____               _      __              __ 
              / __ \ ___   _____ (_)____/ /___   ____   / /_
             / /_/ // _ \ / ___// // __  // _ \ / __ \ / __/
            / _, _//  __/(__  )/ // /_/ //  __// / / // /_  
           /_/ |_| \___//____//_/ \__,_/ \___//_/ /_/ \__/  
                                                          
                            ______        _   __
                           / ____/_   __ (_) / /
                          / __/  | | / // / / / 
                         / /___  | |/ // / / /  
                        /_____/  |___//_/ /_/   


.----------------------------------------------------------------------.
|     FAQ/Walkthrough     /     Version 2.0     /      June 24, 2002   |
|----------------------------------------------------------------------|
|           Written by mayonnaise   <mayonnaise47@yahoo.com>           |
'----------------------------------------------------------------------'


This little document will basically hold your hand through the game with 
both Jill and Chris, along with covering some of the other optional 
things (files, weapons, ect.). About 75% of the remake is entirely 
different than the original, so watch your back! 



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


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


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



1. Revision History
2. Important Legal Information
3. Resident Evil Basics
      •  Background
      •  Controls  
      •  Tools of the Trade
      •  Survival Tactics
       
4. Jill Valentine Walkthrough
5. Chris Redfield Walkthrough

6. Cute Critters
7. Weapons
8. Files Transcript
9. Frequently Asked Questions
10. Secrets and Easter Eggs

11. Credits 
12. Contact Information                            



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


     1.  R E V I S I O N   H I S T O R Y


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



------------------------------------------------------------------------
Version 2.0 - (Monday, June 24th, 2002)
------------------------------------------------------------------------


• Chris Redfield walkthrough is fully complete.

• Separated the "Jill Valentine" and "Chris Redfield" walkthroughs into
  two different sections due to the massive size.

• Added some more questions to the FAQ section; one about what happens
  if you use the Red Gemstone in the Tiger Altar Room.

• Put in some additional details about the "One Dangerous Zombie".

• Fleshed out the "Game Endings" section...it's now finished.

• Added in several extra gameplay details from a reader contribution.
  That person has also been added to the credits.

• Spellchecked everything and fixed a bunch of annoying errors.

• This guide is now 100% complete!


------------------------------------------------------------------------
Version 1.8 - (Saturday, June 22, 2002)
------------------------------------------------------------------------


• Chris Redfield walkthrough is up to when you get back to the "Mansion"
  for a second time.

• The "Files Transcript" is complete...mainly due to the fact I got
  Minesweeper's permission to borrow info from his. ;)

• Created a "Contact Information" section (standard section from now
  on). Didn't want too...really DIDN'T want too, but it seems some
  people need to be baby-sat when using email! Just hope they don't
  stick a fork in an electric outlet...

• Moved the "Important Legal Information" to the beginning of the guide.


------------------------------------------------------------------------
Version 1.5 - (Monday, June 17th, 2002)
------------------------------------------------------------------------


• Walkthrough for Chris Redfield is about halfway complete for the first
  "Mansion" section.

• Added the "Cute Critters" and "Secrets and Easter Eggs" sections to
  the guide; which respectively are an enemy list and information that
  covers stuff you can unlock.

• I've started the dreaded "Files Transcript" section -- BRING on the
  tedium! Boy do I need some sleep right about now, too tired... 

• Fleshed out the "Weapons" section making it fully complete. 


------------------------------------------------------------------------
Version 1.0 - (Monday, June 3rd, 2002)
------------------------------------------------------------------------


Yah know, at first I was quite surprised to see a FAQ/Walkthrough for 
this game at 400 KB+. But silly me, than I realized they just copied a 
normal Jill walkthrough twice, and changed some details on the second 
one to make it work for hard mode! Then they added a Speed Guide -- but 
get this -- from a reader contribution! Hohoho. Now I know what 
marshmallow was talking about when he wrote for Perfect Dark...OH well, 
if somebody passes this over for a larger guide, so be it...

• Jill Valentine's walkthrough is now FULLY complete! Time to start on
  Chris Redfield. Didn't want to get left behind and look like a
  complete fool! You know what the funniest part is? My time on
  the game I used to write the Jill walkthrough -- 53:37:26 -- bahaha!
  Besides, I better finish this FAQ up before I get cracking on Eternal
  Darkness...

• Started up the "Frequently Asked Questions" section. This might even
  keep my email down to sane levels.

• Added a little trick about blowing off the legs of Zombies in the 
  Survival Tactics section. Discovered it while tooling around the
  Laboratory with a Grenade Launcher. :p 

• Added the "Self defense gun", "Assault Shotgun", "Magnum Revolver",
  and "Barry's 44 Magnum" to the Weapons section. 

• The next version of this guide will be listed under my new soon-to-be
  contributor name "mayonnaise," so don't freak out when the guide
  supposedly disappears.


------------------------------------------------------------------------
Version 0.7 - (Monday, May 13th, 2002)
------------------------------------------------------------------------


• It's been a week already?! Completed the "Courtyard" and "Residence"
  parts of Jill Valentine's quest. Took a lot less time then I thought
  it would, actually, but God that J-VOLT thing took a while to write
  up... 

• Added an alternative strategy for beating Yawn the Python, thanks to a
  GREAT reader contribution. 

• Fixed some errors in the "Herb Chart" in the Survival Tactics section.

• Added the "Flash Grenade" and "Flamethrower" to the Weapons section.

• Fixed a terrible spacing error, there should be NO horizontal scroll
  bar at the bottom of the screen anymore. This should ease the
  headache of those with low-resolution monitors.


------------------------------------------------------------------------
Version 0.5 - (Monday, May 6th, 2001)
------------------------------------------------------------------------


Even though I bought this game a mere six days ago, I must have already 
logged in at LEAST 30 hours; I want to stop playing, but it's just so 
addictive! It's going to be quite difficult to pry myself away from the 
game to write this guide. 

The game basics are complete, and I suggest you check them out, as I 
spent a substantial amount of time trying to make that section as 
detailed as possible. The walkthrough is complete for the first 
"Mansion" part of Jill Valentine's quest, and the weapons section is 
started up. I'll probably play for another week before sending in 
another version. But hey, you never know, I might actually get ambitious 
and decide to update before then...



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


     2.  I M P O R T A N T   L E G A L   I N F O R M A T I O N


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



This guide may ONLY appear on the following site:

- GameFAQs <www.GameFAQs.com>

That's because I DIRECTLY send my FAQs there. It's so irritating when 
people have outdated or badly-updated versions of my FAQs. I would 
always get a lot of emails saying "update your guide" or "where's the 
newest version of your guide." This legal note should hopefully fix it.

If you want to use this FAQ, webmasters, take note:

------------------------------------------------------------------------
Webmasters do NOT:
------------------------------------------------------------------------

Post this guide directly on your site. This doesn't apply to GameFAQs, 
as shown above.

------------------------------------------------------------------------
Webmasters please DO:
------------------------------------------------------------------------

If you want to post this FAQ, do NOT post it directly. Instead link to 
the page on GameFAQs that lists ALL the guides for the game. In other 
words, DON'T link to the URL that ends with ".txt" or ".doc", which is 
the actual text guide. Again, nothing that ends with ".txt" or ".doc" 
This is all in the GameFAQs' legal section...

This FAQ may not be used in any magazine, video game guide, or any 
possible form of printed or electronic media. It may not be used in any 
form of commercial efforts for your website or place of business. It 
cannot be given away as a free item, for profit, for promotional 
purposes, or given away in any situation whatsoever. 

All characters, places, or objects are copyrighted by their respective 
companies. I am in no way affiliated with Nintendo, Capcom, or any 
other companies that were involved with the production of this game. 

Document © 2002 mayonnaise
All rights reserved 



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


     3.  R E S I D E N T   E V I L   B A S I C S


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



With flesh-eating zombies and mutant guard dogs running amok, you'd 
better keep yourself up to date on some survival tactics...


------------------------------------------------------------------------
                           B A C K G R O U N D
------------------------------------------------------------------------


S.T.A.R.S. Investigation Helicopter Missing!!
-------------------------------------------------


Arclay Mountains, Raccoon City, 24th


A spokesperson at the Raccoon City Police Department reported that an 
investigation helicopter of the special task force S.T.A.R.S. Bravo Team 
is missing.

According to the announcement from the Raccoon City Police Department, 
the team was sent to investigate the Arclay Mountain and Raccoon forest 
area, where a number of people have been reported missing. Contact with 
the team has been lost since the last communication before dawn. 

The Raccoon City Police Department suspects the team has been involved 
in some trouble. Now it will send the S.T.A.R.S. Alpha Team to 
investigate and collect information from witnesses. 

Recently there have been a number of bizarre murders reported near 
Raccoon City. This incident is likely to make Raccoon City residents 
feel even more uneasy. 

The special task force S.T.A.R.S. (Special Tactics and Rescue Service) 
was founded in 1996 under control of the Raccoon City Police Department 
to counteract increasing city terrorism and other crimes. 


    -- From Raccoon Press evening issue, July 24, 1998  


------------------------------------------------------------------------
                             C O N T R O L S
------------------------------------------------------------------------


The controls are quite sluggish in this game, and take practice to use 
effectively. But in all seriousness, the controls should only give you 
trouble if you haven't played the original RE. Even then, it should only 
take about 15 minutes to acclimate yourself, and they get to be REALLY 
intuitive after about an hour of play. 

Expect to accidentally run into a zombie when you meant to shoot it, 
forget to switch between weapons, ect. I know, because it happened to me 
quite a bit at the beginning...stop laughing. But what would be the 
point if you could run away from Zombies at 50 MPH? 'Type A' control is 
default, but feel free to experiment between the three control schemes. 

                                •  •  •

=-=-=-=-=-=-
TYPE A
=-=-=-=-=-=-


Control Stick: Movement

Control Pad: Movement

C Stick: Jut in any direction for an immediate 180 degree turn

Start/Pause: Brings up the pause menu, which has game options 

A Button: • Open doors
          • Examine room objects  
          • Climb waist high objects (while facing them) 
          • Fire/use weapon (while pressing R)
          • General "confirm" button in menus 

B Button: • Press down to run (while holding control stick/pad forward) 
          • 180 degree turn (press while holding DOWN on control stick)
          • General "cancel" button in menus

X Button: Not used

Y Button: Access Status Screen 

Z Button: Access your Map 

L Button: Used ONLY if you set your defense items to manual; press this
          to discharge a defense item when attacked by a Zombie/enemy 

R Button: Ready yourself in attack position, so you can use a weapon


------------------------------------------------------------------------
                  T O O L S   O F   T H E   T R A D E
------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-
Know the Difficulty
=-=-=-=-=-=-=-=-=-=-=-


Normal Mode --  I. MOUNTAIN CLIMBING - beyond the hardships lies
                accomplishment.  

Easy Mode   --  II. HIKING - the destination can be reached rather
                comfortably. 

There's also a few secret difficulties, but let's not get into that yet.


=-=-=-=-=-=-=-=-=-=-=-
Your Map
=-=-=-=-=-=-=-=-=-=-=-


The map is very useful in this game, so use it often. A few notes on the
icons found on it:


DOORS
---------

• Red are locked.
• White are unlocked.
• Blue are doors you've been through.

ROOMS 
---------

• Faded/clear rooms you haven't visited yet.
• Orange rooms you have visited, but they're not complete (items left).
• White rooms are "complete" or "explored." 


And that little block with the arrow is you! The red arrow shows which 
direction your facing. Typewriters and Item Boxes are appropriately 
marked in with pencil, but you must find them first before they pop on 
the map. 

NOTE: Of course, you get to see an entire mansion floor after collecting
      a piece of Mansion Map, but let's leave that to the walkthrough... 


=-=-=-=-=-=-=-=-=-=-=-
The Status Screen 
=-=-=-=-=-=-=-=-=-=-=-


Accessing this screen allows you to view your health, examine your item 
stock (right side; and the graphical details are AMAZING), and select 
which weapon you want to use. You can also set your defense item and 
read various files...which by the way, may range from interesting bits 
of background info to clues on where to go next.  


=-=-=-=-=-=-=-=-=-=-=-
Health
=-=-=-=-=-=-=-=-=-=-=-


On the status screen, you should notice in the upper-left hand corner 
that lovely heart monitor, or "electrocardiogram." This measures your 
health, with green (fine), yellow (caution), and red (danger), along 
with the label turning purple for the special status (poison). Once you 
flatline, you're dead and die in a pool of blood, where appropriately 
enough, a "You Are Dead" screen pops up. Use health items, like herbs, 
to restore yourself to the "fine" condition, and remember, just a few 
Zombie attacks can make your health drop like lead...


=-=-=-=-=-=-=-=-=-=-=-
Saving the Game
=-=-=-=-=-=-=-=-=-=-=-


To save your game you need to find some Ink Ribbon (which looks like a 
small, circular black container), and then find a typewriter. After 
saving, one Ink Ribbon is used, so NO, you don't have unlimited 
saves...save only when you absolutely have too. This adds a new 
dimension of challenge to the game. 


------------------------------------------------------------------------
                    S U R V I V A L   T A C T I C S
------------------------------------------------------------------------


1# -- "Survive the horror"


Resident Evil is part of the "survival horror" for a reason people. 
Zombies and other enemies are quite strong in this game (especially 
since Capcom ramped up the difficulty for this remake), so if you don't 
need to fight them, DON'T. Sounds simple, right? That is, until your 
stuck in a corner with three Cerberus (Zombie dogs) breathing down your 
neck. Use corners/terrain to shield you, or simply retreat to another 
room/area for safety.


Along with that, keep in mind...

• Dodging zombies is quite tough, but to gain maximum speed to get
  around them, try to run in as straight of a line as possible. Easier
  said then done, since the controls are less than forgiving. Geometry: 
  the shortest distance between two points is a straight line. Watch
  out, as the Zombies will always reach out for you as you pass. And
  sometimes you may want to pop a cap in their chest to stun them so you
  can get around, or unload enough rounds to drop them to the floor.

• Listen carefully. Whenever Jill/Chris runs, they make footprint sound
  effects -- you should listen for enemy footprints according. This
  point is best illustrated in one of the first areas of the Courtyard,
  as you can hear the Cerberus pacing back and forth WAY before they
  attack you, allowing you too ready a Shotgun. Also listen for changes
  in music that indicate an enemy presence, along with enemy "moans"
  and room effects.  

• Check EVERYTHING, EVERYWHERE in a room. Press A like a madman, as you
  never know when you might stumble across some well hidden ammo, files,
  ect. You might even be entertained by some item's descriptions. ;)  

• Oh yea, get rid of the friggen "Survival" (oh brother) Knife as soon
  as you can, it's 99.9% USELESS. You should use it only once in the
  entire game, but that's in the walkthrough.


2# -- "Conserve ammo, least you be stranded"


Ammo is EXTREMELY valuable in this game, so don't waste it! Enemies take 
many bullets to die, and if you run out of ammo, you've also run out of 
luck...unless you actually enjoy tooling around with that "sweet" 
Survival Knife. Easy mode seems to have plenty of clips, though, so it 
depends on your game. Guess easy mode is easy, hyuk hyuk. Which leads me 
too the next point...


3# -- "Multiple saves equals double the pleasure, double the fun"


Even though Ink Ribbons are quite precious, you still have five 
different slots to save in. If I were you I would create multiple saves 
(two is fine, maybe even three if you have room) for a single game in 
case you screw up. Certain points are very difficult.


4# -- "When in doubt, push"


If you happen to see any waist-high objects, or suspicious furniture, 
don't be afraid to push them. Remember they can go left-right and 
forward-back. This is the key to finding some well hidden items and 
advancing in the game.   


5# -- "Defense items are your friends"  


Daggers, Stun Gun, and the like. But, just like your friends, you DON'T 
want to abuse them. Defense items in this game are valuable, so uh, 
don't run into zombies. :p The best part is they take up no space in 
your inventory, so think of them as freebies. Of course, if the Zombie 
ends up grabbing you from behind you're pretty much screwed...but we 
wouldn't let that happen, will we? Of course not. 


6# -- "Use herbs, and not the cooking kind"


Herbs come in planted pots or terraces found throughout the game. Keep 
at least one Green Herb with you (if you have room), as you never know 
when you're health will drop like a sack of potatoes. Here's some herb 
explanations and a chart to help you out -- •combining• herbs together 
has extra effects.


Green Herb -- Heals physical ailments.
Red Herb   -- Does nothing alone, but once combined with Green Herbs can
              boost their effects.
Blue Herb  -- Heals the poison status ailment.  


.-------------------------.
|        HERB CHART       |
|-------------------------|
|  Green  |  1/3 Health   |
|  Red    |  nothing      |
|  Blue   |  Poison Cure  |
|---------'---------------|-------------------------------. 
|  Green + Green          |  2/3 Health                   |
|  Green + Green + Green  |  Full Health                  |
|-------------------------|-------------------------------|
|  Green + Red            |  Full Health                  |
|  Green + Blue           |  1/3 Health and Poison Cure   |
|  Green + Green + Blue   |  2/3 Health and Poison Cure   |
|  Green + Red + Blue     |  Full Health and Poison Cure  |
'-------------------------'-------------------------------'


NOTE: It's probably MUCH better to combine a red and Green Herb, rather
      then a green and green if you want more health. For one thing, you
      get full heal rather then 50%, and it's better to have spare Green
      Herb then red. Red Herb is COMPLETELY useless alone. 


7# -- "Intelligence counts"


It may be a survival horror game, but this Resident Evil game has MANY 
puzzles in it, usually involving finding an item, and delivering it to 
the appropriate spot. But luckily, most of the puzzles are pure logic 
(oh no, guess that counts out most people) and just require you to 
observe your surroundings, and take note of ANYTHING that may be a clue.


8# -- "Go for the glitter"


Whenever there's an item that needs to be picked up, it should sparkle 
like a diamond. Keep it mind though, that many items have no glitter, so 
check anyway. Remember that fully completed rooms (as in all items 
collected and objectives completed) show as white on the map.

• Dead-end paths are notorious for non-glitter items. I mean, why create
  a dead-end unless something is there?


9# -- "Zombies 101"


You're basic zombie isn't too bright. But that doesn't matter, because 
he's a bastard to kill and has a taste for human flesh, namely, your 
flesh. While he's lumbering at you, you can fill his body with some 
Handgun rounds if you want to bring him down. But once he drops the 
first time, no, no, don't think he's gone. He'll get right back up and 
come straight for you again. Once he's down, AND a pool of blood forms 
around the body, you're safe for the time being. But just you wait, 
eventually that Zombie carcass is going to get up again, when you least 
expect it, only as a Crimson Head.


To permanently dispatch of your undead comrade, you can:

• Head removal. Make sure to blow off his head in a bloody mess while
  he's still lumbering after you; this takes PRECISE aim, and I'm rarely
  able to do it, but it only takes one shot.    

• Incineration. Have a Lighter and a FILLED Fuel Canteen with you. Next,
  stand near the body of the Zombie laying on the floor, and use your
  canteen. Get back, as it's barbecue time, extra crispy style. Nothing
  like the smell of partially dehydrated, trans-mutanagenic hair in the
  morning.      

These two methods were also covered in the "Body Disposal" file you find 
in the East Stairs Storage Room in the Mansion. 


• And sometimes, if a Zombie is blocking you way, but you have no fuel
  to burn'um, pop a few caps in there hide to drop them to the floor
  momentarily allowing you to pass. Just be careful not to kill them...

• Sometimes when you shoot a Zombie in the legs you might make his
  kneecap explode -- kinda hard for him to chase you now as a Crimson
  Head! Use this method when trying to kill a Zombie...unless you're
  good at getting headshots.


And I have to add a paragraph about the special super-zombie, nicknamed 
"Crimson Head" or as called in the medical files, "V-ACT." Like normal 
Zombies, except the Crimson Head will run straight at you kamikaze 
style, then attempt to rip off your face with his claws. Recommended 
antidote is a Handgun blast to the face or a few well-placed Shotgun 
shells. 

------------------------------------------------------------------------
MORE TO SAY:

(from Toadman527@aol.com)


"As for using the survival knife, you should dump it as soon as 
possible. However, before you get a chance to dump it, I found a good 
use. If a zombie falls to the ground, but isn't dead, you can take out 
the knife and poke them at least once, maybe twice before they get up. 
This only saves a bullet or two, and isn't very practical to do the 
whole game, but ammo counts, so it's worth a try."


Another great technique for Hard mode!
------------------------------------------------------------------------



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


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


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



Most people new to the game will first play as Jill, and with good 
reason. Getting through the game is MUCH easier as Jill Valentine, as 
not only does she have the Lock Pick, she's also got EIGHT inventory 
spaces to hold items...these two facts will be painfully reminiscent 
when you try your hand at Chris. Jill also has the Grenade Launcher! 



                          ____  ____  __    __   
                         (_  _)(_  _)(  )  (  )  
                        .-_)(   _)(_  )(__  )(__ 
                        \____) (____)(____)(____)

         _  _    __    __    ____  _  _  ____  ____  _  _  ____   
        ( \/ )  /__\  (  )  ( ___)( \( )(_  _)(_  _)( \( )( ___)  
         \  /  /(__)\  )(__  )__)  )  (   )(   _)(_  )  (  )__)   
          \/  (__)(__)(____)(____)(_)\_) (__) (____)(_)\_)(____)  




------------------------------------------------------------------------
                             M A N S I O N
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Ink Ribbon       11. Shotgun              21. Shotgun Shells
2. Lock Pick        12. Fuel Canteen         22. Mask w/out eyes
3. F1 Mansion Map   13. Dog Whistle          23. Mask w/out mouth
4. Blue Gemstone    14. Lighter              24. Grenade Launcher
5. Golden Arrow     15. Acid Shells          25. Serum
6. Arrowhead        16. Collar               26. Musical Score
7. Book of Curse    17. Coin                 27. Jewelry Box
8. Sword Key        18. Imitation of a key   28. Mask w/out all
9. Herbicide        19. Armor Key            29. Fishhook
10. Ink Ribbon      20. Ink Ribbon           30. Lure of a bee

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

31. Bee Specimen       41. Mask w/out nose
32. Wind Crest         42. Stone & Metal Object
33. Ink Ribbon        
34. Emblem
35. Ink Ribbon
36. Musical Score
37. Moonlight Sonata
38. Gold Emblem
39. Shield Key
40. Assault Shotgun

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



OPENING
-----------

After watching the GREAT cutscene with a forest and a pack of mutant 
guard-dogs, the remaining S.T.A.R.S. team members heed safety in an old, 
dilapidated mansion. This is where the "fun" begins...

MANSION FOYER
-----------------

There's three of you left: Barry, Wesker, and yourself, Jill Valentine. 
After a shot goes off, you and Barry head into the adjacent room to 
check it out...

DINING ROOM
---------------

Nothing much here, except grab the INK RIBBON sitting upon the table in 
front you, then save at the TYPEWRITER at your side. Head down the 
long table to fireplace, where Barry has found a blood stain (notice how 
he tastes it to check it out!). Take the door on the side.

KENNETH HALLWAY
-------------------

Head left, where we meet up with a Zombie having his midnight snack. 
Um...guess we caught him at a bad time? After gaining control turn 
yourself straight around and enter the Dining Room again.

DINING ROOM
--------------- 

The Zombie has followed Jill, but Barry quickly pumps him full of a few 
Magnum rounds and it drops to the floor. Time to report back to Wesker! 
Head along the table and exit out the double doors. What was that "moan" 
you heard as you left? :p   

MANSION FOYER
-----------------

Crap. Wesker is gone, just like Chris went missing a few minutes ago. 
Barry decides we need to look for Wesker, so he searches the ground 
floor, while you're •supposed• to search the upper floor (LOL). Just 
trot up one set of stairs, then turn around and come right back down. 
You've "searched." Barry and Jill decide to split up, and you get the 
LOCK PICK from him (this will come in HANDY). After Barry goes off to 
the Dining Room again, take the double doors on the opposite side...

NOTE: If you take the double entrance doors, some Cerberus will be
      waiting on the porch for you, and Jill will get scared and quickly
      shut the door -- but not before a dog comes in after you. This is
      quite a nuisance if you have no Shotgun, and, you don't.   

STATUE ANTEROOM
------------------- 

Yes, that IS a sparkle you just saw in the vase part of the statue. Run 
past the statue, over to where a dresser is partly blocking a side 
passage. Push it right SLIGHTLY, so you can squeeze into the corridor, 
then turn around and push the dresser TOWARDS the statue. Climb up, and 
press A to get the glitter...the F1 MANSION MAP. 

Hop down from the dresser, then take the side corridor; we've got some 
old art supplies and things covered in tarp. At the end of the corridor, 
grab the DAGGER. Turn around, but when you go around the corner a Zombie 
"ambushes" you. God this is easy. Just get around it (even if you mess 
up, you just end up using the dagger). Don't bother wasting the ammo 
killing the thing. Exit the corridor, then exit back to the Foyer.

MANSION FOYER
-----------------

Dun dun dun. Most all of the doors are locked (except two). Head up the 
stairs, then take the double doors on the left side.

DINING BALCONY ROOM
-----------------------

Circle around left, and watch yourself, a Zombie is on the right. Push 
the statue forward, then off the ledge where the gap in the railing is. 
It'll hit the floor below and shatter. Circle around to the left side, 
avoiding the Zombie, and grab the DAGGER on the shelf. Exit to the foyer 
again. 

MANSION FOYER
-----------------

Head downstairs and enter the Dining Room yet again. 

DINING ROOM
---------------

Nothing's here, not even Barry like he supposed to be...except remember 
the statue we pushed off the balcony upstairs? Run to the shatter debris 
and pick up the BLUE GEMSTONE. We'll use that MUCH later (it's not 
really a required item, but quite handy). Exit to the hallway.

KENNETH HALLWAY
-------------------

The Zombie's up and about, but to your right, and is moving about 1 
friggen MPH. Head left, and examine the dead body of your comrade, 
Kenneth (I named it "Kenneth Hallway" for a reason). You get a VCR tape 
file, but you can't view it yet. Exit out the end door.

FAR WEST STAIRS 
--------------------

Head around the darkened corner, and in the next chamber is a HANDGUN 
MAGAZINE sitting beside the bird cage...there's a dead raven in it, 
spooky. Ahem. Grab a GREEN HERB at the foot of the chairs, but only if 
you need it, then head up stairs and exit. 

YELLOW CORRIDOR
-------------------

A dead body's in front of you, and you'd better torch it in the future 
unless you want a Crimson Head running around. Cross in front of the 
mirror beside you, and watch out, a Zombie is just around the corner. 
Dodge him and run down the hall with the spears. Grab that sparkle 
sitting on the statue, the GOLDEN ARROW. There's also a HANDGUN MAGAZINE 
resting on the floor beside the mirror. Exit out the door just beside 
the mirror.

DINING BALCONY ROOM
-----------------------

Watch the Zombie, and exit out the double doors to the foyer again. 

MANSION FOYER
-----------------

Head down the stairs, and right where the stairs branch in two different 
directions, there's a "hidden" (cough) door to exit out of.

GRAVEYARD
-------------

This area is where GameCube's lighting abilities come in handy, the fog 
really sets the mood and makes it look like more then just pre-renders. 
Head down the steps, turn the corner, head down some more steps, then 
follow the path straight to the end. Examine the Angel Statue, which 
suspiciously has an Arrowhead-shaped hole on it (duh, duh). On your 
status screen examine the Golden Arrow and Jill will find she can remove 
an ARROWHEAD, which you should then use on the statue to open a secret 
passage. Head down the stairs...

CRYPT
---------

An eternity later, you'll be at the bottom, in a creepy crypt room 
complete with roaring furnaces, some gears, and a coffin suspicious 
suspended by chains. Run underneath the coffin (don't worry, it wouldn't 
open) and check the pedestal to get the BOOK OF CURSE. Examine the back 
of the book, and you'll find a Mansion Key lodged in its back cover. If 
you check the key itself, and you should see a sword symbol on the 
"handle" of it -- the SWORD KEY. Wooo. The Book of Curse is then filed 
away, and what it's talking about is those four face statues lining one 
of the Crypt walls...remember that later, when you have to come back 
here. Exit out of here.

GRAVEYARD
-------------

Enter the foyer again.

MANSION FOYER
-----------------

Take the double doors on the right again. 

STATUE ANTEROOM
-------------------

Run over to the door, and open it up using the Sword Key. 

KITCHEN CORRIDOR
--------------------

Run forward, and make sure not to freak out when the window PARTLY 
shatters. That scared me the first time. :p Push the first china cabinet 
forward to uncover a DAGGER. Head around the corner, then at the end 
push the last china cabinet away from the door to get a MUCH needed 
HANDGUN MAGAZINE. Exit through the door...

NOTE: If you backtrack through here •backwards•, some Cerberus will bust
      through the windows and attack. So this is a BAD IDEA. 

EAST WINDOW CORRIDOR
------------------------  

Take the door on your left, and Jill uses the Lock Pick. Time for some 
fresh air...

SIDE GARDEN
---------------

There's more Cerberus, but they're safely outside the gates.

NOTE: If you come back here in the future, expect some Cerberus to be on
      you quickly. Plan accordingly by bringing a Shotgun.

Head around the corner, and grab the plastic bag in the wheelbarrow, 
some CHEMICAL. Once you examine it, it's renamed HERBICIDE, which should 
give you a hint on it's use (kills plant life). Grab some herbs, but 
ONLY if you can leave a space open in your inventory. Head back inside.

EAST WINDOW CORRIDOR
------------------------

Enter the room next door...

BATHROOM
------------

The bathtub's full of dirty water, so examine it, and pull the plug. A 
zombie pops out (gee surprise) and attacks Jill...on her ankles. She 
delivers a swift blow to his head to end it, then proceeds to vomit in 
the nearby toilet. All in a days work...examine the tub again for a 
DAGGER then get outta here.

EAST WINDOW CORRIDOR
------------------------

Head around the corner, pass some windows, then go around another corner 
and enter the door.

QUAINT LITTLE ROOM
----------------------

Cross over and enter the next room.

ANTIQUE ANTEROOM
--------------------

If you examine the coffee table, you'll find a DAGGER on one end and 
some precious INK RIBBON on the other. At the back wall, grab the 
SHOTGUN sitting on the two hooks...which looks like they trigger a 
switch. ;) Exit out.

QUAINT LITTLE ROOM...OF DEATH
---------------------------------

Immediately after entering, Jill is confounded with the fact the ceiling 
is lowering, and about to crush her into a Jill sandwich (snicker). Turn 
around and check one door (locked), run across and check the other door 
(locked also), then run to the center of the room. Jill is saved in the 
nick of time by Barry. WHERE'S MY "JILL-SANDWICH" LINE BARRY?!?! 

EAST WINDOW CORRIDOR
------------------------

Head through the double doors. 

EAST HALLWAY
----------------

Take the first side door on your left...

BOTTOM OF EAST STAIRS
-------------------------

Head along the hallway, but immediately off to your right is a Zombie. I 
•strongly• recommend killing him off (with your Handgun), since the 
"stairs" areas are some of the most frequently traveled in the game. 
Take the door you find here at the bottom of the stairs.
  
EAST STAIRS STORAGE ROOM
----------------------------

Ah, safety. This room is completely safe, and has a ITEM BOX and a 
TYPEWRITER for you. Grab the FUEL CANTEEN sitting right of the Item Box,
then the "Body Disposal" file on the floor in front of the box. Read 
that file, know it, love it. Also grab the HANDGUN MAGAZINE sitting on 
the crates with the lamp. 

Run over to the Typewriter, and beside it you should notice a plastic, 
white tank. This is a KEROSENE TANK, which you should use to fill the 
Fuel Canteen you just picked up. This fuel, used with a Lighter (you get 
it soon) allows you to burn Zombie bodies so they don't come back to 
life as Crimson Heads. Save your game, then deposit any superficial 
items. You basically just need a Handgun and some ammo, your Shotgun, 
and maybe a Green Herb (there's one right outside, under the stairs).  

BOTTOM OF EAST STAIRS
-------------------------     

Head up the stairs to the top...

EAST STAIRS HALLWAY
-----------------------

Off to your right a Zombie will greet you, so pump him full of lead, 
then run past his corpse and exit the door at the end (the other door 
has no doorknob...hyuk). 

DILAPIDATED BROWN HALLWAY
-----------------------------

Head left, and enter the door at the end.

STUDY
---------

Directly beside you, collect the DOG WHISTLE sitting on the dresser. You 
also get a "crumpled memo" which reveals what you should do with it -- 
summon a dog who hangs around the west, second floor balcony; apparently 
he's got something special hidden in his collar. Beside the chess board 
is a HANDGUN MAGAZINE. Head to the next section in the room, and pick up 
the LIGHTER sitting on the desk. Beside it is a "Book of Botany" (file) 
you also want to pick up. Exit out the other door. 

EAST STAIRS HALLWAY
-----------------------

Before continuing on, you NEED to have your Shotgun, Handgun, Handgun 
ammo, Sword Key, and Dog Whistle. Get rid of the Lighter in the Item Box 
down stairs, and make SURE you have at least 2 spots open in your 
inventory. Take the door at the end on your right again.

DILAPIDATED BROWN HALLWAY
-----------------------------

All the other doors are locked, so just turn right and run all the way 
to the door at the end, where you head through using your Sword Key. 

MANSION FOYER
-----------------

Jill startles Barry who just happens to be strolling through here, and 
they chat for a bit. "Other than I'm still alive in this mad house...? 
No." Classic line right there folks. :p Barry gives you some ACID SHELLS 
(upgraded Grenade Launcher ammo) and then you part ways. 

NOTE: If you didn't have any room in your inventory, the conversation
      with Barry would have been much shorter, and you wouldn't have
      gotten the Acid Shells. Which sucks, really.  

Head to the other side of the foyer and use the double doors again.

DINING BALCONY ROOM
-----------------------

Head around the left side (the Zombie is on the left side now!) and open 
up the second side door using your Sword Key.

WEST STAIRS HALLWAY
-----------------------

Turn to you right and open up the first door (Jill uses her Lock Pick). 

OUTSIDE TERRACE BALCONY
---------------------------

OK, prepare yourself for some heavier fighting. Use the GREEN HERB 
TERRACE on that side area if you need health. Remember that terrace, and 
don't waste it later in the game healing on stupid things. Head along 
the balcony edge until you reach the area where the balcony widens. Trot 
down the stairs and get in the center of the wide area. Make sure you 
have your Shotgun equipped, and you're facing the left (direction you 
just came from). Blow your Dog Whistle. 

Seems Lassie and his little friend have come for a visit! Blow them away 
with your Shotgun (sey h'llo t'my lil' friend!) and collect the COLLAR 
from the one dog. Examine the Collar on your status screen -- look at 
the buckle -- and you'll find a switch. Push it and out pops a COIN. 
Sure looks suspicious...examine the back of it to find an armor 
insignia, and transform the Coin into IMITATION OF A KEY.    

Continue along the balcony, going to the other end and unlocking the 
door. DON'T go out it. Head back to the other end of the balcony and 
exit out the door you came from. 

WEST STAIRS HALLWAY
-----------------------

Head directly forward and exit out the door.

DINING BALCONY ROOM
-----------------------

Take the door right beside you.

YELLOW CORRIDOR
-------------------

Turn the corner, head down the spear path. Dodge this Zombie yet again, 
then pass around the mirror. Head right, going down that hallway piece  
and exit out the door (Crimson Head will appear from that body, scary).  

KNIGHTS' HALLWAY
--------------------

Head up the stairs. This cramped hallway has three •suspicious• Knight 
statues along it, all with inscriptions relating to death. Find the 
pedestal with the key in it and inspect it. 

"May whoever takes this emblem find peace in death."

Take the Mansion Key...

------------------------------------------------------------------------
                               KEY PUZZLE
------------------------------------------------------------------------

First "real" puzzle of the game, and it's easy, to say the least. After 
taking out the key from the pedestal, place in your Imitation of a Key. 
The whirling-blade knight will retreat and the surroundings will return 
to normal. Wow...that was hard...wait, no.

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

Examine the Mansion Key -- the ARMOR KEY! The door at the other end is 
locked, so turn straight around, and head down the stairs. Exit out the 
door at the bottom.

YELLOW CORRIDOR
-------------------

Run straight ahead and exit out the other door.

FAR WEST STAIRS
-------------------

Head down the stairs -- don't be alarmed at that noise, just some creepy 
crows on the pole. Guess they're here to avenge the death of their 
friend in the cage. Round the dark corner and exit out the door.

KENNETH HALLWAY
-------------------

Head into the narrow hall, and if the Zombie is ahead of you (as in, you 
didn't kill him yet), use only enough bullets to drop him, as we don't 
want a Crimson Head running around. Unlock the second door on the left 
with your Armor Key (don't go in) then continue on, passing the inactive 
lift and heading down the stairs. Open the door with your Sword Key, and 
then discard it. 

KITCHEN
----------- 

Nothing much is here, just grab the DAGGER at the edge of the food table 
and the HANDGUN MAGAZINE on the table corner. There's another lift 
around the corner, but it's also inactive. Exit out the door you came 
in. We have a nice little cutscene of a Zombie (what else?) coming down 
that stairs and confronting you in the kitchen. Could this get any 
friggen easier? Dodge the thing and leave. 

KENNETH HALLWAY
-------------------

Head up the stairs, and take the door on the left that leads to the 
Dining Room.

DINING ROOM
---------------

Run along the table and exit to the foyer...

MANSION FOYER
-----------------

Head up stairs, and take the double doors on the left.

DINING BALCONY ROOM
-----------------------

Head around right, and take the second door. 

WEST STAIRS HALLWAY
-----------------------

The door to the terrace is shaking. Wonder what it could be? :p Ignore 
it and run past (it wouldn't burst open...yet). Head around the stairs 
and then turn the corner. Take out the Zombie you find. Trot to the top 
of the stairs, where the terrace door will burst open, revealing another 
Zombie -- take no heed. Head down the stairs, and midway take out 
another Zombie with some Handgun rounds. Run back up, and take out the 
Zombie who's coming for you. Danger is over, for now, and I can stop 
typing "Zombie" every two seconds. Head down the stairs to the bottom...

BOTTOM OF WEST STAIRS
-------------------------

Enter the door off to the side.

DRUG ROOM
-------------

Drugs as in medicines...cough. ;) This room is just like the other "save 
room" on the opposite side of the mansion, complete with TYPEWRITER and 
ITEM BOX. Definitely SAVE your game. Before you leave, get rid of any 
items you don't need, just make sure leave the two inventory spots open 
and have a Handgun, Handgun ammo, Shotgun, Herbicide, Armor Key and the 
Blue Gemstone (told you we'd use it). Exit out of here...

BOTTOM OF WEST STAIRS
-------------------------

Head around the corner, then down the hall with the windows. Take the 
side door...

FURNITURE STORAGE CLOSET
----------------------------

We got a KEROSENE TANK here...but grab the INK RIBBON in the desk 
drawer, and the BATTERY PACK on the edge of the other dresser. Ignore 
that BROKEN SHOTGUN sitting in the case, unless, you like cluttering 
your inventory...leave. 

NOTE: You may want to take some time and burn all those Zombie bodies
      littering the stairs area. Crimson Heads is something we don't
      need around here.

BOTTOM OF WEST STAIRS
-------------------------

Take the door directly beside you.

LONG WINDOW HALLWAY
-----------------------

Grab the BATTERY PACK sitting on the desk beside you...yah, that's the 
shadow of a Zombie knocking at the window, but you're safe from it for 
now. Head right, going down the hall, then turn left and enter that tiny 
side hall. Go through the door...

TIGER ALTAR ROOM
--------------------

Tiger Statue with a suspicious inscription. Guess you could say it's 
suspicious. :p

Use the Blue Gemstone, and Jill will place it in the statue's right eye, 
causing it to turn and reveal some SHOTGUN SHELLS. Just what we needed! 
Grab them then leave.

LONG WINDOW HALLWAY
----------------------- 

Head across the hall and exit through that door.

KEEPER'S ROOM
-----------------

What happened here?! Grab the HANDGUN MAGAZINE on the bed, and head 
around...did that closet door just move? Anyway, go to the desk and read 
the HILARIOUS file of the Keeper's Diary. Brace yourself -- turn around 
and the closet doors should fling open, revealing a Zombie. Use what 
little space you have to maneuver around him, then grab the DAGGER in 
the closet. Get around the bed -- WATCH OUT -- that other Zombie came 
alive as well. Get outta here...

LONG WINDOW HALLWAY
----------------------- 

Turn right, and head down the hall, round the corner and pass the 
windows, then enter the door at the end.

NURSERY
-----------

We have a bunch of plants here, of course, and a water pump in the 
corner beside where you enter. If you head forward a little, you can see 
a giant "vine-ish" plant that engulfs a fountain. If you go around the 
first planter you'll get whipped by one of his vines, so be careful. 
Head to the water pump, and use your Herbicide...Jill places the bag in 
the water. Now examine the pump and say "yes" you want to pump the 
water. PUMP TO THE RED SIDE. 

The fountain will turn on, spurting out a colorful red water and kill 
off the vines (don't freak out when they suddenly jerk upwards). The 
threats over, so head to the other side of the Nursery -- we have some 
Green Herbs on some planks, but more importantly, grab the DEATH MASK 
sitting on the shield. Examine it to get MASK W/OUT EYES. Exit out. 

NOTE: If you pump to the •green• side, the Herbicide-laced water will be
      sprayed on the pots of Green Herbs and wither/KILL them, rendering
      the things useless.

SECOND NOTE: It's rather obvious where the water leads. Just check the
             red and green pipe lines leading from the pump -- one
             clearly goes left and the other to the right. 

LONG WINDOW HALLWAY
-----------------------

The Zombie is not at the window...run forward...SHATTER. Keep running 
and dodge the Zombies as they fly out of the windows (must be Jackie 
Chan Adventures; they take some time to get up). Turn right, and run 
down the hall to the end, unlocking the door and heading through. 

KENNETH HALLWAY
-------------------

We basically went in a circle. Take the door back to the Dining Room.

DINING ROOM
---------------

Exit to the foyer.

MANSION FOYER
-----------------

Now, we're going to finish up unlocking doors with the Armor Key; 
there's four left in total. Head up the stairs, and at the top, head to 
the right side (side with two single doors). Unlock the door in the far 
corner with your Armor Key. Don't enter, head to the other door on this 
side and exit out.

DILAPIDATED BROWN HALLWAY
-----------------------------

Unlock the door just ahead of you. Head around the corner, then unlock 
metal double doors. Keep going, then take the first side door to the 
stairs.

EAST STAIRS HALLWAY
-----------------------

Run forward, go around the corner, then head down and open the side door 
with your Armor Key. One left to go! Head down the stairs.

BOTTOM OF EAST STAIRS
-------------------------

Take the door at the end of the hall piece.

EAST HALLWAY
----------------

Trot around the chair, and watch that Zombie around the corner! Unlock 
the final door in the corner with your Armor Key...discard it. Enter 
through the door.

PORTRAIT GALLERY
-------------------

OK, we have another puzzle here, and this one is actually •puzzling•. 
Without my help, you might actually have to try it two, maybe even three 
times. ;)

------------------------------------------------------------------------
                             PORTRAIT PUZZLE
------------------------------------------------------------------------

Along this hallway are six portraits, and at the end is a portrait of 
Lisa, whom is guarded by the "three spirits." If you notice carefully in 
the picture, Lisa is wearing a GREEN CROWN, PURPLE NECKLACE, and ORANGE 
BRACELET.

The six portraits along the hall consist of: 

• 2 Valiants, which wear bracelets 
• 2 Sages, which wear necklaces
• 2 Saints, which wear crowns

Each picture has a switch on it, which can be used to light a certain 
color. You need to light a Valiant orange, a Sage purple, and a Saint 
green. Keep the rest of the lights off. Easy, no?

If you mess up at any time, the crows perched on the rails will let you 
know...hoho. 
 
------------------------------------------------------------------------

Press the switch on the Lisa portrait and head outside, grabbing the 
DEATH MASK. Examine it, it's the MASK W/OUT MOUTH. Lock Pick the gate 
and head out...

------------------------------------------------------------------------
HOW SCIENTIFIC:

(from Toadman527@aol.com)


"First, the puzzle with the "pictures" and lights to get a death mask 
doesn't involve pictures, those are glass windows. You are mixing the 
light on either side."


I'm still calling it "Portrait Gallery" though! :p
------------------------------------------------------------------------

GRAVEYARD
-------------

Head up the stairs, entering into the Mansion Foyer again.

MANSION FOYER
-----------------

Head up the stairs to the RIGHT. Take the single door in the far corner.

GARDEN BALCONY
------------------

We have a little glass greenhouse going on here, so exit out, and pass 
the glass table. Head around the corner, there's some more plants, and, 
the DEAD BODY of your S.T.A.R.S. teammate Forest. But it's not all bad, 
pick up his GRENADE LAUNCHER! Sch-weet. Make sure to arm yourself with 
this new piece of hardware and head around the last corner. Forest comes 
alive and paces at you! Hit him with a few grenades and the "fight" is 
over. You have access to some Green Herb at the end here. Before 
leaving, grab the DAGGER sitting on the side of the brown bench. Exit 
out of this area...

MANSION FOYER
-----------------

Take the door just beside you.

DILAPIDATED BROWN HALLWAY
-----------------------------

Head forward and take the first door on the right.

RICHARD HALLWAY
-------------------

Run forward, where you're greeted by a fellow S.T.A.R.S. member, Richard 
Aikens. He's been bitten by a snake -- unfortunately, it was poisonous. 
We need to retrieve some Serum for him before you passes away...yea, 
you're officially the errand girl for the time being. Make it over to 
the Drug Room in the west side of the mansion (hey, it's on you're map, 
and it's just the save room at the bottom of the stairs, besides, you 
even get that nice color photo). And don't THINK I'm writing room by 
room to walk you over there. Lazy.

DRUG ROOM
-------------

Once here, check that medicine cabinet beside the Item Box to get the 
SERUM. Also deposit the masks away and MAKE SURE TO GET your Lighter, 
you'll need it soon. And have two spots open in your inventory. Leave 
here, then head back to Richard. Seconds count!

RICHARD HALLWAY
-------------------

Give the Serum to Richard and he's cured! Wooray. Head through the next 
door around the corner. 

NOTE: If you take too long delivering the Serum to Richard, you'll find
      him dead in a crumpled mass on the floor. 

ATTIC HALLWAY
-----------------

Turn left, and watch yourself for the Zombie that is waiting for you. 
You can actually get around him without firing a single shot if you wait 
for him to hobble to where the halls intersect. Do whatever, and enter 
the door at the end of the hall.

ATTIC DINING ROOM
---------------------

Collect the HANDGUN MAGAZINE setting on the edge of the table, then trot 
around it, and use your Lighter to set ablaze the candlestick on the 
table corner. If you dodged your friend in the hall, he should come 
barreling in, so fill him full of lead then check the cabinet in the 
left corner for some SHOTGUN SHELLS. Over on the other wall, you should 
notice that suspicious green cabinet -- push it to the right, and reveal 
a secret room. A ZOMBIE is waiting inside, so take it down. Check the 
bookcase and rechieve the MUSICAL SCORE. Exit out. 

ATTIC HALLWAY
-----------------

Exit out the door you came in to where Richard is.

RICHARD HALLWAY
-------------------

Round the corner and exit out.

DILAPIDATED BROWN HALLWAY
-----------------------------

Head right, and round the corner, entering the metal double doors.

KNIGHT ARMORY
-----------------

Immediately when you enter, four Knight statues move forward. Puzzle!

------------------------------------------------------------------------
                              KNIGHT PUZZLE
------------------------------------------------------------------------

OK, I was reading CVXFREAK's guide, and I have to say his solution is 
whacked up. You can solve this puzzle in just three moves. THREE of'em.


1# -- Move the FAR RIGHT statue back into place. 

2# -- Move the CLOSE LEFT statue back into place.

3# -- Move the CLOSE RIGHT statue back into place.


And the final statue automatically moves into place. This puzzle is made 
even easier with the fact the four knights each are holding a different 
weapon, and if you look at the back wall you see four portraits with the 
different knights. :p 

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

Check the pedestal in the center of the knights, then flick the switch, 
which opens up a depression in the back wall. Go check it, and rechieve 
the JEWELRY BOX. 

Examine the Jewelry Box on your status screen, and if you check the lid 
it mentions a hint about "sunlight." The sun icon clearly has two shapes 
in it, a small tear-drop shape and large one. Press the switch on the 
front side, and on the back side (which have the same shapes). The 
center of the sun icon with light up, allowing the box to open and 
giving you a third DEATH MASK. Examine the mask -- it's MASK W/OUT ALL. 
Exit out this room. 

DILAPIDATED BROWN HALLWAY
-----------------------------

Go left and around the corner, then take the first door.

EAST STAIRS HALLWAY
-----------------------

Run forward and head down the stairs.

BOTTOM OF EAST STAIRS
-------------------------

Sitting on the wall by the stairs is a brown note:

"I left you some bullets in the room on your right. Feel free to use'em 
if you manage to get yourself in trouble.   -Barry-"

Enter the save room...   

EAST STAIRS STORAGE ROOM
----------------------------

Ah sweet ammo! Take all the clips, grenade (incendiary!) shells, and 
First Aid Sprays and put them away in the Item Box. Dump all the 
superficial crap, basically you just need Handgun, Handgun ammo, 
Shotgun, and Grenade Launcher. Keep the other four spots open in the 
inventory. SAVE your game, then get outta here.

BOTTOM OF EAST STAIRS
-------------------------

Trot up the stairs, again...

EAST STAIRS HALLWAY
-----------------------

Turn left and take the first door you see.

DEER HEAD GALLERY
---------------------

Errrr...no comment. Grab the RED HERB and GREEN HERB in the corner and 
combine them to get some MIXED HERBS. Full health heal, yah baby! Take 
the right door.

SPECIMEN LAB
---------------- 

Here we catch Barry checking out a Researcher's Will (file). Suspicious 
how the best part is missing and Barry scurries off in a hurry... ;)

• Check the hook box on the wall by the fish tank, and get the FISHHOOK.

• Head to the insect box by the bookcase, and get the LURE OF A BEE.

• Head to the lure box by the door, and pick up the BEE SPECIMEN.

Now, combine the Fishhook and Lure of a bee on the status screen. Seems 
the lure and specimen were reversed in the boxes...hint, hint...put the 
lure in the lure box, and the insect in the insect box. Press the 
switch, and you uncover a hidden alcove! After the bee comes alive, 
shoot it a few times with your Handgun to get rid of it.

NOTE: If you walk exactly right, you can squish the bee's body on the
      floor. Sweet sweet revenge...and it makes a beautiful "squish"
      sound and a large green puddle.

Grab the WIND CREST then leave this creepy room...

DEER HEAD GALLERY
---------------------

Take the door on the opposite side.

UPSTAIRS BEDROOM
--------------------

Take no heed of the camera view, there's NO monster under the desk. Grab 
the FIRST AID BOX sitting on the chair, and examine it's lid to get 
FIRST AID SPRAY. Check the desk in the corner for some INK RIBBON, then 
leave the room.

NOTE: Around the bed is some outta-sight Green Herb. 

DEER HEAD GALLERY
---------------------

Take the center door to the hall...

EAST STAIRS HALLWAY
-----------------------

Before moving on, go downstairs and dump any unneeded items, and make 
sure to have your Musical Score, Grenade Launcher loaded with Acid 
Shells, Shotgun, Handgun, Handgun ammo, and three empty inventory 
spaces. Come back upstairs and head right, round the corner, and exit 
out the door on the end. 

DILAPIDATED BROWN HALLWAY
-----------------------------

Travel to the end and use the last door.

MANSION FOYER
-----------------

Travel down stairs, taking the double doors on the left.

DINING ROOM
---------------

Run along the table, then examine the fireplace at the end. Take the 
EMBLEM from the wall. Use the door to your side...

KENNETH HALLWAY
-------------------

The first door on your left •may• be shaking if a Zombie is pounding at 
it. Head right, and go down the hall. Take the second door on the right.

BAR AND LOUNGE
------------------

Examine the bar counter and pick up some lovely INK RIBBON, then take 
the little passage at the side of the piano. Push the bookcase to the 
right, revealing a shelf where you can pick up another MUSICAL SCORE. 
Combine the two scores on your status screen to get the complete 
MOONLIGHT SONATA. Trot Jill over to the piano and use the sonata; she 
then plays it (how moving, hold me...), revealing a hidden passage.

Travel inside the passage grabbing the GOLD EMBLEM on the wall 
piece...the door retracts behind you. Gee, I wonder what we do next? 
Place the Emblem in the Gold Emblem's place to open it up again. Grab 
Trevor's Diary at your feet before leaving...

KENNETH HALLWAY
-------------------

Head down and exit to the Dining Room again.

DINING ROOM
---------------

Place the Gold Emblem in the blank spot over the fireplace...nearby, the 
door on the clock opens revealing it's gears. Head over, and inspect the 
clock. I think it's puzzle time! Cha-ching.

------------------------------------------------------------------------
                              CLOCK PUZZLE
------------------------------------------------------------------------

This puzzle is extremely easy if you observe a few clues. But first, 
remember that:

• small gear moves the LONG hand
• large gear moves the SHORT hand
• both hands are pointing straight up, AKA, it's midnight

As you inspect the clock, you read the inscription -- "When the two have 
run each other through, the path to your destiny will open." 

Now, if you check the painting by the clock, it says -- "A picture of 
two knights striking each other. The short sword has been thrust into 
the breast of one knight, while the long sword has pierced the head of 
the other."

This should make the puzzle just TOO EASY. Just turn the short hand 
(large gear) twice to the RIGHT. Bing, bang, bong, we have the long hand 
pointing at the HELMET, and the short hand pointing at the ARMOR.

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

Grab the MANSION KEY from the alcove that is revealed, and inspect it -- 
the SHIELD KEY. This key is actually pretty useless, as it opens up only 
one door. I sure hope you're well armed; with a Handgun, Shotgun, and 
Grenade Launcher...exit out the double doors.

MANSION FOYER
-----------------

Head up the stairs, then take the first door on the RIGHT, which leads 
to the crappy (pun) looking brown hallway.

DILAPIDATED BROWN HALLWAY
-----------------------------

Take the door on the right...

RICHARD HALLWAY
-------------------

Round the corner (Richard is still asleep; unless you killed him like a 
horrible person by not bringing him Serum fast enough) then exit out the 
door.

ATTIC HALLWAY
-----------------

Run forward and trot up the stairs. BEFORE entering, have your Shotgun 
equipped. Open the cobweb-infested door with your Shield Key, then 
discard it...

ATTIC
---------

Hmmm...quiet, too quiet. Head down the room -- out of no where a GIANT 
Python pops out of the rafter. I swear, that scared the LIVING CRAP out 
of me the first time! :p Time, for a boss fight.

------------------------------------------------------------------------
                         BOSS -- Yawn the Python
------------------------------------------------------------------------

This guy is such a pain. He'll sling around and try to trap you in a 
little space with his body, and then when he rears up, prepare for a 
bite -- which not only damages you, but POISONS as well. Where's that 
Blue Herb when we need it? Blast him a few times with your Shotgun, and 
maybe a few Acid Shells if you run out of Shotgun ammo. A little ways 
into the battle, Richard comes in to get his revenge and starts firing 
at the snake with a Shotgun. Eventually Yawn eats Richard like a 
bastard, but you should quickly finish off the snake causing it to run 
away...

NOTE: If you didn't save Richard earlier using the Serum, you're going
      to have to scare off Yawn all by yourself!

SECOND NOTE: •Technically•, you don't have to fight Yawn, you can just
             take the Death Mask and Assault Rifle and leave. But it's
             definitely not as much fun...
             
------------------------------------------------------------------------
ALTERNATIVE STRATEGY:

(from Dart533@cs.com)


"I tried a different way of attacking Yawn. I used the survival knife.
Yes, the knife. What I did was I set up Yawn so he was coiling up, but I
was on the outside. I would slash him, run a couple steps, slash him, 
run a couple steps, slash him, etc. This actually worked amazingly well. 
He tried to bite me a couple times, but as long as you stay near the 
middle of his body, it'll work really really nice. Just make sure you 
are on the OUTSIDE of him, and only slash one time before running again.
It takes time, but it saves lots and lots of ammo.   

Oh, by the way, you should put in that you won't get hit at ALL. (at 
least I didn't) And it also works for both fights."   


Thank you, Dart533.
I'm sure this would work EXCELLENTLY for Hard mode.

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

Where Richard was eaten, head over a grab the sparkle, an ASSAULT 
SHOTGUN. This weapon is great, not only does it hold 10 shells, instead 
of a regular Shotgun's six, but just look at it -- the things GREAT 
looking. Head to the upper left hand corner of the room and grab the 
fourth and final DEATH MASK sitting on the wooden crate. This one's MASK 
W/OUT NOSE. Since we have all four Death Masks, we can use them in the 
Graveyard. You remember those four statues in the Crypt, right? Exit out 
of here...

ATTIC HALLWAY
-----------------

Run straight ahead and use the door.

NOTE: If you were bitten by the snake and POISONED, Jill will say she
      needs some Serum and you need to get to the downstairs Drug Room.
      On my last game, Barry carried Jill to the Drug Room bed...I don't
      know what triggers that, but maybe it happens if you were REALLY
      badly damaged.

RICHARD (BYE-BYE) HALLWAY
-----------------------------

A Zombie will be waiting for you, so get around him then exit the other 
door. You should head to the Drug Room save area so you can get ALL four 
of the Death Masks, along with a Handgun, Handgun ammo, Shotgun, and 
your Grenade Launcher filled with INCENDIARY SHELLS. Serum too, if 
you're poisoned. Also save your game...head to the foyer when you're 
through.

MANSION FOYER
-----------------

Head up the first set of stairs and use the door to the Graveyard.

GRAVEYARD
-------------

Run down both sets of stairs, then travel forward and descend the stairs 
to the Crypt.

CRYPT
---------

See the four statues lining the wall? Place the four Death Masks on each 
appropriate statue -- everytime a mask is place, the nearby suspended 
coffin is disturbed...and what the nut is that blood from?! After all 
four masks are placed, the coffin falls and flies open...head over to 
inspect it. A gate shuts blocking the entrance and out pops an ol' 
Crimson Head.

Ah crap.

------------------------------------------------------------------------
                        BOSS -- Mega Crimson Head
------------------------------------------------------------------------

If you're prepared, this guy is a chinch. Equip your GRENADE LAUNCHER 
filled with INCENDIARY Shells, then fire a few at him. Each shell should 
knock him to the floor. Unless your pathetic, you shouldn't get damaged, 
AT ALL, and you probably wouldn't even need to move! The incendiary 
shells should leave his corpse extra crispy...I just need some barbecue 
sauce now...delicious...

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

Grab the item beside the coffin -- some SHOTGUN SHELLS -- then check the 
coffin. Jill will flip a switch opening the entrance along with finding 
a STONE & METAL OBJECT. Basically, an octagonal-edged disk with the 
Umbrella insignia. Leave the Crypt, backtracking up the stairs.

GRAVEYARD
-------------

Run along the path, but at the end take the side gate.

PORTRAIT GALLERY
--------------------

Travel down the hall and exit out the door at the end.

EAST HALLWAY
----------------

Clever shortcut, no? Run forward but watch that friggen Zombie. Get 
around him and exit out the door at the end...

VINE PASSAGE
----------------

Arm yourself with a Shotgun, then tread lightly down the path. Blow to 
bits that Kojo Jr. that pops over the wall and continue on -- at the 
end, examine that "shelf" depression. "To the defiler of the accursed 
coffin." Place in the Stone & Metal Object, which unlocks the adjacent 
door...head through.

GARDEN SUPPLY SHED
----------------------

There's a FIRST AID SPRAY and BATTERY PACK on the shelf over the stairs, 
and some SHOTGUN SHELLS in the shed corner. There's two ways to get to 
the Courtyard (area two), but we want to exit out the door at the bottom 
of the stairs...



------------------------------------------------------------------------
                            C O U R T Y A R D
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Courtyard Map
2. Square Crank
3. Moon Crest
4. Star Crest
5. Sun Crest
6. Magnum Revolver



DESOLATE SIDE PATH 
----------------------

It may be a bit uneasy to step out side, but there's no enemies in this 
section. Trot down the steps then turn right, following the path till 
you come to a nearby signpost...we've got another puzzle here. 

------------------------------------------------------------------------
                             CERBERUS PUZZLE
------------------------------------------------------------------------

The sign reads: 

North: Valley of Destruction
South: Cave of Hatred
East:  Summit of Madness
West:  Path of Revenge

Keep those locations in mind. Follow the winding path all the way to the 
end, where you come to two Cerberus statues and a locked gate. The gate 
reads -- "The gates will open when the guard dog's desires are 
fulfilled." Now check both statues...

LEFT STATUE   -- "The Last Gasps of Destruction" 
RIGHT STATUE  -- "The War Cry of Revenge"

Back a ways you should have passed two weathervanes -- the blue one goes 
to the left statue, and the red to the right. Turn the blue one to the 
NORTH, and the red one to the WEST. 

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

Ta-dah, the gate unlocks! Pass on through... 

FOREST GRAVEYARD
--------------------

Absolutely nothing to do here yet, unless you like watching some Crows. 
Follow the path straight and take the opposite gate.

PATH THROUGH THE WOODS
--------------------------

What was that strange noise? Cough. ;) Another no-brainer here -- follow 
the trail to the end, where you find a Cabin at the top of the hill. 
Enter the front door.

CABIN
---------

Head around the corner, then another one. Everything is covered in 
cobwebs and there's a bunch of junk laying around, but strangely, the 
fireplace is lit...hmmm. Trot up the staircase then grab the COURTYARD 
MAP on the wall. Enter the next room, where we have a bed, but more 
importantly a TYPEWRITER. Examine the area of the table where the lamp 
is -- we get a STRANGE file that's in barely decipherable English. 

Head to the next area, which is a hallway with an ITEM BOX. Take out 
some Ink Ribbon if you need to and go save your game, then come back 
here. Trot to the right, hop down to the lower area, and grab the CRANK 
sitting on the board at the end. Examine the tip of it; it's renamed 
SQUARE CRANK. 

Climb back up and deposit any junk in the Item Box. You just need a 
Handgun, Handgun ammo, Shotgun, Square Crank, and your Wind Crest. Head 
back to the bedroom -- THE FRONT DOOR opens -- check the window beside 
you to see some-body/thing slink out of view...trot out the doorway. 
THUNK! Jill is knocked unconscious by a pair of arms, but she awakens in 
time to have an encounter with Lisa (the monster in chains)!

------------------------------------------------------------------------
                          BOSS -- Lisa Trevor 
------------------------------------------------------------------------

Now we know what that sound was at the beginning of the Path Through the 
Woods! DO NOT fight this thing (as it's invincible) just get out the 
HELL of here. You may want to fire a few times to stun her, since Lisa 
will swipe you if you get close, which takes off a hefty amount of 
damage. Leave the Cabin when you get to the door.

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

PATH THROUGH THE WOODS
--------------------------

Backtrack all the way to the bottom of the hill, though you will 
encounter a (as in ONE) Zombie along the way...hardly exciting.

FOREST GRAVEYARD
-------------------- 

The Crows make this part so friggen ANNOYING. Run forward and up the 
trail between the gravestones, causing the Crows (99% of the time) to be 
disturbed and start chasing you. Puzz-ah time! 

------------------------------------------------------------------------
                             CREST PUZZLE
------------------------------------------------------------------------

Examine the right tombstone to uncover a suspicious indentation...place 
your Wind Crest in it, which causes a panel to flip over revealing three 
more crests. 

• Check the tombstone three more times, picking up the MOON CREST, STAR
  CREST, and SUN CREST. 

• Examine the back of each crest on your status screen and press the
  buttons you find, causing styles of iron bars to pop out.  

• Place the crests in the opposite tombstone.

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

Your prized is revealed -- a coveted MAGNUM REVOLVER. An EXTREMELY 
powerful gun, but slow firing (and the ammo is scarce), so use it ONLY 
on bosses. Now take the other gate out of here before you get mauled to 
death by the Crows. Woo boy. 

DESOLATE SIDE PATH
----------------------

Backtrack to the beginning and use the door. Once in the Garden Supply 
Shed, take the wooden double doors.

PILLAR COURTYARD
--------------------

Run forward a few steps and Brad will contact you on your radio. After a 
totally pointless cutscene, you can here a strange "pacing" sound ahead. 
This is coming from a GROUP of Cerberus in the next little area...there 
are two ways to tackle this problem.

Man's Way -- Arm yourself with a Shotgun (Assault, preferably) and
             bust on in there, firing off shots at POINT-BLANK range
             at the dogs. Use the pillars to shield you, too. 

Coward's Way -- HUG the right wall as you run, to keep from being
                mauled...

I prefer the first way, as not only do you free yourself from danger, 
but you also get access to a some herb. Plus, it boosts your ego. :p 
Either way, exit out the gate at the top of the stairs.

STORAGE POOL
----------------

I have no idea why they would have this pond, maybe for the Mansion's 
plumbing system, but I sure wouldn't be drinking that water. Run around 
the left side of the pool, where at the end you find a pillar with a 
square-shaped hole (ahem). Use your Square Crank on it, causing some 
gates below to open and drain the pool. Cha-ching! Head back around and 
use the ladder, running along the brick path at the bottom and taking 
the other ladder. Follow this path to end where an old-style Lift is 
waiting for you...

WATERFALL COURTYARD
----------------------- 
  
More Crows, arg. Run forward, going around the waterfall and use the 
other gate (nothing to see here yet). 

BRICK CORRIDOR
------------------

Follow the Corridor all the way to the end and use the door. RUN the 
whole time, to avoid Snakes that drop from above. 



------------------------------------------------------------------------
                           R E S I D E N C E
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Ink Ribbon           11. Ink Ribbon      21. VP-017
2. Red Book             12. Empty Bottle    22. J-VOLT
3. Key for Room 001     13. Empty Bottle    23. Helmet Key
4. Self defense gun     14. Empty Bottle
5. Control Room Key     15. Water
6. Aqua Ring Map        16. UMB No.3
7. Gallery Key          17. Yellow-6
8. Insecticide Spray    18. NP-004
9. Residence Map        19. UMB No.7
10. Key for Room 003    20. UMB No.10



FRONT HALLWAY
-----------------

Oh, so •that's• why they call it RESIDENT Evil. Hohoho. Ahead is some 
BLUE HERB on shelves, so come back here if you get poisoned. Round the 
corner and take the first door on the right.

RESIDENTIAL STORAGE
-----------------------

Another save room, if you will. You can find a TYPEWRITER on the table 
and a KEROSENE TANK and ITEM BOX past the fence. Grab the FIRST AID 
SPRAY at your feet, and the BATTERY PACK and INK RIBBON on the shelf. 
SAVE your game, and deposit •all• your stuff in the Item Box and take 
out your Lighter. Exit out of the room...

FRONT HALLWAY
-----------------

Turn right, and use the double doors at the end.

RECREATION ROOM
------------------- 

Ahhhhh, Giant Spider on the roof (avoid these things entirely). Quickly, 
run left, then in the back corner you should spot a RED candle on a 
table. Go over and light it, casting a strange silhouette:

                                 _\|/_
                                <_(_)_>
                                   |  

Yes, crappy ascii, but bare with me (besides there's two more muwahah). 
Head back to the door, watching the Giant Spider, and go round the 
corner. Run down the first set of stairs. At the bottom, grab the 
SHOTGUN SHELLS on the first table, then the RED BOOK and FIRST AID BOX 
on the bar. Examine the box to get MIXED HERBS -- one green, one blue. 
Now light another strange candle (this one's GREEN) on the other table. 
We get a silhouette like so:
                                 _\_/_
                                <_(_)_>
                                     
Different then the previous one, yes? Head back up the stairs, then take 
the next set of stairs. There's another Giant Spider, but he wouldn't 
bug'ya. Light the final (ORANGE) candle in the corner:
                                 _____
                               -<_(_)_>-
                                     
Now check the pool table at the center...we have some balls (snicker) 
with varying colors and numbers:

2 -- Blue   4 -- Purple   6 -- Green
3 -- Red    5 -- Orange
 
All those previous clues add up to a solution to a very tricky puzzle 
coming up shortly. Exit completely out of this room. 

FRONT HALLWAY
----------------- 

Head back to the storage room...

RESIDENTIAL STORAGE
-----------------------

Deposit all the stuff you just got in the Item Box, and get out a 
Handgun and Handgun ammo. Exit out.

FRONT HALLWAY
-----------------

Head to the right, where you'll spot a crate in the hall, and a nearby 
corridor with littered with holes in the floor. If you just run over the
holes, expect to be strangled for a few seconds by a giant vine that 
pops up. It's only slightly damaging, but VERY annoying. To get around 
this, take the crate and push it like the diagram shows below. I added 
the diagram because the other guides are poorly written on this fact! 
  
   (BEFORE)               (AFTER)

|    |                |    |                     
| [1]|________ D      |    |________ D
|        [][]  o      |     [2][][]  o
|     ________ o      |     ________ o
|    |         r      |    |         r
|    |                |    |

Like so...now all you need to do is climb over the tops of the boxes and 
use the door at the end! 

INNER HALLWAY
-----------------

Run down the hallway and go around the corner, taking the second door 
with the "002" on top of it. Before going in, Jill listens to a 
INTERESTING conversation with Barry and some shadow-type character. 
Apparently, they wish to get rid of S.T.A.R.S...afterwards Jill accesses 
the room and Barry scurries off. 

ROOM 002
------------

Take the door on your right side. It's actually quite hard to see, and 
in my first game I couldn't find it for awhile! Doh. 

002 BATHROOM
----------------

Toilet's busted...lovely, trotting over a fecal covered floor. Not 
what I had in mind. Grab the shiny object on the shelf by the toilet; 
it's a RESIDENCE KEY, and if you examine it on the status screen it's 
renamed -- KEY FOR ROOM 001. Yes, that's the door rattling, and after 
the Zombie pops it kill the dang thing then leave.

ROOM 002
------------
 
Run forward and check the desk at your left for a "Plant 42 Report."
Read that, it has very useful information. Head to the two identical
bookcases at the end of the room...push the left one back against the
wall, then push the right bookcase to the right. You uncover a ladder,
but don't go down it yet, instead exit this room going back to the 
hallway. 

INNER HALLWAY
-----------------

Round the corner and backtrack down the hallway to the door at the end.

FRONT HALLWAY
-----------------

Climb over the tops of the crates, then take the door off to your left,
unlocking it with the Key for Room 001. Discard the key and enter. 

ROOM 001
------------

Some guy's foot is at the corner of the screen, he's hanging from the 
rafters, so no, he wouldn't attack. Run down the hall piece and in the 
next bedroom area grab the HANDGUN MAGAZINE on the desk. Beside that, 
grab the SELF DEFENSE GUN -- you also get a "Suicide Note." The gun 
fires a single bullet that should stop a Zombie dead in its tracks. Grab 
the other HANDGUN MAGAZINE on the rocking chair then exit through the 
side door...

001 BATHROOM
----------------

Drain the bathtub and grab the CONTROL ROOM KEY you find in the bottom. 
SNAP -- outside a rope breaks and should be PRETTY obvious where it came 
from. The dead guy by the bathtub also comes alive, so get out of here, 
NOW, don't bother wasting ammo.

ROOM 001
------------

Exit back into the hallway.

FRONT HALLWAY
-----------------

Run ahead and climb over the crate tops, then use the door again.

INNER HALLWAY
-----------------

Follow it to the end, then enter Room 002.

ROOM 002
------------ 

Use the ladder in the back by the bookcases.

AQUA RING -- ACCESS TUNNEL A664-1
-------------------------------------

Follow this tunnel to the end, where you find three wooden crates and a 
pool of water you can't pass.

• Push the crate closest to the water straight ahead, into the pool.
• Push the second closest crate into the pool.
• Push the farthest crate around the corner, then into the pool.

Run across the bridge created, and DEFINITELY, grab that GREEN HERB in 
the corner. Wade through the water and open the metal double doors.

AQUA RING -- SHARK ENCLOSURE
--------------------------------

If you stick around here you'll be shark-food for sure! 

NOTE: Due to the waist-high water, your running is slowed considerably. 

Run along the catwalk to your left, and you'll see a cutscene of 
incoming sharks. MOVE YOUR JILL VALENTINE ASS! Keep following the 
catwalk till you come across a small bridge. Cross it, then head left 
along the inner catwalk. Trot up the stairs when you reach them, and 
unlock the door with the Control Room Key. Discard the key and enter 
inside QUICKLY. 

SECOND NOTE: Those sharks that swim around and bite at you are only the
             BABIES. Yes, only BABIES. If you hang around you might
             actually see the mother, Neptune -- she can swallow you in
             ONE BITE! Not to mention scare the crap out of you...

AQUA RING -- CONTROL ROOM
-----------------------------

You can use the herb you got in the Access Tunnel if you got bit by a 
shark (and you most likely did). The red lamp to your right indicates an 
emergency has occurred. Head down the ladder.

At the bottom here, check the spotted document on the table to your 
left. It'll say which valve to release in case of a drop in OIL 
PRESSURE. Keep this number in mind! Collect the AQUA RING MAP on the 
back wall, then head back to the ladder. Our goal now is to drain the 
water in the Shark Enclosure... 

• Head to the side window, and examine the console...say "yes" to
  draining the water. A malfunction occurs, and one of those bastard
  sharks headbutts the window, causing a critical loss of pressure in
  the room.

NOTE: When the critical gauge comes on, your difficulty (easy/normal)
      depends on how fast it fills up.

• Run to the console with the black chair in front of it. Examine, then
  release the safety.
 
• Run to the console in front of the main window. Choose to lower the
  Pressure Doors. Another malfunction -- the doors stop midway. We need
  to restore the oil pressure before continuing. 

• Head out to the hallway and check the tanks just to your right. Choose
  the correct valve (1,2,3...whatever was on the document) and turn it 
  back on.

• Head back into the room, examine the console with the chair, and
  release the safety a second time.

• Examine the console in front of the main windows, and lower the
  Pressure Doors. The emergency is OVER!

Now just lower the water in the Shark Enclosure using the console in 
front of the side window. Head into the hall, grabbing the FIRST AID BOX
by the tanks. Examine it to get MIXED HERBS, of two Green Herbs. Run 
down the hall, and use the door at the end.

AQUA RING -- STORAGE CHAMBER
--------------------------------

Everything is soaking wet. Turn right and go down the hall, then run 
right into that little cloister will stuff piled everywhere. Grab the 
GRENADE SHELLS here (they're quite hard to spot). Turn around and exit 
out the single door on the other side.

AQUA RING -- ENCLOSURE FLOOR
--------------------------------

Run along the tank bottom...eventually you come across the body of Shark 
laying on the floor. He's still alive, but a Handgun bullet to the skull 
outta do him in. :p Keep going to the end, and wade through the waist-
deep water. Don't worry about Neptune...she's "dead." ;) Climb up on the 
grating, then •attempt• to press the switch in the box. SPLASH! The box 
breaks and Neptune is actually alive...you can't go back in the water, 
what to do?!

------------------------------------------------------------------------
                       BOSS -- Neptune the Shark
------------------------------------------------------------------------

There are two ways to do this...

(Stupid) Pump tons of rounds into her body, wasting precious ammo yet
         eventually killing her.

(Smart)  Push that green box (an electrical generator) into the water,
         then flip the lever on the control panel beside you. The water
         will electrify and shock Neptune to death.

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

...glad you made the right decision. Hop down into the water again and 
wade around her charcoaled body, picking up the sparkle. Another 
RESIDENCE KEY. Examine it, this one's the GALLERY KEY. Wade out of the 
water then backtrack to the door at the beginning of the tank and exit.

AQUA RING -- STORAGE CHAMBER
--------------------------------

Turn right, and head down the hall, exiting out the double doors.

AQUA RING -- EXIT TUNNEL
----------------------------

Run forward and grab the MAGNUM ROUNDS on the box, then climb up the 
ladder at the end of the tunnel. At the top use the door...

AQUA RING -- ACCESS TUNNEL A644-1
-------------------------------------

Run left, and backtrack to the end, using the ladder to climb back out.

ROOM 002
------------

Use the main door and exit into the hall.

INNER HALLWAY
-----------------

Trot around the corner and use the Gallery Key to unlock the adjacent 
door. Discard the key. Before heading in the Gallery, you should go back 
to the Residential Storage (save room) and put EVERYTHING in the Item 
Box, and take out your RED BOOK. 

GALLERY
-----------

God, this place is SWARMING with Killer Bees (they can also poison you 
if you're stung enough), so don't try to do ANYTHING in here yet, just 
stay moving! Run forward, then turn left at the table and run down the 
hall. Examine the body laying dead in the corner, uncovering something 
he's holding, INSECTICIDE SPRAY. Gee, wonder what we should do with 
this? 

NOTE: Off to your left is the Killer Bee Hive (it's HUGE!) but you can't
      access it because the swarming is so veracious. 

Turn 180 quickly so you're not stung, and run back down the hall. Turn 
at the table then exit back out the door at the end.

INNER HALLWAY
-----------------

Turn right and pass the door to Room 002, then at the dead end grab the 
RESIDENTIAL MAP. There's a hole behind it, DON'T INSPECT IT (as bees 
will pop out). Just use your Insecticide Spray and Jill will send a 
cloud through, killing the hive in the adjacent hallway. Turn yourself 
around and enter the Gallery again.

GALLERY
-----------

Run forward and grab the HANDGUN MAGAZINE on the table...turn left again 
and go down the hall, then turn left a second time. Grab the sparkle at 
the end, the final RESIDENTIAL KEY. Examine the back of it, where it's 
renamed KEY FOR ROOM 003. Backtrack out of the hallway, and use the key 
to unlock the door on the right. Discard and head in.

ROOM 003
-----------

Nab the INK RIBBON on the little shelf ahead of you. Take the side door.

003 BATHROOM
----------------

Weird plant roots are sticking out of the wall! Drain the water in the 
bathtub, and grab the DAGGER that's uncovered. Exit out...

ROOM 003
------------

You can SAVE YOUR GAME with the TYPEWRITER on the table. Examine the 
bookcase beside the table, and you'll find a row of red books, yet 
suspiciously the center book is white colored. Remove the white book and 
you get an "Organic Chemistry Lab Experiment" file. Now, place the Red 
Book in the gap. Ding ding, puzzle time!

------------------------------------------------------------------------
                             RED BOOK PUZZLE
------------------------------------------------------------------------

Our task is to arrange the "Bandage with Blood" books in the correct 
order so that the naked woman on the book spines is arranged properly. 
Don't know why, she's ugly to begin with, but anyway...

                             _ _ _ _ _ _ _ _
                            | | | | | | | | |
                            |1|2|3|4|5|6|7|8|
                            |_|_|_|_|_|_|_|_|

                         Exchange books 1 and 4.
                         Exchange books 2 and 7.
                         Exchange books 3 and 8.

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

Afterwards the nearby bookcase moves, revealing a SECRET DOOR! Once you 
go through there, you're going to be in the Lair of Plant 42, something 
we don't want to do, yet...unless you feel like fighting the Plant 42 
with conventional weaponry, then you can just skip ahead to the Boss 
Strategy. 

If you read on here, we're going to make J-VOLT, a chemical to kill the 
plant without using ANY AMMO (should know that if you read the Organic 
Lab file). Exit Room 003, back into the Gallery.

GALLERY
-----------

Head over to that door by the lab table. Examine it, and you'll discover 
it's locked by a rather sophisticated keypad device. If you remember the 
clues earlier from the Recreation Room (the candle silhouettes, the pool 
balls) this code is pretty easy, but here's the solution anyway:


RED -- 3   ORANGE -- 5   GREEN -- 6


NOTE: On HARD MODE, the game actually gets RID of the colors, making you
      remember where each number goes just by the silhouette shapes!


------------------------------------------------------------------------
                         J-VOLT CREATION PUZZLE
------------------------------------------------------------------------


Now that we're here in the Chemical Lab, time to make some J-VOLT! But 
first, look at the diagram so you know what's around you:


             CHEMICAL LAB DIAGRAM                        ------------
D.-----------.-------------------------------.              Legend
o     (8)    |                     (4)       |           ------------
o            |  (1)          (2)        (3)  |   
r            '-------------------------------|       (1) -- UMB No.3  
 |                                   .-------|       (2) -- Empty Bottle
 |                                   | (5)   |       (3) -- Empty Bottle
 |                                   |       |       (4) -- Water
 | (9)                               |       |       (5) -- Empty Bottle
 |                                   | (6)   |       (6) -- Empty Bottle
 |-----------------------------------'-------|       (7) -- Yellow-6
 |                          (7)              |       (8) -- Values
 |                                           |       (9) -- Equations
 '-------------------------------------------'


OK, now let's begin -- follow these instructions EXACTLY, as making a 
mixture in the incorrect proportions results in a TOXIC gas, i.e. it 
hurts you.   

STEP #1 -- Grab three of the EMPTY BOTTLE, they're the small shiny
           things on the counters. You only need three, not four.

STEP #2 -- Now that we have something to mix in, you should check the
           "Values" and "Equations" on the two walls shown above.

      EQUATIONS                     VALUES
.-------------------.        .-------------------.
|    1 + 3  = 4     |        |    Water  = 1     |
|    4 + 6  = 10    |        |    Red    = 3     |
|    1 + 6  = 7     |        |    Purple = 4     |
|    10 + 7 = 17    |        |    Yellow = 6     |
|    17 + 3 = 20    |        '-------------------'
'-------------------'

No, these aren't here to make sure you've graduated second grade math 
(though you sure would be in trouble if you failed), they show how the 
chemicals should be mixed together to reach J-VOLT, with a value of 20. 


STEP #3 -- Fill one your bottles with Water. Then fill another bottle
           with UMB No.3. Now, combine those two together in one
           bottle to get NP-004. 

STEP #4 -- Collect some Yellow-6 in an Empty Bottle, then combine that
           with the NP-004. You'll get the chemical UMB No.10.

STEP #5 -- Collect some more Water in an Empty Bottle, and then some
           more Yellow-6. Combine those two together to get UMB No.7.

STEP #6 -- Combine UMB No.10 and UMB No.7 in the same bottle. You'll get
           the chemical VP-017.

FINAL STEP -- Collect some UMB No.3 in an Empty Bottle, and combine it
              with the VP-017. You get the J-VOLT! Cha-ching! 

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

Since we've got the J-VOLT, now we have to apply it to Plant 42's roots. 
Where are they you ask? Follow this steps:

A)  Exit the Chemical Lab.
B)  Exit the Gallery, going back to the Inner Hallway.
C)  From the Inner Hallway, enter Room 002 
D)  Use the ladder at the bookcases.
E)  In the Access Tunnel, follow it till you reach the door, then enter.
F)  In the Exit Tunnel, climb down the ladder and exit out the door.
G)  In the Storage Chamber, use the single door right beside you.
H)  Climb the ladder, and exit out of the Control Room.
I)  We're back at the Shark Enclosure, so use the door adjacent to you.

GUARD ROOM
--------------

This room is partly flooded and the roots are undulating out of the 
ceiling! Run over to them, and use your J-VOLT...they'll shrivel away 
and now all you must do is head back to the Gallery.

GALLERY
-----------

Head around the table, and use the door to Room 003.

ROOM 003
------------

Use the door you uncovered earlier...prepare yourself! :p 

LAIR OF PLANT 42
--------------------

------------------------------------------------------------------------
                            BOSS -- Plant 42
------------------------------------------------------------------------

Depending on what you did earlier, there's two ways to fight this Botany 
Biohazard (crap, that was catchy...).

------------------------------------------------------------------------
GUNS BLAZIN'

The key here is that once you get in the room, IMMEDIATELY barrel up the 
stairs in front of you, then at the top STAY MOVING while you fire shots 
at the plant's "flower." Mind you the flower has to be OPEN. Keep doing 
that till it dies.

Now most guides will say something along the lines of "equip a Grenade 
Launcher loaded with...blah blah." IGNORE THAT! The Shotgun is FAR 
superior against the Plant 42 -- let me explain. See, when you try to 
shoot grenades at the flower, the trajectory of the grenade tends to 
fall and narrowly miss. This can lead to misspent ammo...not so with the 
Shotgun! Every shot will lock on target (unless you have REALLY bad aim, 
I'm talkin' actually aiming in the WRONG direction). Besides, who really 
wants to waste precious ammo? However, if you REALLY feel like using 
some grenades, try to alternate between Incendiary Shells and Shotgun 
Shells... 

NOTE: Sometimes when you're on the top balcony, and a vine hits you,
      it'll knock you clear off and onto the GROUND FLOOR. 

SECOND NOTE: When the main "flower" opens, Plant 42 also gets more
             aggressive -- some vines will try to spray you with
             damaging pollen. 

THIRD NOTE: Also watch those little "buds" found on some of the walls,
            they can spray pollen too!

------------------------------------------------------------------------
J-VOLTIN' 

If you used the J-VOLT on the roots earlier, a cutscene plays showing 
the plant dying -- but not before it scoops Jill up with one of it's 
vines. Barry trots in with a Flamethrower, gets scooped up too, but 
quickly barbecues the entire plant. 

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

With the threat over, run to the fireplace and grab the sparkle, another 
MANSION KEY. Examine the back of it; the HELMET KEY. Yes, we merely 
trekked all the way over here for the SOLE PURPOSE of just getting 
another key. This fact in particular pissed me off. You can exit the 
room now, except you have to take the double doors, because some 
mysterious fool removed one of the Red Books in the adjacent room 
causing the single door to relock. 

GALLERY
-----------

Exit out the main door, going into the Inner Hallway...

INNER HALLWAY
-----------------

Head right, where a cutscene will play; Jill finds Wesker shooting some 
Giant Bees with his Handgun (why?!). Apparently there are some rooms in 
the mansion we still have to explore (duh duh). Exit out the door at the 
end of the hallway...squish the bees on your way out! :p

FRONT HALLWAY
-----------------

You can just run directly over the holes, as Plant 42 wouldn't grab you 
anymore. Round the corner to the right, then round another corner. You 
may want to grab a BLUE HERB from the shelves (just one) in case you get 
poisoned in a bit (as the mansion has no readily available Blue Herb, 
and trust me, you don't want to waste coming all the way out here 
again). Exit out the front door.



------------------------------------------------------------------------
                            C O U R T Y A R D
------------------------------------------------------------------------



BRICK CORRIDOR
------------------

Follow this all the way to the end and use the gate...

WATERFALL COURTYARD
-----------------------

Well, well, well. Seems some Cerberus have come to greet you. The dog 
right in front of you wouldn't get up until you run right beside him -- 
head for the lift! If you're fast (aka good) you'll make it without 
taking any damage.

STORAGE POOL
----------------

After you step off the lift, run down the path. We have a little snake 
problem to take care of...


L_______________________               I swear, nearly •every• time that
I                       |              snake gets me. NEVER AGAIN! This  
F_________________      |              is a little diagram of the 
T                 |     |_________     problem...yes I'm probably insane
                  |    2          |    for making it. :p   
                  | 1             |     
                  '---------.     |    
               (LAMP)       |     |       1 -- Snake
                            |     |       2 -- Safety Point
                            |     |
                         Ladder   |
                            |_____|


See, once you round the corner with the lamp, a "hidden" snake will pop 
out at POINT 1, and attempt to bite you. To avoid this, round the corner 
as tight as possible against the wall at POINT 2. There...the "horror" 
is over. Head down the ladder, run along the path at the bottom, and use 
the other ladder. Exit out the gate.

PILLAR COURTYARD
--------------------

Exit out the wooden double doors in the alcove.



------------------------------------------------------------------------
                             M A N S I O N
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Last Book Vol.1    11. Jewelry Box
2. Medal of Eagle     12. Broach
3. B1 Mansion Map     13. Emblem Key
4. Battery            14. Metal Object 
5. Last Book Vol.2    
6. Medal of Wolf
7. Red Gemstone
8. Yellow Gemstone
9. MO Disk
10. Ink Ribbon



GARDEN SUPPLY SHED
----------------------

Barry's been here! If you head to the door opposite of you, you'll find 
another brown note on the wall:

"Use this thing to protect yourself from that bullet-proof thing in 
chains. I went ahead and fixed that piece of crap door, too.   -Barry-"

That door with the faulty doorknob in the east of the mansion is now 
fixed. Grab the stuff Barry left for you, then take the door beside you.

VINE PASSAGE
----------------

Head down the passage and use the door at the end, entering the mansion 
building proper again. 

EAST HALLWAY
----------------

Run own the hall piece and round the corner...THE HORROR! ;) A cutscene 
plays showing something following you. Now, those growls and screams are 
coming from a "Hunter," Which basically looks like a guy in a frog suit, 
not nearly as scary as Crimson Head. However Hunters are more dangerous, 
as sometimes they'll do a "Leap Attack" where they claw your head 
killing you instantly. Now some people say it decapitates you, but I've 
never actually seen the removed head. You can either take this Hunter 
out or do the smart thing and exit out the side door by the chair.

BOTTOM OF EAST STAIRS
-------------------------

Run down the hall, and watch yourself, another Hunter is waiting here 
for you. Take the side door entering the save room.

EAST STAIRS STORAGE ROOM
----------------------------

Deposit all extraneous stuff and SAVE YOUR GAME. You just need a 
Handgun, Handgun ammo, a Grenade Launcher filled with Acid Shells, and 
your Helmet Key. Exit out.

BOTTOM OF EAST STAIRS
-------------------------

Barrel up the stairs as soon as possible to avoid the Hunter, or use 
your Shotgun to turn him bloodier than Jason's acting career. Either 
way, get to the top of the stairs.

EAST STAIRS HALLWAY
-----------------------

Head left, and run down the hall, rounding the corner. Use the end door.

FIREPLACE STUDY
-------------------

Herbs off to your side...open the other door using your Helmet Key and 
exit out.

ART GALLERY
---------------

Could also be called "Room of the Crushing Walls of a Horrible Squishy 
Death by Proxy." But I like my name better. :p We have another puzzle, 
and this one is pretty hard, as if you screw up you'll die and find out 
what a pancake feels like.

------------------------------------------------------------------------
                              STATUE PUZZLE
------------------------------------------------------------------------

Run ahead, and immediately push the grey statue FORWARD, as it AWAY from 
the wall. Keep pushing it to the next chamber, where the two walls will 
begin to crush inwards. They CAN'T hurt you, you have the statue as 
protection. Push the statue ALL the way to the VERY end.

Turn yourself around and run down the narrow space. When in the next 
little area, take the other passage. We're actually behind the wall now! 
Run all the way to the end and examine the alcove on the wall. OK, 
here's where it gets hard.

• Hit the switch, causing the walls to start retracting.
• Flip yourself around, and backtrack to the other area.
• Take the other passage again, and run down to the statue.
• Push it LEFT, until it covers that square with the "N". 
• A secret passage is revealed! 

The camera angles seem to make this puzzle much harder then it should 
be...but ah well, you'll get it eventually, that is if you don't die a 
horrible death in the meantime. :p

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

Head through the passage and go to the left. Examine the dresser to get 
a BATTERY PACK. Turn around and go to the other side, where you find a 
hole. Say "yes" to pop on in.

GEORGE TREVOR'S CRAPPY GRAVE
--------------------------------

Who turned out the lights? Run forward and grab the LAST BOOK VOL.1 
laying on the ground. On your status screen examine the edge of the book 
where you can see the length of the pages. The book will open up, 
revealing a MEDAL OF EAGLE. Head forward some more, and check the 
gravestone to get a file -- "George Trevor's Diary." It's so long, and 
my eyes glaze over most of the time before I finish it. Say "yes" to 
hitting the switch, which reveals a hole and a ladder. Head down...

BASEMENT CORRIDOR
---------------------  

There are some Giant Spiders in this area, and they're acid spit will 
poison you. But, there's a Blue Herb in the next area, so you can pretty 
much ignore them. 

Head forward and round the corner, ignoring the first spider. Travel 
down, then go to the right. Grab the B1 MANSION MAP on the wall. Round 
another corner, and examine the •seemingly• useless stack of boxes...you 
get some SHOTGUN SHELLS. Turn around, go around the corner, and 
backtrack, this time taking the left way. Watch the second spider! Round 
a final corner and use the door at the end...

GENERATOR CORRIDOR
----------------------

This corridor has a layer of water at the bottom...interesting. Round 
the first corner and use the Blue Herb if you need it. Keep going till 
you reach the fork (two Zombies will greet you). Head through the gated 
passage. Go around the flooded corner and at the end examine the machine 
on the wall. Say "yes" to switching the fusepack, thus restoring power 
to the elevator. Backtrack around the corner and to the fork, this time 
taking the other way (watch the Zombies). Head to the end, but before 
exiting out the door, examine the shelf just to the right of the door. 
You get a HANDGUN MAGAZINE. Now you may exit...

KITCHEN
-----------

OK...let me get this straight, the floor of the previous corridor was 
flooded, but the Kitchen's floor isn't? Even though they're on the same 
level. And clearly the door between them isn't waterproof...arg. Anyway, 
on the opposite side of the table from you is a Zombie, which should be 
approaching at a snail's pace. Wait for it to come a few paces from you, 
then go around the other side of the table. At the back round the corner 
into a small side area (no, that guy wouldn't magically wake up all 
crimsony). Go to the elevator and say "yes" to bring it down. Press A 
when it reaches you.

Wait. Where's my elevator music?! *pops in Donkey Kong 64 soundtrack* 

ELEVATOR HALLWAY
--------------------

Head to the right, and round the corner.

NOTE: Off to your left is some herbs, but it's hardly worth it. The
      plants are in a dead end and there's a Zombie keeping watch.

A Zombie greets you...get past it, then open that first door here.

CLOSET
----------

At your feet to the left is some ACID SHELLS and MAGNUM ROUNDS. Yummy 
metallic goodness. Head forward and examine the floor by the desk for a 
BATTERY PACK, then check the desk itself for the BATTERY. This Battery 
will activate a lift in the Courtyard...exit the room.

ELEVATOR HALLWAY
--------------------
 
We've come out of the closet! *snicker* Turn to the left and run down 
the hall, unlocking the door. Exit out.

YELLOW CORRIDOR
-------------------

A Crimson Head and a normal Zombie are in here (unless you killed 
them...), except they're up ahead and will try to ambush you from two 
directions. Be CAREFUL, or you could be a Jill sandwich before you know 
it. ;) Head forward and turn to the right, running down the long hall. 

*breaths heavily* Whip left around the corner (CRIMSON!) then cross 
through that little gap with the mirror, then turn right, running down 
the hall and exiting out the door.

NOTE: You might just want to kill the Crimson with a grenade or two and
      be done with it.

KNIGHTS' HALLWAY
--------------------

Trot up the stairs and head to the end, where you open the door with 
your Helmet Key...head into the abyss.

LIBRARY
-----------

Herbs are in front of you, grab them if you have room. Run down the 
window hall and head around the corner where the first bookcases are.

------------------------------------------------------------------------
EXTRA LOOT:

(from Toadman527@aol.com)


"Secondly, while playing on easy, with Jill, you can find some shotgun 
shells right before your first battle with the giant snake. Right after 
you enter the loft area with the snake (before he comes out), you can 
search the boxes by the door to find some regular shotgun shells. Nothin 
extraordinary, but every little bit helps."


I feel stupid for missing those!
------------------------------------------------------------------------

DUN DUN! Out pops Yawn again! The bastard never gives up...and you can't 
run away this time! 

------------------------------------------------------------------------
                 BOSS -- Yawn the Python, strikes back!
------------------------------------------------------------------------

First you need to turn yourself around and get down that ladder as 
quickly as you can. If you stay up on this ledge, Yawn can actually 
SWALLOW you in one bite -- not pretty. All right, here's a strategy that 
I've found works GREAT: 
 
Time for a little game of "Run Around the Mulberry Bush" with Yawny boy.


                            LIBRARY SCHEMATIC
            .----------------.----------------------------.
            |          Ladder|                            |
            |         _______|                 .-----.    |
            |        |                         |     |    |
            |        |                         |  s  |    | 
            |        |                         |  h  |    |
            |        |                         |  e  |    |
            |        |              (1)        |  l  |    |
            |        |                         |  f  |    |
            |        |                         '-----'    |
            |        |                                    |
            '--------'------------------------------------'
      

Make sure to equip your Grenade Launcher filled with Acid Shells. Now, 
get Yawn to follow behind you as you run from the bottom of the ladder, 
and run COUNTER-clockwise around the shelf. Don't run too fast, as you 
want Yawn to follow at a comfortable distance. Once you run BACK to 
point (1), whip around and wait. To the right of you Yawn's tail should 
be wagging in the breeze, and Yawn should rear up and come after you 
from behind the shelf. FIRE AT WILL! When Yawn gets too close for 
comfort, run around the shelf again...

Hitting Yawn's head and "neck" brings him down faster than injuring the 
length of his body. If you run out of grenades, finish him off with 
Handgun rounds. If you don't have the Grenade Launcher to begin 
with...well...use the Handgun, but it'll take a WHILE longer.  

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

The death animation of Yawn is quite gruesome (and he's DEAD FOR GOOD), 
causing some books on the nearby shelf to be thrown to the floor. But 
more importantly a sparkle is revealed! Run behind the shelf and pick up 
the sparkle -- LAST BOOK VOL.2 -- and just like the first book, examine 
the long side of the pages on the status screen. You'll pull out a MEDAL 
OF WOLF. Now head back up the ladder, and backtrack to the beginning. 
Exit out the door...

KNIGHTS' HALLWAY
--------------------

Head down to the beginning and exit out.

YELLOW CORRIDOR
-------------------

Run forward, then turn and head through the gap with the mirror. Exit 
through the first door here.

WEST STAIRS HALLWAY
-----------------------

Run forward, then trot on down the stairs...

BOTTOM OF WEST STAIRS
-------------------------

Use the door off to the side at the bottom. Save room time!

DRUG ROOM
-------------

Deposit ALL the items you picked up in the box. You just need a Handgun, 
Handgun ammo, the Helmet Key, and a fully-loaded Shotgun. The Shotgun is 
basically just for emergencies. Feel free to SAVE YOUR GAME, just 
remember to redeposit the Ink Ribbon in the Item Box. Exit the room...

BOTTOM OF WEST STAIRS
-------------------------

Trot back up the stairs. *creak creak*

WEST STAIRS HALLWAY
-----------------------

Head to the right, and open the nearby side door with your Helmet Key. 
Enter inside...can you feel the anticipation?!

EAGLE STATUETTE ROOM
------------------------

Grab the GRENADE SHELLS on you right, on the shelf below the Deer head. 
Run to the other side of the room, and grab the DAGGER sitting to the 
left of the Buffalo head. Trot over to that table between the two 
dressers and pick up a "Mail from the Chief of Security" file. It's 
puzzle time!

------------------------------------------------------------------------
                            GEMSTONE PUZZLE
------------------------------------------------------------------------

As you should have already noticed (unless you're blind) that Eagle 
Statuette follows you whenever you run around the room. Suspicious? Yes. 
So what are we going to do about it? Simple. Run back to the door, and 
flick the light switch beside it to turn the lights off in the room. The 
eyes in the Eagle glow bright purple. An eye in the Deer head glows red, 
and an eye in Buffalo head glows yellow. 

Push both of the cabinets forward so they're against the walls and 
underneath the animal heads. Now, here's the trick with the Eagle:

• The Eagle will lock on and follow you if you're running in its VIEW.

• If you run AGAINST the wall on which the Eagle is mounted, you'll pass
  BELOW its view, causing it not to follow you.

Now, get the Eagle to lock on to the Buffalo head (the eyes will flash). 
Pass below the Eagle, then quickly hop on top of the cabinet below the 
Deer head and examine the head. Take out the RED GEMSTONE. Now just 
repeat this process, but opposite, for the Buffalo to get the YELLOW 
GEMSTONE. Now you can take your pansy self outta here...

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

WEST STAIRS HALLWAY
----------------------- 

Head left, then run down the stairs.

BOTTOM OF WEST STAIRS
-------------------------

Arm yourself with a Shotgun (just incase) then run forward and around 
the pillar. Round the corner...you'll be having lunch with two Hunters 
in a matter of moments. Run forward past the first window -- SHATTER. 
Hunter number one pops in. Run past the other window -- SHATTER. Another 
Hunter pops in. Run your little Jill legs to the end of the hall and 
exit out the END door.

LONG WINDOW HALLWAY
-----------------------

Immediately turn left and run down the way. Turn left, into that little 
alcove piece. Use the door...

TIGER ALTAR ROOM
--------------------

Position yourself in front of the Tiger Statue and place in the Yellow 
Gemstone. It'll revolve and give up an MO DISK. This we'll use in a bit. 
Exit the room.

LONG WINDOW HALLWAY
-----------------------

Run out of the little alcove, then turn left, and run down that long 
strip of hallway. Exit out the end door.

KENNETH HALLWAY
-------------------

Trot to the right and use the door.

DINING ROOM
---------------

Turn right, running down along the table. Use the double doors.

MANSION FOYER
-----------------

Run yourself straight across the room to the double doors on the 
opposite side. Use your Helmet Key and open the single door just to the 
left. Discard the key and enter...

SCIENCE ROOM
----------------

Off to your right you should notice that jar housing a green liquid and 
a human digestive system. But more importantly, pick up the "undated 
note" sitting beside the jar. Speaks something about an "art room." Head 
around the shelves and turn left. Run to the end and examine the 
bookcase to get some INK RIBBON. Flip around, then run down this hall 
and use the door. 

WARDROBE ROOM                
-----------------     

Oooh, a Zombie! Get around him, and in the area opposite the mirror we 
have GREEN HERB and a BLUE HERB TERRACE. Grab the DAGGER on the floor, 
then the JEWELRY BOX sitting in the cabinet. 

------------------------------------------------------------------------
                              JIGSAW PUZZLE
------------------------------------------------------------------------

We had every puzzle-type except the classic jigsaw. You knew it was 
coming! The impression on the top of the Jewelry Box is in the shape of 
an octagon. You have to arrange the pieces so they fit perfectly inside. 
The easiest way is to start with the largest piece and work your way 
down in size. Piece 2 goes in the very center, e.g. the last one you 
use. All the pieces:
                                  __
                                 /  \
         _____                  /    \                       _
        /    /                  \     \                     / \
       /    /      ___           |     |        __         /   \
      / 1  /      /   \          |     |       /  \       /     \
      \   |      /     \     ____|  3  |      /    \      |     |
       \  |     /   2   \   |          |     /  4   \     |  5  |
        \ |    |        /   |         /     /       /     |     |
         \|    |_______/    |________/     /_______/     /_______\


But if you want a better full-color image of the solution, which puts my 
crappy ascii to shame, you can see DEngel's "Jewel Box Puzzle Solution" 
at this location:

http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif

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

With the puzzle solved, the Jewelry Box opens, revealing a BROACH. 
Examine the Broach further (press A), and at the bottom out folds a key. 
We have the EMBLEM KEY, the final key in the Mansion. Wew. Now leave the 
room before that Zombie gives yah a hug.

SCIENCE ROOM
----------------

Run down the hall then turn right, exiting out the door.

MANSION FOYER
-----------------

Head to the main stairs. Run up one set of stairs then use the painted 
door to exit out.

GRAVEYARD
-------------

Head down the stairs, round the corner, and head down even more stairs. 
Run over to that gate and exit.

PORTRAIT GALLERY
--------------------

Run your legs all the way to the other end and use the door.

EAST HALLWAY
----------------

If you haven't done so already, equip a Shotgun and pump the Hunter in 
front of you full of lead. Now watch, point, and laugh as his body 
convulses and dies. Dance with it -- DANCE I SAID, DANCE! ;) Now run to 
the gray door with the emblem on it. Open it with your Emblem Key (yah, 
really). Discard the key and enter inside.

SPENCERS' ROOM
------------------

If you examine the things in the room, the game will tell you it's too 
dark to see anything. But before you run back to get your Lighter, walk 
to the desk and examine the lamp. Press "yes" to turn it on! That fooled 
me the first time! Examine the shelf just LEFT of the lamp to reveal 
some well hidden SHOTGUN SHELLS. Now turn around, and on that small 
cabinet, grab the BATTERY PACK on one corner, and the ever-elusive and 
spiffy METAL OBJECT. Doesn't the object look familiar?! Exit the room.

EAST HALLWAY
----------------

Take the door to the right of you beside the chair.

BOTTOM OF EAST STAIRS
-------------------------

Run forward, and kill this Hunter here as well (dance...), then take the 
door at the bottom of the stairs.

EAST STAIRS STORAGE ROOM
----------------------------

Deposit EVERYTHING in the box. SAVE YOUR GAME, then redeposit the Ink 
Ribbon. Now, you need: fully-loaded Shotgun, Shotgun shells, Square 
Crank, and your Battery. DON'T forget anything! Exit the room...

BOTTOM OF EAST STAIRS
-------------------------

Head around the corner and use the door at the end.

EAST HALLWAY
----------------

Head left, round the corner, and exit out the metal door. Fresh air...

VINE PASSAGE
----------------

Run along it to the end and use the metal door.

GARDEN SUPPLY SHED
----------------------

Head forward and use the wooden double doors.



------------------------------------------------------------------------
                            C O U R T Y A R D
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Shaft 
2. Hexagon Crank
3. Ink Ribbon
4. Survival Knife
5. B1 Courtyard Map
6. Cylinder
7. Cylinder Shaft
8. Broken Flamethrower
9. Jewelry Box
10. Stone Ring
11. Stone & Metal Object



PILLAR COURTYARD
--------------------

If Cerberus are still here, clean them ALL out with your Shotgun before 
moving on. Head up the stairs and use the gate.

STORAGE POOL
----------------

Pop down the ladder, running along the bottom. Use the other ladder then 
run along the path (watch the Snake by the lamp) to the lift.

WATERFALL COURTYARD
-----------------------

Pace...pace...pace. Two Cerberus are here (unless you killed them WAY 
before, while exiting the Residence) The goal is to make sure BOTH of 
them don't gang up on you at the same time. With Shotgun in hand, run 
kamikaze at the first dog, which is taking a nap to the left of the 
waterfall. BANG! Now run between the pillars and down the steps (if the 
other dog hasn't already spotted you). Dog -- BANG! Beside the fountain 
is another lift...yet, it has no power and there's a strange box beside 
it spiting out sparks. Hyuk hyuk! Place your Battery in the box to 
restart the power. Ride the lift up...

PILLAR COURTYARD
--------------------

We went in a circle -- how quaint. Run along this corridor then head 
around the pillars. Use the steps and the metal gate again...

STORAGE POOL
----------------

Run forward then go off to the right. Use your Square Crank on the hole 
again, filling the pool with water. The game says a waterfall has 
stopped. Duh...hint? Flip around then exit out the gate.

PILLAR COURTYARD
--------------------

Head down the stairs, round the pillars, then run and use the lift...

WATERFALL COURTYARD
-----------------------

Trot up the steps then run over to where the waterfall use to be. 
Surprise surprise, a passage has been uncovered in the back after the 
water was drained. Head in.

BEHIND THE WATERFALL
------------------------

Run down the long passage and use the ladder at the end. Candles? Who 
lit candles? Ahem... :p

MINING AREA -- MAIN TUNNEL
------------------------------

I hate this part. I repeat, I hate this part. It has got to be the most 
BORING part of the ENTIRE game! Whoever designed it should be fired! You 
could run forward and find a TYPEWRITER, ITEM BOX, and a dead end. Or, 
you could just take that side door -- which is what you should do!

MINING AREA -- WINDY TUNNEL
-------------------------------

Run forward, then turn left. There's a huge boulder with wind blowing 
out from behind it. Grab the ACID SHELLS sitting on the floor. Turn 
around, trot down the stairs, and use the door at the end.

MINING AREA -- INDUSTRIAL ELEVATOR
--------------------------------------

Head just to the left and grab the HANDGUN MAGAZINE on the floor. That 
gapping hole is the elevator (or at least where it should be...). Run 
around the elevator, then head into that alcove with the machinery. 
Examine that square panel, the main power console. Say "yes" to removing 
the SHAFT. No jokes please... ;) Run out of the alcove and head down 
that corridor...grab the HANDGUN MAGAZINE in the pool of water (quite 
hard to see) then use the door.

MINING AREA -- ENRICO TUNNEL
--------------------------------

Trot forward a bit and a cutscene automatically starts playing. We meet 
Enrico, another fellow S.T.A.R.S. officer:

"S.T.A.R.S. is finished." 
"Umbrella set us up."

No, no, tell use what you REALLY feel (LOL)! And then BANG, he's dead 
with a handgun blast to the heart. Examine Enrico's body and Jill will 
find he's holding something -- a CRANK. Examine its tip so it's renamed 
HEXAGON CRANK. 

Make SURE