in standard laboratory cage.  Since 
further research required freeze specimen in stasis unit 1b."  

Report 4: A report about G-Virus

"The newest version of the prototype parasite administered to the sample 
specimen.  Initially, no results were apparent.  

Recently, we have determined that our original findings were inaccurate.  The 
virus has spent many years incubating in the sample specimen, and now has 
experienced significant anatomic mutations.  

The information has greatly fueled my research into our latest experimental 
endeavor, the G-Virus, which surpassed the performance of the T.

Once the virus has stabilized, I will formally announce my findings.
William Birkin"


Memo 1:  A memo regarding biohazard suit policy

"New procedure to be enacted immediately.  Due to a recent accident in the 
lab, all members of this facility are required to wear biohazard suits, which 
will be provided.  Please advise the medical staff without delay if you are 
experiencing any skin irritation." 


Diary 1: George Trevor's diary

"Nov 24, 1967

They have transferred me to the basement of the mansion.  Now a guard brings 
me my food and I'm confined to these few rooms.  At least that's what the 
guard thinks.  Every time he's on a break, I have been exploring.  I found on 
entranceway to a series of catacombs behind the fireplace.  Maybe in there I 
can find a way out...

Nov 26, 1967

My god.  Words cannot describe the horrors I have seen in those dark 
passageways.  Ghastly, mutated creatures...mindless and aggressive.  The 
strangest part being that each one is tagged like a lab rat.  As though they 
aren't just monsters...they are experiments.  I can't bear to think of going 
back in there, but it's my only hope...

Nov 27, 1967

Some mild success.  In the caverns I encountered a man in a lab coat and 
attacked him.  I cracked his head in with a rock and stole a keycard of some 
kind.  I still don't know what it's used for.  To think, me attacking an 
innocent man...what have I become?

Nov 29, 1967

I think they have caught wind of my little adventures in these caves and 
installed an extra security feature on the fireplace.  There is now a small 
keypad where you can enter a password.  Fortunately, I overheard how to 
program the unit.  As a passcode I entered our anniversary, MMDDYY.  Time to 
resume exploring...

Nov 30, 1967

Yesterday they added more security to the fireplace.  You now need some object 
to enable the keypad.  I'm trapped.  Why have I been so careless?  Today a man 
in a lab coat approached me and said that tommorow I would visit the doctor. 
Something tells me they have something else in mind.  I won't become one of 
their experiments.

Nov 31, 1967

Here's where everything ends.  Forgive me Jessica, I didn't want it to come to 
this.  I'll die before I let them turn me into one of those...things.  With my 
last breathe, I will pray that you and Lisa are safe.  Farewell...

George Trevor"


Diary 2: Lisa's Diary

"Nov 14, 1967

I feel dizzy after that shot they gave me.  I don't see Mom.  Where did they 
take her?  She promised that we would escape together.  Did she escape alone 
and leave me behind?

Nov 15, 1967

I found Mom.  We ate together.  I was very happy.  But she was a fake.  Not my 
real Mom.  Same face but different inside.  

Have to find Mom.

Nov 17, 19  7
from inside box,
scent of mommy.
maybe true mother there.
stone box hard.  It hurt.

19

iNside reD and sLimy whiTe and haRd not true moM wheRe 

why?  jst want to b with her <<now she sounds like most teenagers nowadays 
~__~ the spelling is terrible >>

4
mom
where?

I mis yu"

Fax 1: A fax found on Enrico's body

"Attn: Chief of Security

Execute the following procedures within one week.
1. Lure STARS to the estate, and obtain BOWs raw combat data against STARS.  
2. Collect one sample from each experimental specimen.  Dispose of the Tyrant 
3. Ensure complete disposal of the Arklay Laboratory including all personnel 
and test animals.  Disguise their deaths as an accident, then report to HQ.
Contact A. Wesker for details regarding STARS and the Tyrant model.

Good Luck,
Umbrella HQ"



(__@_~_~X_X_X \m/>_<\m/  VIII.   Enemy Guide  \m/>_<\m/ X_X_X~_~_@__)

I. Enemy Dossier

   Quick Description:  In this game you'll run into various normal enemies, 
that appear in a lot of the rooms or corridors you come across.  Most of these 
can be killed in one "Red Shot" with the handgun, which isnt' hard to pull off 
if you are quick.  Each enemy will come with a description, what they do to 
attack, their method of movement and how large the target bar is.  Now I'm 
guessing that it's leg, then 2 body shots then a head...it could just be a 
critical hit, but all I know is that it kills them in one hit (not like 
there's a whole lot of info otherwise).

#1.  Zombie - Most Common Enemy, these green, ugly, useless lobs of flesh 
shamble about the mansion trying to take a bite at you.  They're pretty slow 
you can run past large groups easily if you think about your movements.  
They're stupid creatures though and usually head straight for you, instead of 
trying to angle around you.  
Target Bar - 4  bars, one for the legs, 2 body and head.  Head is in the Red 
Zone, hit that and they're dead.  
Method of Attack:  Swiping at you, they only hit once, then backaway to come 
back for another.  They don't do much damage with one swipe, so you can shrug 
off about 8 or so hits.  
Best Weapon to Eliminate:  Handgun

#2.  Crimson Head aka V-Act - Another common but DANGEROUS enemy, they are red 
in color and though they still crave flesh, they're more aggressive towards 
getting it.  A Crimson Head will regularly come straight at you, but there are 
times when they will come around at your side and attack, and trying to aim at 
them can be hard.  They do a little more damage than a zombie, so don't take 
too many hits from them.  
Target Bar - 4, one for the legs, one for the lower body, one for the upper 
body then the head, which is Red.  One shot, that's the shot to take...
Method of Attack:  Swiping at you, very fast and then running slightly to 
attack again, they don't spare you time to try and sae yourself.  Damage seems 
alittle higher than a zombies, maybe twice as strong.
Best Weapon to Eliminate: Handgun (if you're fast, if not...), Shotgun (this 
is the weapon for you).

#3.  Cerberus aka Zombie Dog - Really fast dangerous creatures, even worse 
than a Crimson Head.  These things move pretty quick and love to come at 
different angles than charge directly.  They still can if you move to another 
space before they turn a corner to get to you.  The margin in attacking them 
is riskier though, because they leap at the last square before you.  This 
attack WILL KILL you at full health, so you have to get these things in one 
shot.  
Target Bar- 2, yeah it's pretty small...one for the body and the other for the 
head.  You best get that head, because the bar raises pretty quick.   
Method of Attack:  Leaping and killing you, run if you you're not ready and 
run fast.  Really need to make sure you're lined up to take em.
Best Weapon to Eliminate: Handgun (again, if you're really fast), Shotgun.

#4.  Hunter - The most powerful of enemies you have faced thus far.  These 
things are larger than humans and are probably at least 6'2+ feet tall.  
They're large, green reptilian creatures with claws and can run just as fast 
as Jill can.  So outrunning them doesn't do you any good, cause you can't.  In 
terms of damage, they deal about as much as a Crimson...but at a  much more 
frequent rate.  That's right, one slash, then another almost directly 
after...followed by another and another.  What's worse is that they don't head 
straight at you, they always come around your side.  So getting them in target 
range is tough.  And because they're so fast it's sometimes hard to get them 
in the crosshairs and be able to shoot at them (you might miss a few times).  
ALWAYS WISE TO SAVE BEFORE FIGHTING THESE THINGS, TO SAVE HEALTH AND AMMO.
Target Bar - 5, since it's so tall I assume 2 is for the legs, 2 is for the 
body and the last one is for the head.  
Method of Attack:  Running really fast at you and attacking, chopping good 
amounts of health at you in mere seconds.  
Best Weapon to Eliminate:  Magnum (1 shot kill if you get in the red) or 
Shotgun (2 shots required to kill if both are in the Red).




II.  Boss Dossier

  Quick Description, okay...these include large creatures too that you might 
not fight, such as Plant 42.  These things are stronger than the normal 
creatures and obviously are only 1 of a kind.  

# 1 Lisa Trevor - Really really ugly thing that keeps appearing throughout the 
mansion, it's a woman with tentacles coming out of her.  The first time you 
see it, you have to run for your life because it ALSO has a one hit kill 
ability.  So run run run, this thing can't be killed (you don't even bet the 
option to pull out a gun either)...the goal is to run from the Reading 
Room/Barry Room 1 to the Lobby, then swing all the way around the top wall 
until you get to where the Piano is.  Now there are 2 doors in the corner on 
the left, one leading to a hallway and the other to Dining Room 2 (where you 
need to put all the gemstones).  Make the choice which way to go, and get into 
the Kitchen from either choice...run all the way to the back and into the last 
room to find Barry...then let everything else commence.  The next encounter 
really isn't a boss fight, because it simply comes forward and attacks 
Barry...knocking him down and it appears as if she's doing something to him 
with her tentacles...you can leave the room, that's your only option...then 
you come back and both are gone.  THERE'S NO EXPLAINATION WHERE LISA GOES 
AFTER THIS, NOR WHERE BARRY IS!

# 2 Plant 42 - Though technically not a boss, it's still a large creature.  
The method for defeating it is always the same, you must sedate it using the 
TRANQUILIZER in one tank, then swing around to the other side and use the WEED 
KILLER in the other tank.  This will kill the plant and the tentacles it 
created.

#3  Giant Spider/Black Tiger - Huge huge creature in the attic, I hate 
spiders!  The thing will spit purple spit balls or something at you and you 
can dodge them quite well, but getting in close is the key here to killing it.  
What you must have is the Flamethrower (found in the Pool Table room, refer to 
Walkthrough or Puzzles Section for information on how to obtain it).  If you 
have it, dodge purple slime, run up to it and start flaming.  Ignore any 
damage it causes you, it doesn't cause much for such a big creature...just 
flame it for 7 or so seconds until its legs dissapear and it's dead.  

# 4 Giant Neptune/Shark - JAWS!!  Okay maybe not, again not really a boss...so 
far these "bosses" were more of just stationary problems for you to take care 
of.  Though the Spider is the only one that officially would attack actively, 
if you go in front of either Plant 42's territory or the Shark's 
territory...you'll meet an untimely death.  The Shark of course takes a big 
chunk out of you and that kills you in one hit.  Like with Plant 42, there's 
only one way to kill this thing.  Bring out your BATTERY and place it in the 
water...fried fish, mmmm.  And that's that.

#5 The Tyrant -  Big, fast, dangerous.  Takes about 5 seconds of his constant 
slashing to kill you though.  For some reason if you run a bit, he'll stop for 
a second, then come back after you...then stop, then come back after you.  If 
you get TOO far away he'll just keep running.  To fight him is pretty easy, 
stay around the counter and circle it (or use the room to your advantage).  
When you see him stop, go a little bit, turn around and aim your crosshairs 
about 2 or 3 squares ahead of you.  Ready your magnum to shoot him, and run 
directly after (you may get swiped, don't worry...if you've followed this 
guide and haven't used medkits or at least 1 or 2...you should still have 
about 3 left).  It will take 4 Red Shots to kill him with the Magnum, more 
shots with the shotgun or grenade launcher.  After that, boom...you won the 
game.  


)___=3MeeBeeeBAM! -   IX.   Puzzle Solutions    -!MABeeeBeeM3=___(

Ah yes, Puzzle Solutions...some are just simple use one item, then another and 
you get something.  Others are actual puzzles...so here we go.

First Puzzle:  Breaking and Entering
Location: Dining Room 1
Reward: Cross Necklace

It's pretty simple, you need two items. The POKER and the BBQ TONGS...go to 
the cabinet next to the door leading to the kitchen (or if it's early on, this 
door is locked) and break open the glass using the poker.  Now use the tongs 
to bring out the CROSS NECKLACE.  

mini-puzzle:  Breaking and Entering 2
Location: Lobby
Reward: Entry to a new room

You'll notice that in the Lobby, under the Piano there's a jammed door.  Bring 
your POKER here and use it on the door to open it.  Head inside, 
beware...there's a Crimson Head.  There are also items and files in here.


Second Puzzle:  Opening Pictures!
Location: Lobby
Reward: Blue Keycard, Letter 5

Head to the lobby and next to the Silver Door that leads upstairs.  You'll see 
a plant and a statue head on top of a column.  Use the CROSS NECKLACE on this 
statue to open up a picture.  Go inside to get the Blue Keycard and Letter 1

Third Puzzle:  Opening Doors!
Location: Lobby
Reward: Entry to the 2nd Floor

Use your blue keycard on that silver door and you'll be asked to enter a 
password.  First, you need to read this file.

Letter 1:  A letter I found in the bust on the main floor.
"As per our arrangement, I have provided a keycard to the second floor.  The 
passcode, as I'm sure you have guessed, is our illustrious Lord's last name.  
Please deposit the remainder of my payment in the bust, and return the 
necklace to the dining room cabinet."  <<AH HAH!  SO NOW WE CAN GET INTO THAT 
SILVER DOOR!  Cough, um...let's move on>>

Several locations throughout the game will mention his name, the fountain in 
particular near this door...if you read the engraving you'll see his name.  
It's Lord Ozwell E. Spencer.  So you need to enter the code, SPENCER to the 
door...

  The way you select letters is this...using whatever button you use for 
moving your character or moving "up", to do the letters "backwards".  So from 
A, you'll go to 9...then 8, all the way to 0 then Z.  Then use whatever button 
you use to go down (say the down thing on the directional pad or 5) to move 
normally..like A, B, C...so now enter SPENCER and the door will open.

Fourth Puzzle: Killing Plants
Location: Plant 42 Room (far left down Hallway 1)
Reward: It's Dead and the Tentacles blocking your way are gone

Read this file for information first:

Report 1: A report about oversized plant << an? A?  Nope, just "report about 
oversized plant"...no plants either...~_~ >>

"Plant at point 42 is growing at an amazing rate.  The effects of the T-Virus 
are the strongest we have observed.  The plant's anatomy and size have 
drastically mutated.  Due to its accelerated growth, the plant requires 
additional nutrients that are supplied through two hydroponic tanks.  The 
head/bloosom of the plant requires specialized nutrients, and is suspectible 
to strong sedatives.  We have employed the practice of sedating the plant 
before examining it, as it can expel deadly poisons when agitated.  The entire 
root system of the plant is connected to the second tank.  Despite the 
observable strength of the roots, they require careful maintenance and remain 
susceptible to all forms of herbicide."  


Once you reach the second floor you'll notice a common problem (well Barry 
points it out....with his gun...aiming your direction...that then shoots 
them...): Tentacles.  They block your path, not only to the north end of this 
hall, but in another hall as well.  So you need to take care of this.  In your 
journies you'll obtain the TRANQUILIZER and WEED KILLER, absolutely required 
items to solve this puzzle.  Once you have both, go to Plant 42's Room and use 
the Tranquilizer in the left tank, beside the plant's head.  The thing will 
fall asleep, allowing you to pass in front of it and go to the other tank 
(move around a bit until you're there, you may get stuck...that happens, but 
you will find your way there)...then use the weed killer, thus ending the 
Plant's life...and it will kill ALL the tentacles.

Fifth Puzzle: Clogging Holes
Location: Pool Table Room 1
Reward:  Skeleton Key, Flamethrower

Before you start this puzzle, you need the following:  

4 Ball - Mansion, 2nd Floor: Bathroom  - Toilet
5 Ball - Mansion, 2nd Floor: Bedroom 4 - Toilet
6 Ball - Mansion, 2nd Floor: Official Bathroom 2 - Toilet

I do NOT know why each of these are in toilets but ah well...You must also 
find Picture 1, which is here in Pool Room 1.  Go to the pool table cue rack 
in the corner to find it.

Picture 1: A picture about color forumlas

"It is a picture of a pool table with the following formula written on the 
back.

Red + Blue   Purple
Blue + Yellow  Green
Red + Yellow  Orange"

Some kind of clue don't you think?  Why not head to the pool table and examine 
it.  If you go to the visible side near the door, examine the two corner 
pockets.  There is a yellow 1-ball stuck in the left corner pocket and a blue 
2-ball in the right corner pocket.  So look at the file..."Blue and 
Yellow..."...where do you see that combination?  RIGHT, THE CENTER!  So pull 
out your Green 6-ball and stick it in the center pocket between those two.  So 
therefore, all the colors match up.  Now head over to the other side.  On the 
left you'll see an empty slot and on the right you'll see an empty slot, 
there's a Red ball in the center.  Now if you count the left corner pocket 
like you did the center pocket (where the green currently is), then that means 
it's Red + Yellow...so that's?  Yes, the orange 5 ball goes in the left corner 
pocket.  I believe the next one is self exclamatory, but to understand the 
puzzle I'll include it anyways.  The center ball on this side is red and the 
corner ball on the other side is blue.  Red + Blue is...yep, use the purple 4-
ball.  After doing this, the mechanism below the pool table will move 
and...the picture will open up on the wall adjacent to the purple and blue 
corner pockets.  

Sixth Puzzle: Don't lose your thumb over it
Location: Hallway 3 (2nd Floor)
Reward: Entry to Attic

The solution involves sing this file:

Letter 7: A letter about the attic door
"The man in the sunglasses won't even let me make a phone call.  I don't have 
the luxury of time to explain everything that's happened.   there has been an 
accident in the lab and my colleagues have become infected, with a terrible 
virus.  This virus robs its victims of their humanity, forcming them to walk 
the corridors of this wretched mansion as mindless zombies.  I can hear them, 
pressing against my door like demonic, hungry animals.  Sadly, I too am 
infected.  I feel hot and itchy all over, and I am slowly losing my mind.

I know that there is no hope for me, but I have left help for others who may 
come to this place.  My access is limited to the experimental subject in the 
attic.  If someone can get in there, I'm certain there is enough evidence to 
shut down Umbrella for good.  I have disabled the biometric thumb scanner on 
the door by removing a microchip.  It took all my courage, but I severed my 
thumb and placed it in the freezer.

I hope this will help anyone who reads this note.  If so, it will be my last 
saving grace as a human." 

Now, that basically answered it...you should have the MICROCHIP and SEVERED 
THUMB (refer to these locations if you don't).

Microchip - Mansion: Storage Room 1 
Kitchen - Mansion: Kitchen - Fridge

So all you have to do really is use the Microchip inside of the reader and 
then the severed thumb to open the door...be ready for a boss fight when you 
enter (refer to Boss Section or Guide for information).





Seventh Puzzle: Breaking and Entering 3
Location: Hallway 3 (2nd Floor)
Reward: Entry to Library

An easy puzzle, the door is at the end of the hallway. 

Use the following file to know what to do:

From Book 2: Fundamentals of Science

"Chapter 7: Materials
...Liquid Nitrogen is a unique substance that causes rapid or even instant 
cooling of elements it comes in certain contact with.  Certain elements such 
as metals become brittle due to the application of Liquid Nitrogen, and may 
shatter easily.  Among other things it can be used for cryogenic preservation, 
as a general purpose refrigerant, or for cracking and breaking certain metals"

 Just pull out your LIQUID NITROGEN and then smash the doorknobs with a MALLET 
to gain entry.

Eighth Puzzle:  Falsity, it opens bookcases
Location:  Library
Reward:  Entrance to the Hidden Room

It's not a difficult puzzle to master, all you need to do is get the FALSE 
BOOK from the Master Bedroom and come back here, placing it in the strange 
bookshelf (examine closely behind it, there's a door).

Ninth Puzzle:  The Game's Major Puzzle, Gemstones.
Location: Dining Room 2
Reward: Remington Shotgun, Red Keycard

At last, it's time for the showdown.  Here's a list of all the Gemstones and 
their locations (refer to Walkthrough for exact locations)

Diamond  -  Mansion: Lobby
Onyx - Mansion: Lobby
Fire Opal - Mansion: Barry Room 1
Ruby - Mansion: Kitchen
Emerald - Mansion: Mini-room and Hallway
Amethyst - Mansion, 2nd Floor: Barry Room 2
Topaz - Mansion, 2nd Floor: Bedroom 1
Sapphire - Mansion, 2nd Floor: Bathroom

The showdown with all those items to at last, be put into use.  So what are we 
using it for you wonder?  Pull out each gem and observe these two files 
(brought back to help you figure it out on your own).

First file, the Poem:

Letter 4: A Poem entitled "The Gemstones"
"White is the beginning, its back to the door.  Black faces off from the 
oposite shore.  The two are surrounded, on both of their sides, by that which 
is seen, after the sky cries."

And from the second file, Book 2

Book 2: Fundamentals of Science
"Chapter 3: Light
..rainbows are the result of the Sun's light being refracted through droplets 
of water in the atmosphere, usually occuring after a rainfall or in sprays of 
water, such as fountains or waterfalls.  The colors of the rainbow are 
generally accepted to be: red, orange, yellow, green, blue, indigo (dark 
blue), and violet (purple)."

What does this all mean?

SOLUTION AHEAD!  But I'll let you try to figure it out on your own...and the 
solution will be spaced a little more out (I also walk through the solution).

----
---
-----
---
----
Solution Ahead!
-
----
------
----
-
Okay here it is:


So far we have White (Diamond) on the left, and Black (Onyx) on the right.  So 
set those two into place where they need to be.  The poem mentions something 
interesting...

"both are surrounded, on both of their sides, by that which is seen, after the 
sky cries."

So what does that mean, after the sky cries...but of course!  A metaphor!  The 
sky crying is actually RAIN and what happens after rain that has to do with 
multiple other colors (namely 6)...rainbows!  So you link up the other file, 
that talks about rainbows...and you get the color formation you need.  Red 
(Ruby), Fire Opal (orange) and Topaz (yellow).  These will go on the top three 
chairs, facing the painting.  But what order does the other three go?  Diamond 
is the beginning...but Oynx isn't the end, and everything works in a cycle.  
It's a giant circle you see, going from white, red, orange, yellow, black, 
green, blue, purple.  So what's mean...that's right, from left to right on the 
bottom set of chairs, it will be Purple (Amethyst), Blue (Sapphire) and Green 
(Emerald).  

It's the cycle, cycle of rain, cycle of sunlight...it's apart of the 
Fundamentals of Science.  The Water Cycle interacting with sunlight.  And your 
answer is, a constantly rotating circle.  Since there was no Indigo, you don't 
need to worry about that color...just use the other color, PURPLE!  Here's a 
map too so you got it.  


-----------------Ruby (red)----Fire Opal (orange)----Topaz (yellow)-----------
--
Diamond (white) -----------------------------------------------Oynx (black)
--------------Amethyst (purple) --Sapphire (blue) --Emerald (green)-----------



Tenth Puzzle:  Invisible Ink and stuff.
Location:  Dining Room 1, Spencer's Office
Reward: Colt Anaconda, Sheet Music

Refer to these two files.

Letter 2:  A half-burned letter I found in the fireplace
"..manged to crack the safe I wrote...a gun and some papers in there now, 
but...changes the passcode regularly, so...Ashford's portrait in invisible 
ink.  I'm sure you'll know how to reveal it.  Please destroy this letter 
after..."  


 Book 1: Currency and Counterfeit

"Chapter 7: Ink and its uses
...by the use of watermarks or other special inks, you can create additional 
security on the monetary bill.  To the naked eye these effects are invisible, 
and may elude the potential counterfeiter.  Unfortunately, there are many 
common solutions one may use to reveal ink of this kind.  Some inks react to 
heat, fluorescent inks react to ultraviolet rays, and others become visible 
after a chemical reaction with elements such as ammonia fumes, red cabbage 
water or iodine."

Notice the last word, "Iodine", you just happen to have this item now (from 
the Master Bedroom, in the bathroom on the counter).  So finding that picture 
is not difficult, it's in Dining Room 1.  Right next to the door that leads to 
the kitchen, when you get to it use the IODINE and you'll see a code.  The 
code is 072082.

Make your way now to Spencer's Office, which is located at Barry Room 1...it's 
the first room you enter where Barry comes in after you kill the zombie.  
There was a locked door there, use your GREEN KEYCARD on it.  Walk in, collect 
stuff and go to the picture.  Open it to reveal a safe and enter this 
combination.  072082

There you go.

Eleventh Puzzle:  Playing Piano!!
Location: Lobby
Reward: Secret Passage to Basement

Not a tough puzzle, you just need to find the picture of Sir Edward Ashford.  
Refer to this file...

Letter 3: A letter about the grand piano in the lobby
"Installation of the modified piano is complete.  The song that was previously 
discussed, Beethoven's "Moonlight Sonata", has been provided and the piano 
will function as specified when the song is played.  An invoice will be sent 
via fax.  Thank you for your business!"

From Spencer's office you recieved the SHEET MUSIC, so simply take it to the 
Piano and play.  Passageway opens on the wall to the right of the Piano.

Twelfth Puzzle:  Smoking the Shark
Location: Shark Tank
Reward: Dead Shark and access to George's Room

Well, this is another easy one...kill the Crimson Head and Cerberus, then 
bring your Battery Pack and set it in the water...that's that, Smoked Shark.

Thirteenth Puzzle:  Bing...Badda...BOOM!
Location:  Shark Tank
Reward: Entry to George Trevor's Room

It's not hard to do, it's just you need several items for this...

Caramel - Mansion: Storage Room 1 (on table)
String - Mansion, 2nd Floor: Bedroom 4 ( on bed)
Gunpowder - Mansion: Attic (shelf next to entrance)
Lighter - Mansion: Lobby (in couch near Piano)

And it has to be done in a specific order, so put the CARAMEL on to make it 
all sticky, then the GUNPOWDER to make it all...explosivey...and the STRING 
for some stringy fuuun.  Oh but let's not forget, if we're making a 
firework...the number one important thing.  A source of fire, thus...USE THE 
LIGHTER! ^_^  Big...badda...boom, door's open.  

Fourteenth Puzzle:  Jade Monkies and Anniversy Security Systems
Location:  Mansion: Basement
Reward:  Entrance to the Caverns

Make your way to the far end of the room, past the coffee table and couch to 
the machine.  Place the JADE FIGURINE in it...but now it's time to figure out 
a passcode.  It's just another puzzle, that's it.  It involves yet again two 
files, so I'll paste them here for you (this puzzle has to deal with files 
from Jessica and George Trevor):

Letter 6: Jessica's anniversary card
"November 8th, 1967

George,
Happy 18th anniversary.  Lisa and I have been missing you at the Mansion.  
It's exquisite George, a masterpiece.  Once you arrive, we'll celebrate our 18 
years and this great achievement.  

Love Always,
Jessica"

and here's the other one.

Diary 1: George Trevor's diary

"Nov 24, 1967

They have transferred me to the basement of the mansion.  Now a guard brings 
me my food and I'm confined to these few rooms.  At least that's what the 
guard thinks.  Every time he's on a break, I have been exploring.  I found on 
entranceway to a series of catacombs behind the fireplace.  Maybe in there I 
can find a way out...

Nov 26, 1967

My god.  Words cannot describe the horrors I have seen in those dark 
passageways.  Ghastly, mutated creatures...mindless and aggressive.  The 
strangest part being that each one is tagged like a lab rat.  As though they 
aren't just monsters...they are experiments.  I can't bear to think of going 
back in there, but it's my only hope...

Nov 27, 1967

Some mild success.  In the caverns I encountered a man in a lab coat and 
attacked him.  I cracked his head in with a rock and stole a keycard of some 
kind.  I still don't know what it's used for.  To think, me attacking an 
innocent man...what have I become?

Nov 29, 1967

I think they have caught wind of my little adventures in these caves and 
installed an extra security feature on the fireplace.  There is now a small 
keypad where you can enter a password.  Fortunately, I overheard how to 
program the unit.  As a passcode I entered our anniversary, MMDDYY.  Time to 
resume exploring...

Nov 30, 1967

Yesterday they added more security to the fireplace.  You now need some object 
to enable the keypad.  I'm trapped.  Why have I been so careless?  Today a man 
in a lab coat approached me and said that tommorow I would visit the doctor. 
Something tells me they have something else in mind.  I won't become one of 
their experiments.

Nov 31, 1967

Here's where everything ends.  Forgive me Jessica, I didn't want it to come to 
this.  I'll die before I let them turn me into one of those...things.  With my 
last breathe, I will pray that you and Lisa are safe.  Farewell...

George Trevor"

Now I'll let you try to figure out the passcode on your own, then I'll walk 
through with the solution...

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--
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--
-
Solution Ahead
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---
-
Okay here it is:

It's not a hard puzzle really, you just have to know which files to look at.  
But the trick is really in the numbers, it's a 6 digit passcode and the 
George's diary says everything is terme din MM/DD/YY (Month/Days/Years).  An 
example would be, a famous day such as...Christmas.  You would say 12/25/08 
(or whatever year you want).  If the day or month is the 1st through 9th, you 
put a 0 before it.  So another example is my birthday, 06/05/89.  Yes I'm 19 
years old, but I've seen twenty year olds (and college students) who can't 
spell for the life of them, are you going to not trust this FAQ now that I'm 
19?  That would be silly, considering many gamers on here are under the age of 
20 and some of the most famous guides are written by people under 
20...possibly as old as 15 (there is no measure on knowledge compacity via 
age, if I'm smart at 15, I'll be smarter at 19...if I'm dumb at 15, I'll be 
below or about average when I'm 19...unless I work really hard to learn).  But 
I just got carried away...I must apologize for going completely off track.  I 
solved the other puzzles and have handled SH puzzles before as well, and I can 
elaborate them to the bone until there's no need to question it anymore.

So with that crap out of the way, you want to know the passcode.  Now if you 
go back to the Anniversy Card, you think wait a second..."11/08/67?"  So you 
might put that in...but for some reason you will get "Incorrect Passcode".  
This is where it gets tricky, I know...you'll be confused for a second...but 
subtract 18 years and you'll get the right number.  That's it!  When someone 
uses their anniversy for ANYTHING they don't use a current date, they use the 
date it happened.  So subtract 18 years and you know that they've been married 
since November 8th, 1949.  It's been done many times, you can see it in 
screenames, emails, anything.  You could in fact count the shark AND blowing 
open the door as part of this puzzle, because if you went straight to this 
machine you'd think that Lisa's Diary (which is found in the same room) is 
what will help you with this puzzle.  But it's not, it's to show you that 
their 17-18 year old daughter was going through so much as she mutated slowly 
due to the virus incubating in her body.  You HAVE to go to the room where 
George Trevor was to find the diary and then inform you of what to do.  

Indeed, the passcode is: 110849

Enter it and you'll find a secret entrance...

Fifteenth and Final Puzzle:  Black and Red, Anagrams...grrr(Black and Red 
Keycard Door)
Location: Caverns: Area 1
Reward: Entrance to the Laboratory.

After coming into this area, go right and follow the path.  It will lead you 
directly to another silver door.  Pull out both your RED KEYCARD and BLACK 
KEYCARD, but now you're stuck with yet ANOTHER passcode reader.  This one 
requires you to go back to a file you found in the library.

Letter 5: A letter I found in the room behind the library
"My dear daughter,

I apologize for taking so long to write back.  Work has been hectic, but I 
know that is no excuse.  As usual, I have prepared another anagram for you:  
RUM LABEL

I had to change the security passcode to the laboratory today, and it's been 
on my mind so I made an anagram out of the word.  

Stay out of the rain.  
Love, 
Dad"

Anagrams, anagrams...what to do with Anagrams.  Want to try and figure this 
out on your own?  

Go for it, solution is below.

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Solution ahead!
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--
-
Okay here it is:

An Anagram is just like rearranging one word to another.  It can even be 2 
words, combined together to make 1.  So we have RUM LABEL...not a whole lot of 
clue there.  But at the bottom it says "stay out of the rain", there's the 
clue.  How do you stay out of the rain...and something that he would be 
thinking about since he made this anagram.  Well the answer is...UMBRELLLA!  
It's really that easy, you use an Umbrella to cover yourself from the rain and 
Umbrella is the name of the Resident Evil universe's big bad corporation.  
It's somewhat of a metaphor in itself, but enough about that...just enter the 
code.

@@_@_@_@_@_@_@_@_X.  Ending Notes and Questions _@_@_@_@_@_@_@_@@

Well, what can I say.  The game is fun to mess around with when you're at 
work, but I just don't like the save system.  It's also too short and leaves a 
lot of loose ends...but it's RE and I still have some liking for it.  Will I 
ever replay it?  I'm not sure...do I recommend it?  For 7 bucks, it doesn't 
cost you THAT much.  It's worth a shot if you're an RE fan...

I'll answer any questions you have here, thus meaning I'll update this FAQ.  
One last thing, if you want me to add anything that I may have missed, contact 
me in the "Contacting TV" section.  Ok?  Okay...finished this in two days, 
yay.  


 X_X_X_X_X^_^_^_^_^_^_^_^>_  XI.  Contacting TV  _<^_^_^_^_^_^_^_^X_X_X_X_X_X  
                                
Ah yes, talking to me.  I made the guide but that doesn't mean I don't like to 
answer questions that you may have in person.  I'll answer whatever you want,
just send me an email at scarfacegoneberserk(at)yahoo(dot)com (I only did the 
"at" and "dot" thing because I saw it before in another FAQ and thought it 
looked cool...go figure).  If you would like to contact me through aim, my AIM 
name is GameMasterCorey (old name, had it longer than I can remember).  I have 
other contact methods but get to know me through those two ^_~ or come to 
REmake board, you'll see me around there all the time.  Just look up Resident 
Evil and go to the Gamecube version, there's my board.  

One last thing, if a site would like to use my guide, they may first contact 
me through the same email and I will most definately allow it, if they ask 
first.  


XI.  Legal Stuff

I don't claim ownership to the Resident Evil series or Resident Evil: Genesis 
in particular, all rights for these games belong to Shinji Mikami (up until 
the porting of RE4) and its creators following his departure, as well as 
CAPCOM Inc.  I dont' claim ownership go GameFAQs.com either, only this 
walkthrough.  Any of my contributions in other areas are also under my 
ownership but I didn't put as much time into it as this.  

All names of rooms are my creation, not the official name.  I do not lay claim 
to these rooms, nor do I care to.  People name rooms all the time in their 
guides, it was just to make it easier to identify.  All characters and 
storylines are affiliated to CAPCOM.

This product, as in the Walkthrough and it's information, belong to 
TVthePunisher (Corbin S. Dague).  It is not to be sold or distrubited in a 
manner that is seemed unjustly.  Just read the guide and enjoy.  









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