*RESIDENT EVIL: SATURN EDITION *SEGA SATURN *VERSION: 3.0 *COPYRIGHT 2001 CVXFREAK *WRITTEN BY CVXFREAK Welcome! This is CVXFREAK’S RESIDENT EVIL: SATURN EDITION Game Guide, exclusive to GameFAQS.com. If you see it anywhere else, notify me at once. You can contact me at ReBiohazard6587@aol.com. This Game Guide will cover many aspects that regard RESIDENT EVIL: SATURN EDITION. This guide will NOT cover the PSX version. This is exclusively for the SEGA SATURN VERSION. There is no PSX info here. SATURN fans gear up for the world that is RESIDENT EVIL. ************ *1: CONTENT* ************ 1. CONTENT 2. CONTROLS/COMBAT TIPS 3. CHARACTERS 4. STORY 5. JILL’S GAME: MANSION AREA 6. JILL’S GAME: GUARDHOUSE 7. JILL’S GAME: POST-GUARDHOUSE MANSION 8. JILL’S GAME: UNDERGROUND TUNNELS 9. JILL’S GAME: THE LAB 10. CHRIS’ GAME: MANSION AREA 11. CHRIS’ GAME: GUARDHOUSE 12. CHRIS’ GAME: POST-GUARDHOUSE MANSION 13. CHRIS’ GAME: UNDERGROUND TUNNELS 14. CHRIS’ GAME: THE LAB 15. BATTLE MODE 16. DIFFERENT ENDINGS 17. THE FILES OF RESIDENT EVIL 18. MONSTER LIST 19. THE TREVOR LETTERS 20. WESKER’S REPORT 21. VERSIONS OF RESIDENT EVIL 22. CONCLUSION August 8, 2001 UPDATE: Added Monster List and finished the files. Thanks to mysticcat’s RESIDENT EVIL: DIRECTOR’S CUT FAQ/Walkthrough, I obtained the ever-exclusive “Trevor Letters!” These reveal everything about the mansion that RE1 takes place in! I am finishing up the monster list as we speak! I also fixed a few errors in Wesker’s Report. I added a synopsis for the future RE games, too. And finally, I am changing the Roman Numerals to numbers, because they are a pain to update! August 6, 2001 UPDATE: Put the finishing touches on the guide’s version 2.0. July 30, 2001 UPDATE: I’m adding Chris’ game, the game’s files and the Combat Tips into the guide. Also, I am adding a transcription of Wesker’s Report and a Monster List and Versions of Resident Evil into the guide. ************************* *2: CONTROLS/COMBAT TIPS* ************************* REMEMBER, THIS IS THE SATURN VERSION!!!! (DEFAULT CONTROLS) START BUTTON: START GAME, PAUSES GAME, SELECTS SUBSCREEN C BUTTON: SELECTS MODE (Title Screen) DIRECTIONAL PAD: SELECTS MODE (Title Screen), MOVES CHARACTER R BUTTON: DRAWS WEAPON A BUTTON: CANCEL PREVIOUS ACTION, SELECT MODE (Title Screen), RUN B BUTTON: ACTION BUTTON, ATTACK, OPENS DOORS X, Y, Z, L BUTTONS: NO USE ---> TURN RIGHT <--- TURN LEFT ^ (UP): GO FORWARD/ PUSH FORWARD v (DOWN): GO BACKWARD COMBAT TIPS Against zombies, use the Beretta early in the game and the Shotgun once you beat Plant 42. Against Hunters, use the Shotgun until you get the Magnum. Don’t bother shooting Neptune Shark- guns are ineffective underwater. Chimeras a re quicker than Hunters! Use the Magnum! Try to avoid Combat Knife use! *************** *3: CHARACTERS* *************** CHRIS REDFIELD AGE: 25 Chris is the tough guy type in the STARS Alpha Team. He likes to show off a little, especially to Jill and Rebecca. He can’t do squat in chemistry and musical instruments, but works really well with firearms and melee weapons. JILL VALENTINE AGE: 23 Jill is the smart type in the STARS Alpha Team. She is very good with the piano and knows how to mix chemicals. She’s not as tough as Chris, in terms of stamina, but a lot smarter. Works pretty well with guns and knives, but not as good as Chris though. BARRY BURTON AGE: 38 Barry loves his family so much. He’ll do ANYTHING to keep his family safe. During the game, he becomes very helpful to Chris and Jill. But he seems to be hiding a secret and Jill eventually finds out. Will he make it? You control that... REBECCA CHAMBERS AGE: 18 Rebecca is the young medic of STARS Bravo Team. She is well trained and pretty smart for her age. She is a rookie at her work, but she can be well trusted. Her gun ability is amazingly good for her age. But she can get hurt a lot easier than Chris and Jill. Besides Chris and Jill, she’s the only other character you control. ALBERT WESKER AGE: 38 Wesker is the cool type guy. He wears shades and never seems to take them off. When he gets to the mansion, he gets a little... shady. He vanishes every now and then and refuses to talk in detail to Chris and Jill. Is there something up his sleeve? ********** *4: STORY* ********** RESIDENT EVIL 1 In July of 1998, there are murders in the forest area outside the suburb of Raccoon City. The local police department sends in the 2 STARS (Special Tactics and Rescue Squad) Teams, Bravo and Alpha (A and B) to investigate. Bravo Team vanishes and Alpha Team is sent. They see a helicopter and a dog attacks them. The dog… seems strange and it’s skin is rotten. The dog mauls Joseph Frost, an Alpha Team member. The remaining Alpha Team members retreat into a mansion, where they think it’s safe, yet… FUTURE INSTALLMENTS: THESE CONTAINS SPOILERS IF YOU HAVEN’T PLAYED 2, NEMESIS, SURVIVOR OR CODE: VERONICA X! RESIDENT EVIL 2 As Jill lays unconscious, Claire Redfield, the sister of Chris Redfield, rides into town to find him. Leon Kennedy rides into town on his first day of job. Leon and Claire run into the zombies. After running from them, Claire runs into Leon. They work together to get to a police vehicle. Claire and Leon get hold of guns. Suddenly, their police vehicle crashes thanks to a zombie. Since the RPD Building is nearby, they decide to meet there. Leon and Claire take different paths to the RPD Building. They eventually meet in the STARS Office. Leon finds a Shotgun in the STARS Office and Claire finds a much needed Grenade Launcher in the main desk of the main lobby. Leon and Claire decide to find any survivors so they can have more weapons to get through the streets. As Claire wanders, Umbrella drops a Tyrant into the RPD for an unknown reason. Claire sees Tyrant, which she nick names Mr. X. her Grenade Launcher puts it down though. Claire runs into a young 12 year old named Sherry Birkin, the daughter of William Birkin, who is now a monster. Leon runs into Ada Wong, a women looking for her boyfriend, John. Claire and Sherry meet the RPD chief, Brian Irons. He is strange. Ada and Leon meet up with Ben Burtolucci. He seems to know something about John, but isn’t cooperating. Claire and Leon run to the sewers to look for her parents. They don’t find them, but they find a few keys for the RPD. Leon and Ada find keys of their own. Sherry and Claire run to the chief and discover his secret layer. On the way, Mr. X returns several times to haunt Claire. They find out Irons was working for Umbrella. William Birkin, now a monster, kill Irons. Ada and Leon get back to Ben. William Birkin implanted Ben with a parasite. The parasite escapes Ben’s body, cutting him up. Leon and Ada see the growing parasite. Earlier, Leon found a Magnum. It and his Shotgun are very effective against the G-Imago. The G-Imago dies. Earlier, Claire found a Submachine Gun. It and her Grenade Launcher are effective against William. William falls into a pit. Sherry and Claire find their way off the RPD building via and underground sewer. Leon and Ada find another way into the sewer. As Leon and Ada go down a lift, a woman in a lab coat shoots Leon. Ada chases the women through the sewer. The sniper then corners Ada. As Claire sees Sherry fall down a drain. She looks for her and runs into a shot Leon. Leon tells Claire to find Ada and Sherry. Claire moves ahead. Ada and the sniper are talking. Annette Birkin is William’s hisband and Sherry’s mother. Annette tells how Umbrella stole the virus. Then Ada pushes Annette over the railing and she falls into a sewer. Ada runs down into a pit and sees… a GIANT ALLIGATOR! Claire runs into where Annette fell. She tells Annette that Sherry is in the sewer. Annette faints. Leon wakes up. He decides to look for Ada. He eventually finds her being attacked by an alligator. His Shotgun and Magnum put the thing down. Ada tells Leon that John is dead. After healing his wound, Leon and Ada go to the tram and ride it across town. Claire finds Sherry eventually. She asks Sherry is she has G- Virus, like Annette had told her, but she says no. As Ada and Leon ride the tram, William Birkin attacks them. They shrug him off, though. Sherry and Claire ride another tram to follow Ada and Leon. Ada and Leon ride an elevator car down. During the ride, Birkin wounds Ada. Leon uses his artillery to stop him. Claire and Sherry reach another elevator car. Birkin, since Leon had hurt it, is now mutating again. Mr. X interrupts Claire as she powers the place up. Birkin is then defeated in a fight with Claire. In the lab, Leon decides to heal Ada. He looks around and runs into Annette Birkin. Annette is about to shoot Leon, but Birkin attacks Annette. Annette drops a G- Sample. Leon takes it and runs into Ada, who is now threatening him. Apparantly, Annette said Ada worked for some company out for the G- Virus. Ada then falls down a chasm, thanks to Annette. Leon, in a rage, throws the G- Sample over. Claire and Sherry run into Mr. X. Words from Annette then add up on why Mr. X is after Sherry. Sherry has the G- Virus in her pendant. Sherry and Claire use the pendant to cause Mr. X to fall into a lava pit. Leon gets to the escape elevator. Birkin returns, but Leon deals with him accordingly. Claire and Sherry reach the train area separately. Suddenly, Mr. X returns, but has grown a claw. Claire’s weapons only slow it down, but suddenly, Ada throws a launcher to save Claire. Claire destroys Mr. X once and for all. Claire powers up the train and Leon comes in. The lab then explodes in a blast. In the back of the train, Birkin returns. Claire deals with him. But Birkin is still alive. The only solution is to destroy him in a blast. They activate the train’s explosion sequence. Birkin is consumed in a blast. Claire, Leon and Sherry decide to find Chris Redfield, whom back at the RPD Building they discovered he went to Europe, decide to find him there. They run off into the morning of September 29th, 1998. RESIDENT EVIL 3: NEMESIS: PART 2 October 1, 1998 Meanwhile, Jill is infected with the virus. Carlos decides to find a cure in the hospital. There, Carlos discovers Nicholai is alive. Nicholai shoots UBCS member Tyrell Patrick. Carlos dodges Nicholai and finds Jill’s cure. Jill is cured. The Nemesis returns, but Jill can handle it again. She gets to an escape plant. After dumping Nemesis into corrosive acids, Carlos tells her that the town will be nuked. Jill sees Nicholai escape in a chopper. After letting him go, Jill kills Nemesis for the final time. Barry Burton suddenly saves Jill and Carlos just before the town of Raccoon is nuked… Jill and Carlos have escaped. Now they wanna kill off Umbrella! November 1998 On an isolated island in the Atlantic, a guy named Ark Thompson sneaks into an Umbrella controlled city. He was sent by RE2’s Leon to check up on the base and its commander, Vincent. When Ark gets to the base, he fights Vincent. Vincent, who was ready to get kicked out of Umbrella, spilled the T- Virus into the island, called Sheena Island. Ark Thompson loses his memory. The place has been zombified like Raccoon City. Ark only has one gun for protection. After a phone call from someone he questioned, Andy Holland, Ark thought he was Vincent. Ark goes through the city, uncovering secrets about Umbrella and how they created Tyrants. Mr. X, a Tyrant Claire ran into in Raccoon City, chases Ark around the island. Ark, still thinking he’s Vincent, runs into Lott and Lily Klein. After joining them in an escape, Umbrella sends in a “Cleaner” crew team to wipe them out. Ark and the others eventually discover that many Mr. X were being produced on the island. Ark, Lott and Lily encounter a new type of Tyrant, similar to the one Chris Redfield saw on the Spencer Estate. They slay it and finally escape, before Vincent, the Cleaner crew and Andy Holland are consumed in a blast. One month after the Sheena Island incident and 3 months after the Raccoon City incident, Claire Redfield goes to Europe to find Chris. She eventually gets captured for trespassing on Umbrella’s Paris Lab. She is taken to an island near Antarctica and that's where RESIDENT EVIL CODE: VERONICA begins... CODE: VERONICA X CODE: Veronica X first starts December 17, 1998 in Paris as Claire gains some leads on her brother, Chris and his whereabouts. It has been 2 and a half months since Claire and her new partner Leon escaped Raccoon City just a day before it was bombed. Claire and Leon traveled to Paris, once again, to gain a lead on Chris Redfield. Unable to contact his partners Jill, Barry and Rebecca, Claire and Leon invade Umbrella’s Paris Lab. Leon and Claire are separated because the guards of the base see them. Leon manages to escape during the attack, but Claire isn’t so lucky. Suddenly, a chopper loaded with a Gatling Gun begins to attack Claire. (In the Beta Version, Jill’s enemy from RE3 (Nicholai) is piloting the chopper.) The guards are still chasing her. She ducks into a hallway. The guns kill the guards chasing her. Claire runs down the hallway, barely missing the choppers’ guns. She ends up on the base’s rooftop. She uses a slick move to wipeout the guards. Suddenly, a Hispanic man captures her at gunpoint. Claire is captured. 10 Days later, she is taken to an isolated Umbrella Base, called Rockfort Island. After being told her identity number, she is butted in the head by a rifle butt. Time passes and Claire wakes up to a huge explosion. Up above her seemingly underground cellblock, she hears guns roaring and people screaming. Moments later silence hits. The door to the cellblock opens. A heavily breathing man comes in. Somehow the guards managed to not see Claire’s lighter. She lights the lighter and she sees the man who captured Claire at Paris. The man frees Claire and sits down because he was wounded in the chaos above. Claire discovers he needs Hemostat. Looking at the list, Claire finds out his name is Rodrigo Juan Raval. As she passes through, a burning truck explodes. A burning man goes toward Claire. It’s A ZOMBIE! It seems the attack caused a viral leak in the area. Claire was luckily to avoid the zombies. Claire arrives in the main hall of the prison complex. She is then attacked by a gun. Claire sees a pistol and dispatches the gun. Apparently, Steve Burnside, a prisoner, sees Claire and thanks her for not being a zombie. Steve runs off for the island’s rumored airport. Claire looks around the prison, which is now a zombie’s hell house. As she explores the prohibited areas, Claire catches up to Steve, who is looking up on Chris Redfield on a computer. Steve asks Claire to contact Chris to come save them. Claire does that, though Steve wasn’t serious about the idea. Claire can’t contact Chris directly, but she figures Leon can. She e-mails Leon to get Chris to help them. She gives Leon the coordinates of the island and Chris himself. Steve runs off angrily. After finding the right keys, Claire escapes through prison’s main gate, near where she met Steve. After finding her way up a cliff, Claire sees a military training complex. She explores the area, but shutters block off most of the complex. She manages to find a Bow Gun, though. And she also sees a man get slaughtered by a yellow zombie in a locked lab. Claire sees a picture she think may be important later on. She enters the palace. She finds a few locked doors. One of them is different. It needs to be unlocked using 2 special pistols. Claire looks on the first floor and after unlocking a strange movie, she finds the 2 guns she needs. The movie was shot, showing 2 twins, a boy and a girl, feeding a wingless dragonfly to a hill of ants. Claire grabs the pistols, but then the room locks her in and the room heats up. She inserts them back in. She decides to exit the palace to look for the military complex’s keys elsewhere. But as she exits, she hears Steve’s scream. She runs back to the Luger trap to see Steve caught in it. Using the reflexes she learned in Raccoon City, she saves Steve. Steve has the Lugers Claire needs for the door. He offers to trade for 2 fully automatic weapons. As Claire gears up to leave, she sees Alfred Ashford, the owner of the island. Alfred tells Claire she attacked the island. Alfred continues to shoot and miss at Claire with his sniper rifle. Alfred also says his grandfather founded Umbrella originally. Alfred leaves with a death threat to Claire. Claire continues her mission to find the military complex’s card keys. Claire sees a submarine beside the palace. She works the controls and sees it going down. It stops. She gets out to see she’s at an underwater military airport. She looks around and finds an airplane she can use to get out. She needs 3 special keys to activate the plane, though. She looks around to find another locked shutter. Looking at some maps, she sees a giant elevator behind the shutter and remembering the maps of the military complex, she thinks the broken elevator in the military facility’s yard leads down the airport. To her surprise, Claire finds a key card she needs for the military complex. Taking the submarine back to the palace, Claire continues for the military complex. As she passes by the palace gates, she notices a smaller private mansion on top of a hill behind the palace. Claire eventually arrives. In the yard, she sees a giant worm attack her. Like the dead alligator she saw in the sewers of Raccoon City, this thing is huge, but not too smart. Claire escapes. She gets through the locked shutters. In a room, Claire is ambushed by Alfred. Claire chases Alfred further into the complex. In a medical room, Claire finds the hemostat she needs for Rodrigo. Claire gears for the prison, but she then discovers that Alfred lowered a shutter that leads to the exit. Claire goes further. That yellow zombie that killed the scientist then attacks her. It is a cross between a zombie and tyrant. She shrugs them off. Continuing, the another yellow zombie attacks her. But Steve them saves her with the Lugers. Claire trades Steve the Lugers for the Submachine Guns. Alfred suddenly lowers them into the complex’s basement. Steve runs ahead of Claire and destroys a fresh set of zombies for her. Claire catches up to Steve. Questioning him about his family, Steve runs off. She catches up to Steve in an unstable balcony. They fall through. Suddenly, a zombie rises and then runs toward Claire. Steve hesitates to shoot it. When it is about to eat Claire, Steve unloads the rest of his bullets into the creature, while yelling, “father!!!” After the zombie dies, Steve starts crying. He tells Claire that his father took Umbrella info and sold it. Steve and his family were caught, his mom was killed and Steve hates his dad for doing this to him. Claire leaves Steve to mourn his dad’s death. Apparently, Steve just shot his zombie dad. Claire finds Alfred’s crest in a room with the facility’s diorama. She uses it on a little box she found earlier. She finds the last key card needed to explore the facility. She finds a key for the airport’s plane. Claire also finds her way into the lab where the yellow zombie killed that scientist. Claire sees the painting she wanted. Noticing a resemblance to a painting she saw in the facility’s diorama room, she hooks it on to the wall where the eagle plate was. As she leaves, albinoid experiments escape the lab and run up vents. Claire escapes before the lab is locked. A wall in the diorama room is raised, revealing the actual diorama the wall was hiding. She sees a key, gold colored. Claire sees that this can open a door at the palace. Claire races for the palace. She opens the door she wants to open and sees a room full of paintings of Alfred’s ancestors. After looking around, Claire finds a strange queen ant model. Claire travels to the door with the luger engravings. Using the lugers, Claire unlocks the door to an office. There, she discovers that Alfred has a twin sister, Alexia, and according to Alfred’s butler, he’s seen her in Alfred’s private house. Claire finds her way to a bridge. Up ahead, Claire sees the private house on the hill she’s been wanting to explore for more clues. She explores the house and nearly runs into Alexia Ashford. She’s talking to her brother about Claire and Steve’s destruction. They then leave. The house has been damaged by the island’s attack, but Claire finds a key she needs for the palace’s remaining doors. Heading back to the palace, Claire finds another eagle plate. She then remembers a door she saw in the prison complex that had an eagle engraving. After looking in a slot room, Claire decides to head back to the prison. There, she goes to the cellblock and sees a dying Rodrigo. Fortunately, Claire saves him in time with hemostat. After thanking each other, Claire trades her lighter for Rodrigo’s lockpick. Claire explores the door behind the one with the eagle plate. Claire discovers an infirmary. After confronting a powerful zombie, Claire unlocks the path to a secret basement. There, she finds a piano roll that fits perfectly into the piano at the palace. Claire gears for the palace. In the yard, someone familiar attacks her: Albert Wesker. Wesker tells Claire he attacked the island and is after Chris now. As Claire is attacked, she notices a key she needs for the airport. Wesker tells Claire he’ll use her to get to Chris. Wesker, after getting a call from his men, jumps over a wall, toward the palace’s dock. Collecting the airport key, Claire heads into the palace’s piano. Claire finds a king ant model, like the queen model she found earlier. Heading back to the private residence, Claire discovers the ant models where keys to a secret lair above Alfred and Alexia’s bedrooms. Claire discovers the final airport key and decides to find Steve and Rodrigo and leave. Alexia Ashford attacks Claire on her way out. She has a sniper rifle like Alfred’s. Suddenly, Steve comes in and shoots Alexia through a door. The door is easy passage between Alexia and Alfred’s bedrooms. Claire sees Alfred with make up on. Apparently, he’s been dressing like his sister. Claire decides that Alexia is just Alfred’s imagination. Alfred runs off crying. He sets off the self-destruct sequence. Claire and Steve run to the palace gates, near where Claire was attacked by Wesker. Steve leads Claire to the airport. Claire inserts the keys to the plane. Unfortunately, the drawbridge is in the way of the plane. Claire volunteers to raise it. Claire runs to the controls and raises them. In a room she couldn’t access before, Claire finds the keys to the shutter blocking the elevator. Claire decides to ride the elevator up to the military complex and head back to the plane via the palace’s submarine. She does just that. After fixing the elevator, the 5 minute timer for the explosion begins. As Claire rides the elevator up, Alfred releases a monster after Claire… Can it be? Yeah it’s… Claire steps out of the elevator and as she expected, she ends up in the military complex’s yard. Dodging the giant worm, she gears for the palace. On her way, a fire traps Claire. Tyrant comes from the fence. Apparently, it’s the monster Alfred released. Claire uses her bazooka she found earlier and manages to put Tyrant down. Claire dashes passed the palace and down the submarine into the airport. Steve manages to pilot the plane and then the plane lifts off from an exploding island. As the plane circles the island, the prison, palace and private mansion are consumed in the blast, but the military complex seems to withstand it. Not caring, Claire and Steve fly off. They apologize for everything mean they said to each other. Suddenly, the plane rocks. In the back, Claire sees Tyrant. Claire uses her bazooka to weaken it and then catapults it off the plane. It looks like her encounter with Mr. X on Raccoon City did her some good. Back on the exploding island, Alfred runs into the somehow surviving military complex. He sees the tank and moves it to reveal a secret lift. The lift leads to a different area of the airport. Alfred hitches a ride on one of the 2 harrier jets and flies away from the island. On Claire’s plane, Alfred controls the plane and changes it’s direction. Steve can’t change it so they have no choice. Hours later Steve attempts to kiss a sleeping Claire, but fails. Moments later, the plane crashes into an Umbrella Base in Antarctica. Claire and Steve get off the broken plane and look around separately. Claire finds the diary revealing that a monster named Nosferatu is trapped somewhere in the base. Also, it seems Alfred Ashford spilled the T- Virus around the base, so there are now zombies in the area. Looking in a private office, Claire finds the evil monster trapped in a chair beneath wire mesh. What has Alfred been up to? Claire looks around and asks Steve to lift a digging car with a crane. Steve looks at Claire and causes a gas leak in the room. Claire fixes it. Suddenly, Alfred, still wearing make up and talking like Alexia, tries to shoot Claire, but Steve comes in and shoots Alfred down a deep chasm. Nosferatu suddenly feels agitated. He breaks free of his prison and runs off… Claire grabs Alfred’s sniper rifle and Steve and Claire dig out of the room with the digging car. They eventually get to a heliport above the base. Nosferatu suddenly attacks Steve. Steve is KO’ed, while Claire must fight him on his own. Using the sniper rifle, Claire punctures Nosferatu’s once human heart and kills him. Claire rescues Steve. They find a car and drive off to an Australian Base. Meanwhile, Alfred, nearly dead, releases his sister from cryogenic sleep. Alfred tells Alexia to kill Claire. Alfred then dies of blood loss. Alexia uses her mind to attack Claire and Steve’s car. The car burns. Did Claire and Steve survive? Meanwhile, on Rockfort Island, Chris Redfield arrives. Leon managed to contact him. Chris climbs a cliff and arrives in a cave. There, he sees Rodrigo. After Rodrigo tells Chris he saw Claire and Steve leave the island, that worm Claire saw swallows up Rodrigo. Chris chases the worm throughout the cave. Finding some Submachine Guns, Chris kills the thing. Rodrigo is swallowed up, but dies shortly after, giving Chris the lighter before he dies. Chris finds his way into a lightly damaged military complex. Chris looks around and finds his way to Alfred’s harrier jet bay. He needs a halberd that was on the eagle plates Claire found to open the harrier doors. Chris finds his way to the control room. He sees Alexia Ashford singing on the wide screen. Down in the airport where Claire boarded the plane with Steve, Wesker is happy that Chris is finally here. He sends Hunters after Chris. Chris finds the eagle plate Claire used to open the box. But unfortunately, it falls down into the sewers below thanks to a giant hole caused by the explosion. He finds his way into the lab area thanks to a hole in the wall. Chris sees a knob-less door Claire didn’t explore. Chris decides to find a doorknob in the basement. There, he explores a lab where the T- Virus was leaked from. He finds a chemical he thinks he needs for getting halberd. It’s called Clement E. It, mixed with Clement A, can melt the alloy part of Alfred’s eagle plate. Chris finds his doorknob and then is scanned by a scanner. Moments later, Hunters attack Chris. Chris, using a shotgun he found, kills them. Chris sees the scanners when he gets back to the knob-less door. Avoiding them, Chris ends up on the other side of the broken balcony that Steve and Claire fell through. Finding a small tank object resembling the tank outside the facility, Chris inserts it to the little hole in the diorama. The paintings in the room slide to reveal3 little keys needed and a turntable key. There’s also a note from Alfred saying there’s a passage beneath the diorama that takes Alfred from the military complex to his private residence. Chris notices the 3 key holes and notes them. On his way, Chris sees Albert Wesker. Wesker attacks Claire and says Claire won’t live long and that she’s in the Antarctic with Steve and the evil Alexia. Suddenly, Alexia Ashford appears on a screen and laugh. Wesker sees to have super powers, as he has yellow eyes… Wesker vanishes and a yellow zombie attacks Chris. Using his submachine guns, he kills it. After finding his way to the main yard thanks to the turntable key, Chris sees that he can’t get to the palace. Taking the elevator down to the airport, Chris sees the keys Claire used to board the plane. They also fit into the 3 key holes in Alfred’s diorama room. Grabbing them, Chris tries to use a submarine he saw on a map to get to the palace. Unfortunately, the submarine somehow got docked up at the palace, so access to the palace is impossible. Taking the 3 keys back to the diorama in the military complex, Chris manages to find the ladder. Following a tunnel, Chris discovers that the door leading to the private residence is locked. But nearby, Chris sees Alfred’s private swimming pool. In it is the eagle plate. There’s also a monster on the pool. It’s the albinoid Claire released from the lab. It matured really fast. Chris uses his shotgun to dispose of the electric monster. Chris grabs the eagle plate. But Clement E alone can’t dissolve the alloy. Chris backtracks to the basement area. He finds the final Clement A and then mixes it with Clement E. The mixture solution causes the eagle plate to dissolve, leaving the halberd. Using the halberd, Chris gains access to the harrier bay. He jumps on the last plane and flies to Antarctica. There, Chris immediately looks for Claire. It seems that the place was filled with ice from when Claire and Steve tried to escape. This helps Chris access new areas. In an area that looks like the Spencer Estate, Chris finally finds Claire. After saving her, Claire and Chris decide to find Steve. Alexia comes and curses at them. Claire and Chris give chase toward Alexia, but a giant tentacle separates them. Claire wakes to see Chris’ foot and knees injured. Chris tells Claire to find Steve. Suddenly, they hear Steve scream. Claire chases alexia through a few doors. Using her guns, she kills a few of Alexia’s tentacles. Claire finally sees Steve in a prison. It’s the room Nosferatu was stuck in. Steve tells Claire that Alexia performed the same experiment that she performed on her own father. Steve suddenly expands and mutates into a giant toad-like monster. It then begins to attack Claire. Claire runs off to the exit. But since the door was locked by Alexia, Steve begins to attack Claire. Suddenly, a tentacle grabs and constricts Claire. Steve is about to kill Claire, but his human personality comes back and Steve cut the tentacle. The tentacle whacks Steve at about 50 miles an hour and Steve is flung into the wall. Steve tells Claire he loves her and that he can’t keep his promise of leaving with her. Slowly, Steve dies. Claire cries and cradles over the body of Steve Burnside. During the death of Steve, Wesker calls Alexia to come with him because she has her experiment, T- Veronica Virus, in her. Alexia then begins to burn. Her clothing begins to shrivel. Alexia’s choker falls to the floor. Alexia is now a gray evil mad woman. She looks like a cross between a dragonfly and ant. Wesker gets punched across the room. He moves across, tells Alexia he’s coming with her and then punches Alexia. Wesker sees Chris and then lets him take care of Alexia. Chris uses his shotgun to kill Alexia. He keeps moving and eventually 10 shotgun shells put Alexia down. Chris, judging from a file he found earlier, thinks Alexia’s choker can access a door behind the painting above the staircase of the mansion main hall replica. Chris looks at the file some more and sees that Alexander Ashford was turned into a monster thanks to Alfred and Alexia. Chris leaves the main hall and then heads down an elevator. As Chris exited the mansion, Alexia rises. She’s still alive. Chris is now in a room with a giant anthill. Searching around, Chris finds the room Alexia was stored in. He plays with the controls and then out of the tube falls Alfred Ashford’s dead body. Chris grabs Alfred’s ring. Looking around the base a second time, Chris learns that Nosferatu was implanted in the ice thanks to Alexia. In the file, Alfred said Alexander Ashford was turned into a monster. Thinking the dead Nosferatu will have the 3rd jewel to open up the painting. Using a crane to get Nosferatu’s body, Chris grabs the 3rd jewel. Chris opens up the painting and finds a lab. It’s where Alexander Ashford tested the T- Veronica Virus. It also reveals Alfred and Alexia where created through inserting a sperm cell into an embryo that belonged to Veronica, their ancestor. The lab leads to where Steve died. Unfortunately, there’s a locked door between Chris and Claire. Claire tells Chris that Steve id dead and tells him to set the explosion sequence like in Raccoon City and Rockfort Island. Chris does just that. After inserting the CODE: Veronica thanks to the file, Claire and Chris rejoin each other. Suddenly, a tentacle separates them again. Alexia has returned. After nearly destroying Claire, Chris shoots Alexia with an acid round and causes her to mutate into a large monster. Claire gets away. Chris fires every weapon he has against the giant Alexia. Suddenly, the ants beneath in the hill start to attack Alexia. Alexia shrugs them off by growing wings and now flying. The bulk of her body dissolves. Chris grabs a nearby plasma rifle and shoots a ray into Alexia. Alexia screams and then the next second, she is liquified. Chris starts to run as explosions begin to occur. As Chris gets down to the prison cells and to the elevator, he sees Wesker folding Claire by the neck. Nearby, the door leading to where Steve died is open. Wesker pushes Claire through a hole in the wall. Chris chases Wesker through a horde of zombies and catches up to them. Chris and Claire discover Wesker took Steve Burnside to get the T- Alexia Virus. Claire runs off and then Chris and Wesker battle. Explosions are still rocking the base. Wesker and Chris are separated in a blast. They vow to kill each other next time. Chris runs to the plane and escapes the exploding base with Claire. They apologize for leaving each other and then decide to take out Umbrella once and for all. Those are the spoilers for the future Resident Evils after 1. ****************************** *5: JILL’S GAME: MANSION AREA* ****************************** ***NOTE: This is strictly Jill’s game and differs from Chris’ greatly. Scroll down to Chris’ game for a walkthrough. Also, in Jill’s game, Barry and Wesker make it into the mansion, but not Chris. Also when I say turn in any direction, do it in Jill’s perspective. After the starting scene in the Main Hall, you are in a big dining room with Barry. After he stops talking, arm the Handgun (Beretta) and run to the single door in the room. It leads to the Kenneth Hall. Turn to Jill’s left and look at the zombie eating Kenneth. Run back to the Dining Room and Barry shoots the zombie. Go back to the Main Hall and go behind the staircase after Barry stops talking. Now go talk to Barry again. He will give you a lockpick and tell you to look for Chris and Wesker. After he leaves, go back to Kenneth’s body and grab the 2 Clips from him. Go back to the Main Hall and grab the Ink Ribbons from the Typewriter. Now go through the double doors to the right of the staircase. You are in the Blue Room. Use the Lockpick and go through the brown door. Jill is in the Dog Hall. Walk backwards until the dog comes. Shoot them to the floor and then kill them. Keep going and another dog will pop through the window. Kill that one. Near the window where the second dog jumped out, push the display case and grab the Clip. Now go through the next door to the Long Hall. Grab the Green Herb nearby and then go passed the locked door. Keep going passed the other door. There’s nothing through that door, so keep going until you see yet another door across from a set of double doors. Go through. Jill is in the Ceiling Room. Go through the empty room to the other door. Go through to the Shotgun Room. Grab the Shotgun from the rack and then exit back into the Ceiling Room. There, the ceiling begins to fall. Try opening both doors in the room. Then Barry will break the door down for you to escape. After thanking Barry, head through the double doors. In the Exit room, kill the zombie with the Handgun and go through the door across the locked one. Inside is the Crow Hall. There are painting in this hallway. Press them in this order: Newborn Child, Infant, Lively Boy, Young Man, Tired Middle Aged Man, Bold-Looking Old Man, The End of Life. Press them in the wrong order and the crows attack. Pressing them in order reveals a Star Crest. Exit the room and go through the little hall beside the locked door. It is the Exit Hall. Keep going until you see a locked door that needs to be unlocked with 4 crests. Insert the Star Crest and then head back to the Exit Room. There, head through the door right of the locked one. Jill is in the Right Stairs Hall. There, go through the door near the stairs. Jill is in the Right Stairs Save Room. Grab the Chemical, save the game and deposit any Ink Ribbons and the Combat Knife. Head out and up the stairs. Climb the Stairs to the Top Right Stairs Hall. Kill all the zombies and head to the door left of the one with the broken knob. You are in the Red Hallway. Head left and go passed all the locked doors until you see the last door. Go through. Jill is back in the Main Hall, on the top of the staircase. Barry is there. He gives Jill Acid Rounds for the Bazooka and then leaves. Now go to the door to the right of the one Jill just came through. There, go through the Blood Hall and through the next door. Jill is now in the Forest Balcony. There, try grabbing the Bazooka without examining the dead Forest to avoid getting crows to attack Jill. After grabbing it, head back to the Main Hall. There, go to the very top left door. It is the Upper Dining Room. Kill the zombies from the distance. Then examine the statue far left of Jill. Push it up and then right down into the Lower Dining Room. Head through the far door. Jill is in the Upper Left Stair Hall. Kill the zombies with the Bazooka. Then go down the stairs. In the Lower Left Stair Hall, kill one zombie with the Bazooka and one with the Beretta. Try to conserve ammo. Head into the door near the stairs. It is the Left Stairs Save Room. Save the game and heal if you must. Head out to the Lower Left Stairs Hall. Keep going, passed the locked doors. Kill the zombie and head through the end door. You are in the J Hall, because it’s shaped like a J. Keep going straight and turn right to a door, killing zombies with the Bazooka (You should have maybe 2 bullets left). In the Vine Room, look for a water pump left of Jill. Use the Chemical and the Vines will die. Go and grab the Mansion Key. It is the Armor Key. Get it and head back to the J Hall. There, turn left, and then left again and then left again. Turn one final left and through the door into the Tiger Statue Room. Remember that room for later. Across the Tiger Statue Room, use the Lockpick to open the door into the Bedroom. There, grab the Clip from the bed and examine the desk. Then, a zombie will pop from the closet behind Jill. Kill it with the Bazooka. Then grab the Shotgun Shells. Exit and head back to the Lower Left Stair Hall. There, unlock the locked door with the Armor Key. Go through to the Desk Room. Inside is a Broken Shotgun YOU DON’T NEED UNLESS YOU ARE PLAYING AS CHRIS. So as Jill, don’t grab it. Grab everything else from the desk, especially the Shotgun Shells. Head back out to the J Hall. Now go through the door you haven’t gone through yet. Jill is back in the Kenneth Hall. Turn left and go to the far-left door. It is the Music Room. Look at the shelf right of the piano and push it left. Then grab the Music Notes from the hidden shelf and use them on the piano. Jill will automatically play “Moonlight Sonata” and then a wall will rise, revealing a secret room. Now exit for now. Back in the Kenneth Hall, go back to the Dining Room. There, look for the statue you pushed from the top area and grab the Blue Jewel. Now look above the fireplace and grab the Emblem. You may need to unload some stuff, like the Bazooka and Acid Rounds. So feel free to go back to the Left Stairs Save Room to do so. Once you have the Emblem and Blue Jewel, head back to the Tiger Statue Room and use the Blue Jewel on the Tiger Statue. Jill will get the Wind Crest. Head back to the Exit Hall across the whole mansion and use it on the door at the end. Now go back to the Music Room with the Emblem. Go to the secret room and grab the Gold Emblem. The wall you raised with the piano will lower again, so place the Emblem in and take the Gold Emblem out. Go back to the Dining Room. There, place the Gold Emblem above the fireplace and then the Grandfather Clock will move aside to reveal a key- the Shield Key! Go back to the Red Hall and open the double doors there. In the Knight Room, push both statues over the vent holes on the ground and the press the button on the floor. The glass on a display case will open revealing the Sun Crest. Go back to the Exit Hall and then place the third crest. Now go back to the Red Hall and through the single door using the Armor Key. You are in Richard’s Room. There, talk to Richard and go back to the Left Stairs Save Room. There, grab a Serum from the shelf and head back to Richard. Give him the Serum and then he dies. He gives you his Radio. Passed the dead Richard is another door. Go through to the T Room. There, use the Shield Key on the door above the stairs. Before you go in, grab one full healing item and the Bazooka with ACID ROUNDS ONLY. Inside, you fight the Yawn Snake. ***BOSS 1*** YAWN SNAKE DIFFICULTY: Easy This boss isn’t too hard. Just pump 5 or 6 Acid Rounds into it before it dies. If the Yawn poisons you, heal and then keep fighting. After Yawn Snake dies, look near the hole it climbed through. Grab the Moon Crest, the final crest! ***BOSS 1*** ***JILL IS POINSONED*** If Jill is poisoned, she’ll collapse in the T Room. She will be taken to the Left Stairs Save Room. She will be healed. Proceed to the Long Hall. ***END JILL IS POISONED*** Once back in the Long Hall, head to the only locked door. There, kill the dogs and then grab all the Green Herbs Jill can. Then head to the Exit Hall and place the final crest next to the door to unlock it. FINALLY WE ARE OUT OF THAT DAMNED MANSION!!! **************************** *6: JILL’S GAME: GUARDHOUSE* **************************** Jill is now in the Garden Shed. Push the ladder toward the shelves. Then climb the ladder and grab the SQUARE Crank. Now exit to the Garden. There, kill the dogs and proceed through the gate. In the Pond Room, go left and then turn right and then use the SQUARE Crank to remove the water from the pond. Go down the ladder and across the newly formed bridge and up the next ladder. Turn left and left until Jill reaches a lift. Go down to the Waterfall Room and kill the dogs. Examine the Waterfall- you got to find a way to get down here without removing the water from the pond in the Pond Room. Then head through the giant gate. In the Entry Hall, kill the dogs and enter the Guardhouse. In the Guardhouse Entrance, push the bat statue over the hole further in the hall to avoid vine attacks. Now head into the room right of where the vine hole was into the save room. There, bring the Bazooka if you have any rounds left or the Shotgun and Shells. Since there aren’t many zombies here, bring only the Beretta fully loaded just in case. Find the First Aid Spray on top of the shelf, too. Now exit and find the “001” Door. Inside the 001 Room, use the Shotgun and Beretta to kill the zombies. Use the Lockpick on the desk to get more Shotgun Shells. The grab the Red Book on the bed. Now head into the other door in this room and you are in the 001 Bathroom. Examine the bathtub to drain it and then the C. Room Key will be revealed. Grab it and then head back to the Guardhouse Entrance. You don’t need to go through the double doors. Head north now and pass one unmarked door and the 002 Door. Push the statue away and grab 3 Green Herbs you MIGHT need. Now go through the unmarked door next to the 002 Door. In the Wasp Room, run and hang a left until you see the wasp nest. Grab the 002 Key before they can hurt and exit back to the Guardhouse Entrance. Head back to the 002 Door and use the 002 Key. In the 002 Room, use the Lockpick on the desk to get another box of Shotgun Shells. Grab the PLANT 42 REPORT file to read about the upcoming boss. Now look at the left bookcase. Push it back and then push the right one to the left and in front of the left bookcase. There is now a ladder. Climb down into the Underground Tunnel. There, you have to push the crates into the water pool to form a bridge to cross. Push the very last crate you see into the pool. Then push the second crate you saw into the pool. Then push the first crate you saw into the wall farthest from the ladder. Then push it towards the pool and then into the pool. Cross the newly formed bridge into a set of double doors half submerged with water. You are in the Shark Room, because there are 3 sharks in the pool you are in. Look for the wall with the 2 doors. Use the C. Room Key on the left door and enter before the sharks can get you. In the C. Room, look on the wall right of the door. Press the button there to drain the water in the previous room. Now look for the red button and push it to unlock the room next door. Go to the next room and grab the 2 boxes of Shotgun Ammo. Grab the 2 Clips if you wasted any Beretta ammo. Get the 003 Key, also. By now, you may have a full inventory, so feel free to head back to the Save Room in the Guardhouse Entrance. But bring the Shotgun and Beretta this time. The Bazooka may not be needed. So if you couldn’t take the 003 Key, head back now and take it. Now head back to the 002 Room. Head back into the Wasp Room and look for the door to the left of the locked double doors. It’s the 003 Room. Use the 003 Key to unlock it. Inside, look for the bookshelf. You’ll see a white book. Grab it. It is the V-Jolt Report file. It’s unimportant to the path this guide is taking, though. Insert the Red Book you found a while back into the slot where the white book was. The other shelf will move to reveal a door. Enter through. It is the Plant 42 Room. Arm the Shotgun and start firing on the giant plant. ***BOSS 2*** PLANT 42 DIFFICULTY: FAIRLY EASY Keep firing the Shotgun or Beretta. Eventually, the Plant will look like it’s dying. But then it comes back and constricts Jill with a vine. Suddenly, Barry comes in with a Flame-thrower and destroys Plant 42! Saved by Barry! ***BOSS 2*** ***ALTERNATE PATH*** If you don’t want help from Barry, go to the room with a pad next to it in the Wasp Room. Type the password “315” in the pad to unlock the door. Go through to the V-JOLT Room. Grab the 4 Empty Bottles. You may need to return to the Save Room. Ok, first out water into one bottle. Then look on a shelf and put UMB. 2 into another bottle. Combine the water and and UMB. 2 to create something called NP-003. Then Go to another shelf and collect UMB. 4 in another empty bottle. Combine UMB. 4 and NP-003 to make UMB. 7. Now use another bottle and collect some more UMB. 2. Now go use another bottle and collect some UMB. 4. Combine UMB. 2 and UMB. 4 to create Yellow 6. Then combine Yellow 6 and UMB. 7 to create UMB. 13. Now put some water into another empty bottle. Put some UMB. 2 into another bottle. Combine the water and UMB. 2 to make NP-003 again. Combine NP-003 with UMB. 13 to make V-JOLT!!! YAY! Now go back to the Shark Room and through the door you didn’t go through. There, look for the plant root and apply the V-JOLT. The roots shrivel up. Now go into the 003 Room and grab the Flame Rounds in the 003 Bathroom. Now go into the Plant 42 Room. Kill Plant 42 easily with the Flame Rounds and Bazooka. GREAT! You killed Plant 42 without Barry’s help!!! ***END ALTERNATE PATH*** Whichever method you use used, Plant 42 is now dead. Look in the fireplace of the Plant 42 Room and you now have the Helmet Key, the final Mansion Key!!! Head back to the Entrance Room. On your way, you’ll see Wesker and he’ll order you back to the Mansion where the game started. Head back to the Waterfall Room and up the lift to the Pond Room. Cross the bridge back to the Garden. Head into the Garden Shed Room and into the Exit Hall. Head back into the Mansion now. MAKE SURE YOU HAVE THE SHOTGUN OR BAZOOKA WITH ACID ROUNDS EQUIPPED!!! ***************************************** *7: JILL’S GAME: POST-GUARDHOUSE MANSION* ***************************************** Upon entry, a new creature will attack Jill. When the scene is over, use the Shotgun or Acid Rounds to kill the Hunter easily. Now head into the locked door of the Exit Room (where Jill is now). Inside, it is the study. It’s dark in this room, so flip the lamp switch on the desk. Grab Doom Book 1 and look inside it with the “Check” option. Check in pages of the book and then the Eagle Medal will be revealed! Grab the Magnum Rounds, too! Now head back to the Right Stairs Save Room. Kill the Hunter on your way in the Lower Right Stair Hall. Outside the Right Stairs Save Room, Barry put a note up saying he left some items for you. Go inside the Save Room. Inside, deposit the Eagle Medal (it’s not needed until the end of the next area). Grab the first Aid Spray, the Shells and the wonderful Acid Rounds. By now, you might want to ditch the Beretta until the Lab Area. Make sure you have the Shotgun, and Bazooka with Acid Rounds. Bring the Magnum Bullets, too. So only carry the Magnum Bullets, Shotgun, Shells, Bazooka, Helmet Key and First Aid Spray. Head to the Upper Right Stair Hall. Kill the Hunter to the right with the Acid Rounds and the other one with the Shotgun. Now go down the end of the hallway to where you haven’t explored yet. In the Fireplace Room, use the Helmet Key. Be warned, a boss fight is coming up!!!!!!!!! In the Music Room 2 (the first one is the one in the Kenneth Hall), examine the piano and then a boss fights occurs. ***BOSS 3*** YAWN 2 DIFFICULTY: FAIRLY EASY Yawn is now scarred from your last battle. After fighting Plant 42, Yawn is a wimp. Load the Acid Rounds and begin firing. If you run out, the Shotgun will finish Yawn off. During the battle, Yawn makes a hole in the floor. ***BOSS 3*** Barry comes in after the battle. He gives Jill a rope and Jill climbs down the hole. Barry then stupidly drops the rope. He goes to get another one! Examine the tombstone and it slides to reveal a hidden ladder. Now go back to where Barry dropped the rope and press X many times. Barry then comes back with another rope. He drops it down. Jill climbs up the new rope and Barry gives Jill and Pass Number, which is important for later. Barry then leaves. Go down the rope and down the ladder now. Run down the Secret Hall and kill the zombies. Grab the Shotgun Shells. Head through the next door to Secret Hall 2. There, avoid the feasting zombies and head through the next door to the Kitchen. In the Kitchen, go to the corner and watch a scene of a zombie going down the stairs. Kill the new zombie and ascend the stairs. Jill is back in the Kenneth Hall, next to Music Room 1. Shoot the Hunters from a distance. Then head into the Dining Room. Passing through the Main Hall, head to the Upper Dining Room. Kill the 2 Hunters with the Shotgun and head to the Upper Left Stair Hall. Kill the Hunters with the Shotgun. Now pass the stairs and to the door with the pad next to it. Jill will administer the PASS CODE Barry gave her and the door will now open. But now use the Helmet Key for the last time (discard it) on the other locked door in the room. Head through the door into the Red Jewel Room. There, grab the file, the Magnum Rounds and push the ladder under the head of the deer. Now flip the light switch and use the ladder to get the Red Jewel on the forehead of the deer. Exit the room. Go back to the Tiger Statue Room. Watch out for Hunters. There, use the Red Jewel and now you can get the MAGNUM! The Magnum will kill any enemy except for bosses (duh!) with one hit! Go back to the door you unlocked with the Pass Code and go through. You are in the Secret Hall 3. Keep going, killing zombies and then through the next door to Secret Hall 4. Grab the green herbs and Blue Herb and head through the next doors to the Dark Room. There, grab the Explosive Rounds and Battery. Now you have every item you need to get to the next section. But if you skip this section, you won’t get the best ending. ***GETTING OPTIONAL ITEM*** Now had through the next doors in Secret Hall 4 to the Library. There, kill any zombies and look for a desk. Unlock it with the Lockpick and grab the Magnum Rounds. Look for the Scrapbook, too. A door in the Library leads to another, smaller Library. In the Smaller Library, look for the statue. Before pushing it, look for a red button and push it to turn on the light. The light will shine on a weird colored tile, so push the statue over it. A shelf will move back, revealing a secret area. Grab the MO Disk. ***END GETTING OPTIONAL ITEM*** Now go back to the Right Stair Save Room. Trace your path back to the Upper Left Stair Hall. Head to the Main Hall. Take the upper path to the Red Hall. Now there, go to the door at the end Jill hasn’t been in. It is the Master Bedroom. Go through, grab the file, and then head through the next door. You are now back in the Upper Right Stair Hall. Head down to the Right Stairs Save Room and grab the battery, SQUARE Crank, Magnum, Magnum Bullets, Shotgun and Shotgun Shells. If you got the MO Disk, put it in the Item Box. Now go back to the Exit Room and out to the Exit Hall. Go through the Garden Shed to the Garden and then to the Pond Room. There, cross the bridge and then head down the lift to the Waterfall Room. There, look for another lift. Insert the Battery and then ride the lift back up. Jill is now back in the Garden. Head back to the Pond Room. There, use the SQUARE Crank and fill the pond with water again. Now go back to the Garden and ride the lift down to the Waterfall Room. Now the waterfall in the room stopped flowing because the pond is filled with water. Before going down to the Underground Tunnels, head back into the Save Room in the Guardhouse. Deposit the SQUARE Crank to save item space. Now go down the ladder in the Waterfall Room. ************************************* *8: JILL’S GAME: UNDERGROUND TUNNELS* ************************************* Jill is in the Entrance Tunnel. Save the game at the Typewriter, and then head back to the Save Room in the Guardhouse and deposit the Ribbons. Get back here and head through the left door and you’ll see our best friend, Barry! Use the choices, make go with Barry and take the lead. Make any other choices and the game will end differently. Head through the next door and let Barry kill the Hunter. Head to the right door and you’re in the Enrico Room. Keep going and Enrico will eventually show up, wounded. After the sequence ends, Enrico will get shot. If you came with Barry, he’ll stay and examine the blood. If he didn’t, just go after the Sniper. Grab the HEX Crank that he dropped. Go back and to the Pit Room. Kill the Hunters and head back to the Entrance Tunnel. There, pass the Typewriter and head to the hole in the wall. Use the HEX Crank once and then proceed down the hall. Turn left and then you’ll see a boulder. It starts to roll. RUN! Run down the slope and into the niche you made by using the HEX Crank. Once the boulder passes, go through the next door. There, you will have to fight yet another boss. ***BOSS 4*** BLACK TIGER SPIDER DIFFICULTY: VERY EASY CODE: Veronica and CODE: Veronica X veterans will recognize this monster as the Giant Spider. But like in CODE: Veronica and CODE: Veronica X, this boss is pathetic, especially when you just fought Plant 42 and Yawn! Use the Magnum and pop the monster until it dies. ***BOSS 4*** Then grab the Combat Knife (exactly like the one Jill began with) and start slashing at the door covered in webs. After the webs are gone, go through the door. It’s the Worm Tunnel. Turn right quickly to avoid the worms. You are now in the Underground Save Room. Save and grab everything in here. Then deposit them. Now equip Jill with the HEX Crank, the Eagle Medal, a healing item and the Magnum and bullets. Exit back to the Worm Tunnel. Head through the door in the other end of the tunnel to the Exit Tunnel. Turn left and ride the lift up. You are in the other side of the Garden. Insert the Eagle Medal into it’s respective slot in the fountain and ride the lift back down. Back in the Exit Tunnel, use the HEX Crank 3 times and then look for the boulder. Run away from the second boulder and then duck into the niche near the HEX Crank hole. Go to where the big rock was and nab the 2nd MO Disk. If you don’t want the best ending, just grab it and insert it in the Item Box outside the Worm Tunnel. Now go through the door in the niche. It is the Button Room. Look for the hole with the HEX Crank shape and use it for a block of wall to move away. Turn the HEX Crank again for the wall to retreat. Then use the statue and push it to where the wall would move. Use the HEX Crank again and the statue can now be pushed over the button on the floor. Push it and a little compartment in the room opens. Grab Doom Book 2 and check it like Doom Book 1 from the Mansion. The Wolf Medal will be revealed. Exit the room and head up the lift in the Exit Tunnel back to the other side of the garden. Use the Wolf Medal on the other hole in the fountain and then the fountain will turn into a set of stairs. Grab the Herbs and then head down. Go down the elevator and you’re now in The Lab. ************************* *9: JILL’S GAME: THE LAB* ************************* Jill is now in The Lab. She is in the Entrance Lab Room. Go down the ladder down to the Chest Room. Grab the Shotgun from the Item Box and kill the zombies. Grab the 2 MO Disks from the Item Box. Then look near the doors by the stairs and grab the final MO Disk if you want the best ending. Now go down the stairs. Jill is now in the Square Room, because it’s shaped like a Square. Turn to Jill’s left and to the next door. Kill any zombies with the Shotgun. In the next room, the Computer Room, look at the computer. Type the User Name “John.” Then type the password “Ada.” Then select the B2F selection and then enter the password “Mole.” The doors in B2F near where you found the last MO Disk is now unlocked. Select B3F and the some doors on this floor are now unlocked. Go back to the Square Room and up the stairs. There, go to the Projector Room and grab the P. Room Key. Now go back to the Square Room. Go to the double doors with a blue light above it. Use the P. Room Key to open it. In the Elevator Room, go to the 2nd door you see. It is the Save Room. Gear up with the Magnum, Shotgun, Bullets for both and 2 Healing items. Now go to the Elevator Room. Turn towards Jill’s left from the Save Room door to the Chimera Room 1. There, cap the Chimeras with the Magnum and turn the first right you see (from Jill’s point). Push the button. Then head through the next door. It is Chimera Room 2. Kill the Chimeras and then head through the next door. It is the Energy Room. Look for a panel and then start the power for the elevator in the Elevator Room. Go back to the Elevator Room. Start the elevator up and then Barry comes and follows you. When you get to the top, there’s a scene involving Wesker and Barry. Wesker reveals his plan to capture Tyrant and destroy the entire mansion, the labs, the guardhouse, tunnels, everything. ***NOTE: If you were with Barry when Enrico got shot in the Underground Tunnels, Barry will KO Wesker. If Barry wasn’t with you, he won’t KO Wesker and leaves. If Barry KOs Wesker, he’ll go into the Tyrant Room with Jill. If he doesn’t, Wesker will go into the room with Jill instead. However it went, Jill is now in the Tyrant Room with either Barry or Jill. Wesker purposely releases Tyrant to go after Jill, but then Tyrant kills Wesker. If you went with Barry, he accidentally releases Tyrant and gets KO’ed. ***BOSS 5*** TYRANT 002 DIFFICULTY: MEDIUM Compared to Yawn and Plant 42, this boss is harder, but that’s not saying much. Load the Magnum and then starting running. Cap Tyrant with 4 Magnum Bullets and Tyrant falls to the ground. The ultimate bio-weapon, as many say, is the ultimate failure. ***BOSS 5*** If you went with Wesker, collect the Master Key from his “corpse.” If you went with Barry, he’ll wake to join Jill, but there will be no Master key to pick up. Unlock the room with the computer near the tank Tyrant was in. Exit. If you went with Barry, the self-destruct system will begin. If you didn’t, it won’t. Now there will be many Chimera around the base, so keep the Magnum equipped. ***SAVING CHRIS*** To save Chris, go to the room in the Elevator Room. There, push the crates over the vents on the floor. Then push the ladder between them over the button. Go up the ladder and through the vent. Jill ends up in the Morgue. Here, use an MO Disk on the little machine to get a Pass Code. Now go back to Chimera Room 2. Look for a machine like the one you found in the morgue and use the second MO Disk. Get another Pass Code. Go to the door right of the stairs. Ignore the first door and go to the second one. In the Naked Zombie Room, kill the zombies with the Shotgun and then use the final MO Disk on the machine like the one in Chimera Room 2. Exit the Naked Zombie Room and look for the big metal door in the corridor outside the room. Insert all 3 Pass Codes. Then go through the next tunnel to the Prison Cell. Chris is inside. If you went into the Tyrant Room with Wesker, use the Master Key to unlock it and Chris is free. If you went in with Barry, the self-destruct sequence should be on, so the door should be unlocked. You just save Chris! ***END SAVING CHRIS*** Now if you save Chris or not, head up the stairs to the Chest Room. ***BARRY DIES*** If Wesker went into the Tyrant Room with you, you should see a dying Barry. If so, Jill and if you saved him, Chris, will mourn his death. Continue for the helipad. ***END BARRY DIES*** If Barry didn’t die, you’ll see him in the Entrance Lab Room. If he died, use the Master Key on the double doors. If Barry is there, you can go through the door. Keep going until you receive a message from Brad on the radio Richard gave you in the start. At the end of the tunnel, grab the Battery like one you got at the Mansion. Insert it into the slot near the elevator and then Jill (alone) will ascend while Chris and Barry (or just Chris, or just Barry or none of them destroy a zombie onslaught). On the pad, find the Flare on the crate. Use it and then the helicopter will go down to save Jill. ***NOTE: If under any circumstances Barry (Just Barry, not Chris) died, you won’t have to fight the next boss. If Barry anyhow lived (Even if Chris wasn’t saved) you’ll have to fight Tyrant again. ***BOSS 6*** TYRANT 002 DIFFICULTY: HARD This boss is hard. Yawn and Plant 42 are wimps compared to him. Start by firing the Magnum and dodging and healing against Tyrant. Tyrant has a mean claw, so watch out. Eventually, Brad Vickers will drop the ROCKET LAUNCHER down. Pick it up and aim at Tyrant. Jill kills Tyrant! ***BOSS 6*** YAY! You beat Jill’s Game for RESIDENT EVIL: SATURN EDITION!!! Now try Chris’ game or try getting the other endings, described below! ******************************* *10: CHRIS’ GAME: MANSION AREA* ******************************* ***NOTE: This is strictly Chris’ game and differs from Jill’s greatly. Scroll up to Jill’s game for a walkthrough. Also, in Chris’ game, Jill and Wesker make it into the mansion, but not Barry. Also when I say turn in any direction, do it in Chris’ perspective. After the starting scene in the Main Hall, you are in the Lower Dining Room. Run to the single door in the room. It leads to the Kenneth Hall. Turn to Jill’s left and look at the zombie eating Kenneth. Run back to the Lower Dining Room and to the Main Hall. Go back to the Main Hall. Jill and Wesker are gone. Look for Jill’s gun, the Beretta and arm it. Go back to Kenneth’s body and grab the 2 Clips from him. Go back to the Main Hall and grab the Ink Ribbons from the Typewriter. Now go climb the staircase and take the right door on the right side of the hall. Chris is in the Blood Hall. Grab the Small Key. No go through the next door. It is the Forest Balcony. Grab the Clip. Now go back to the Main Hall and to the Upper Dining Room. In the Upper Dining Room, carefully conserve ammo when popping the 2 zombies. Look for the statue and push it up and down into the Lower Dining Room. Now go through the next door to the Upper Left Stair Hall. Pop the zombies carefully and then head down to the Lower Left Stair Hall. There, kill the zombies and head through the next door to the Left Stairs Save Room. There, you’ll see Rebecca Chambers. Look at the bed and take the Sword Key. Exit the room and Rebecca will ask to follow you. Say “Yes” to get the best ending. Say “no” and Rebecca CAN end up dying when you return from the Guardhouse, which affects the ending. Rebecca stays behind to make something. Now we have to get back to the Main Hall. Go through the Lower Stair Hall. Kill the zombies. Then go to the far end door and to the J Room. Turn right and then go through the last door and you’re back in the Kenneth Room. Turn left and use the Sword Key on the left most door. Now go through the Lower Dining Room to the Main Hall. Now go to the double blue doors to the Blue Room. In the Blue Room, head through the next door into the Dog Hall using the Sword Key. Keep going until dogs pop out. Shoot them down and try using the Knife while they’re on the ground. If that doesn’t work, shoot them. Keep going until another dog pops out of the window. Kill that dog, too. Near where the second dog jumped out is a display case. Push it to reveal a Clip. Head through the next door to the Door Room. It’s called the Door Room because there are 4 doors in the room. Head passed the locked door to the next door, the Bathroom. In the Bathroom, drain the tub and grab the Desk Key (You should have 2 now). Exit then go passed 2 more doors until you reach the double doors at the end. Go through to the Exit Room. In the Exit Room, pop the zombies. Then head through the door across the locked one. Chris is in the Crow Hall. Press these paintings in order: Newborn Baby, Infant, Lively Boy, Young Man, Tired Middle Aged Man, Bold Looking Old Man, The End of Life. The Star Crest will be revealed. Grab it and head back to the Exit Room. Head left and then through the next door. Chris is inside the Exit Hall. Go all the way down and kill the dogs. Then latch the Star Crest next to the door and head back to the Exit Room. In the Exit Room, go through the door you haven’t been through yet. It is the Lower Right Stair Hall. Head through the next door to the Right Stairs Save Room. There, grab the 2 Clips from the Item Box if you didn’t in the room where you saw Rebecca. Deposit the Combat Knife (I didn’t tell you to in the other Save Room). Grab the Chemical also. Now head out and climb the stairs. Kill the zombies by the 2 doors. Then head through the far door passed the locked one. Chris is in the Red Hall. Turn left, kill the zombies and continue down the hallway to the far door. It leads back to the Main Hall, upper floor. From there, head back to the Lower Dining Room and grab the Blue Jewel. Travel back to the J Hall by going through the Kenneth Hall and go to the first left door. Go through with the Sword Key. Inside, just grab the Clip for now. Exit back and go to the door across the one you just entered through. It is the Tiger Statue Room. Inside, use the Blue Jewel and the Wind Crest. Travel back through the Main Hall. Take the stairs up to the Red Hall and down the stairs in the Upper Left Stair Hall. Head back to the Exit Room and then through the Exit Hall. Latch the Wind Crest and head back to the J Room. There, turn right from the door leading to the Lower Left Stair Hall. Follow it to the Vine Room. There, use the Chemical on the machine near the door and Vines die. Grab the Armor Key from the wall and any Herbs Chris needs. Exit the room and head back to the Lower Left Stair Hall. There, go through the locked door with the Armor Key. Inside, use the Desk Key and grab the Shotgun Shells. Then grab the Broken Shotgun. Head back to the Bedroom. Examine the book on the desk and then a zombie attacks. Kill it and grab the Shotgun Shells. Travel back to the Door Room and head through the doors across the double doors leading to the Exit Room. Inside is the Ceiling Room. Go through the next door and grab the Shotgun. Now replace the Broken Shotgun on the rack. Head back to the Door Room and then use the Armor Key on the locked door. Outside, kill the dogs and grab any Herbs you may need. Head back to the Red Room now. There, unlock the double doors and Chris is in the Statue Room. There, push the red statues over the vents on the floor and then press the button. A glass on the case and grab the Sun Crest. Head back to the Exit Hall and latch the Sun Crest on the door. Go back to the Kenneth Hall and to the door you unlocked with the Sword Key (Your Sword Key should be gone now). Inside the Music Room 1, look for the shelf near the piano and push it to reveal Music Notes. Use them on the piano. After the embarrassing scene of Chris not playing the piano, Rebecca comes in and volunteers to play it. Now you just have to go around the mansion now. Make one trip around. Go through the Blue Room, up the Right Stairs, through the Main Hall, through the Upper Dining Room and then down to the Lower Left Stair Hall. Now head back to the Main Hall via the Lower Dining Room. In the Main Hall, head through the Red Hall and then through the single door. Inside is the body of Richard. Collect the Clips from him. Now head to the Lower Dining Hall. Grab the Emblem above the fireplace. Now travel back to the Upper Right Stair Hall and use the Armor Key on the locked door (near the stairs). Now the Armor Key can be discarded. Travel back to Music Room 1 and see if Rebecca has mastered the song yet. If she hasn’t (unlikely), go around the mansion again. By then she should have learned to play it right. When she does, a section of the wall rises, revealing a secret room. Go inside and grab the Gold Emblem. The wall lowers again. Replace it with the Emblem (Not Gold Emblem) and the wall rises. Go back to the Dining Room. There, place the Gold Emblem above the fireplace where the Emblem used to be. Then the clock will move. Grab the Sheild Key and head back to Richard’s body. Passed his corpse is a door. Go through to the Blood Room. Kill the zombie. Now arm the Shotgun. Make sure you have 2 healing items and at least 14 bullets (I never said to use any). Go up the stairs, use the Sheild Key on the door and discard it. Go through and you have to fight your first boss. ***BOSS 1*** YAWN I DIIFICULTY: MEDIUM Since Chris doesn’t have the Acid Rounds like Jill, his is harder. When Yawn attacks, fire the Shotgun from a safe distance. If it gets near you, go to the other side and continue shooting. After about 5 bullets, Yawn should die. If you run short of Shotgun ammo, the Beretta will be able to do the rest if you fired at least 5 Shells. Yawn will eventually die. ***BOSS 1*** After Yawn “dies”, look at the holes in the room and grab the Moon Crest. Exit. If Chris was poisoned by the Snake, he’ll collapse. ***CHRIS IS POISONED*** If he is poisoned, Rebecca will come in. She has to get Serum for Chris. As Rebecca, she has a gun with 15 bullets. Run to the Left Stairs Save Room and grab the Serum from the shelf. Then head back to Chris. He should be healed. ***END CHRIS IS POISONED*** After he’s healed, go to the Exit Hall and latch the Moon Crest on. You end up in the Garden Shed! Chris is out of the mansion! ***************************** *11: CHRIS’ GAME: GUARDHOUSE* ***************************** In the Garden Shed, push the ladder toward the shelf and then grab the SQUARE Crank. Then exit through the next door to the Garden. Watch out for the dogs. Grab the herbs. Head through the next gate. Chris is in the Pond Room. Turn left toward the mechanism and then use the SQUARE Crank on the machine. The pond drains. Cross the pond to the other side. Avoid the Worms and then take the lift down. Chris is in the Waterfall Room. Kill the dogs and then inspect the waterfall. There’s a ladder passed it, but since you drained the pond, the water is falling in front of it. Chris needs to refill the pond, but get here at the same time. This puzzle is for the section after the next one. Enter through the gate to the Entrance Hall. Kill the dogs, grab the herbs and then enter the Guardhouse. Inside, push the nearby statue to the holes on the floor. This will block some vines from attacking Chris. Head through the first door to the Guardhouse Save Room. Inside, save and grab the First Aid Spray. Pack the Shotgun, Shells, and the Beretta, fully loaded and a Desk Key from the mansion. Deposit the SQUARE Crank. Exit out into the Entrance Room. Across from the Save Room is the 001 Room. Inside, use a Desk Key for Shells on the desk and kill the zombies. Grab the Red Book and the other Desk Key. Go into the 001 Restroom and grab the C. Room Key. Exit to the Entrance Room. Keep going until you reach the first door. Enter through. Chris is in the Wasp Room. Inside, turn left and grab the 002 Key. Head out the room to the Entrance Room and then head to the door to the left. It is the 002 Room. Use the 002 Key to open the door and go through to the dormitory. Inside, use the Desk Key from 001 Room and then get more Shells. Grab the Plant 42 Report and then look at the 2 bookshelves. Push the right one forward. Then push the left one right and then forward in front of the right one. Now go down the new ladder. Down in the Secret Tunnel, push the 3rd crate you see into the little pool of water. Then push the second one you into the pool. Now push the first crate you saw into the wall farthest from the ladder. Push it down the tunnel and into the pool of water. Cross the newly formed bridge, into the door. Through the door, Chris is in the Shark Room. Look out because there are 3 mean shark. Look for the wall with 2 doors. Avoiding the sharks, use the C. Room Key to unlock the left door and go through. In the C. Room, hit the levers to drain the water from the previous room. Hit the red button to unlock the room next door. In the room next door, grab 2 Clips if you need to (probably since a boss is coming up), 2 boxes of Shells and the 003 Key. Then go back to the 002 Room. Head to the 002 Restroom and then grab the Clip in the sink after killing the zombies. Go back to the Wasp Room and into the 003 Door. Inside the 003 Room, look for the shelf and grab the white book. It’s a file, not an item. Now insert the Red Book into the bookcase. The nearby shelf will move to reveal a door. Inside, a boss fight occurs. ***BOSS 2*** PLANT 42 DIFFICULTY: MEDIUM Well before the boss fight can begin, Chris will be wrapped up in a vine. Rebecca then comes in and decides she needs to make V-JOLT. Take Rebecca to the Wasp Room. There, go through the door with the pad next to it. Type the code: 1245. Enter. Now follow these directions. ***V-JOLT DIRECTIONS*** Go through to the V-JOLT Room. Grab the 4 Empty Bottles. First out water into one bottle. Then look on a shelf and put UMB 2 into another bottle. Combine the water and UMB. 2 to create something called NP-003. Then Go to another shelf and collect UMB 4 in another empty bottle. Combine UMB 4 and NP-003 to make UMB 7. Now use another bottle and collect some more UMB 2. Now go use another bottle and collect some UMB 4. Combine UMB 2 and UMB 4 to create Yellow 6. Then combine Yellow 6 and UMB. 7 to create UMB. 13. Now put some water into another empty bottle. Put some UMB. 2 into another bottle. Combine the water and UMB. 2 to make NP-003 again. Combine NP-003 with UMB. 13 to make V-JOLT!!! YAY! Now go back to the Shark Room and through the door you didn’t go through. There, look for the plant root and apply the V-JOLT. The roots shrivel up. ***END V-JOLT DIRECTIONS*** Control returns to Chris. Now use the Shotgun to pulverize the plant. After 10 shots, the plant goes down. Success!!! ***BOSS 2*** With Plant 42 dead, check the fireplace for the Helmet Key! The Helmet Key opens up the rest of the doors back in the mansion!!! Let’s go! On your way back to the mansion, Rebecca interrupts you. After she goes away, head back to the Save Room. You’ll then see Wesker, who orders you back to the mansion. Head out to the Waterfall Room. There, ride the lift back up to the Pond Room. Cross the pond to the Garden. There, re-enter the mansion with the shotgun equipped. ****************************************** *12: CHRIS’ GAME: POST-GUARDHOUSE MANSION* ****************************************** Inside the Exit Room, you’ll see a Hunter attack Chris. Use the Shotgun to kill it quickly. Head to the locked door in the Exit Hall and Chris is in the Desk Room. Turn the lamp on and then grab Doom Book I. Inside is the Eagle Medal. Grab the Magnum Rounds and then exit. Head to the Lower Right Stair Hall and kill the Hunter. Head into the Right Stairs Save Room. Wesker has left some supplies in the save room. Save and grab the Shotgun Shells he’s left for you. Deposit the Eagle Medal, Beretta and ammo. Only bring the Shotgun, Shells, Magnum Rounds, one full healing item and Helmet Key. Travel up the Right Stairs. Kill the Hunters and head down the hall to a room Chris hasn’t been to yet. Ignore this room and use the Helmet Key to access the Music Room 2. Inside, another boss fight will occur. ***BOSS 3*** YAWN II DIFFICULTY: MEDIUM Yawn is now scarred from the last battle. But against Plant 42 Chris just fought, this guy is wimpy. Unload the Shotgun into the creature. You should have more than enough shells. If Chris was poisoned in the last battle with Yawn, he can’t be poisoned again. If he wasn’t, Chris can be poisoned. Keep firing and Yawn will eventually dissolve into liquid. ***BOSS 3*** ***CHRIS IS POISONED*** Chris might be poisoned now. So Rebecca will come in. She will have to get Serum for Chris. Cautiously take her to the Left Stairs Save Room, avoiding Hunters. If you left some Clips abound, they’ll help kill maybe 2 Hunters. Grab the Serum from the shelf and cure Chris. ***END CHRIS IS POISONED*** After Chris is healed, take him down the hole Yawn made. Examine the tombstone and a ladder will be revealed. Go down the ladder. Go through the next tunnel and avoid any zombies. Grab the Shotgun Shells. Head through the next door. Head east, grab 2 Green Herbs and head through the kitchen door. Examine the door in the corner. Then kill the zombie. That stairwell leads to the Kenneth Hall, but don’t take that path yet. Take the other door, which is really an elevator. Take it up and your in a Secret Hall. Go through the doors. One of them has the Battery you need for the lift in the Waterfall Room outside. If you don’t want to save Jill, skip this next optional section. ***GETTING THE MO DISK*** Head through the unlocked door to the library. Inside, use the final Desk Key (one from the Guardhouse) and unlock the desk for Magnum Bullets. Then head through the next door to a smaller Library. There, press the red button in a statue to light a small tile. Push a nearby statue into that tile to reveal a hidden compartment. Grab the MO Disk. ***END GETTING THE MO DISK*** Whether you got the MO Disk or not, we have to aim for the Kenneth Hall now. Go back to the Kitchen via the elevator. Climb the stairs to the Kenneth Hall. ***SAVING REBECCA*** If you said no to Rebecca when you first met her, she’ll be here. Let the Hunter kill her if you want her dead. Otherwise, save her. ***END SAVING REBECCA*** There, make your way to the Left Stairs Save Room. Put the MO Disk in the Item Box if you got it. Now go up the Left Stairs. Kill the Hunters and use the Helmet Key on the door. Discard the Helmet Key. Go inside. Push the ladder underneath the Deer Taxidermy and flip the switch near the door. Grab the Red Jewel on the Deer thanks to the ladder. Go back to the Tiger Statue Room and place the Red Jewel on the Tiger Statue. Grab the Magnum, which can kill Hunters in one shot! With about 50 Magnum Bullets, the Handgun is basically obsolete until the Lab area! Now go back to the East Wing. Go to the Save Room and grab the SQUARE Crank. Go to the Exit Hall. Then exit the mansion once and for all! ************************************** *13: CHRIS’ GAME: UNDERGROUND TUNNELS* ************************************** Pass through the shed to the Garden and to the Pond Room. Go across the Pond and down to the Waterfall Room. Go to the other lift in the room and place the Battery in the slot. Now ride the elevator up and you are back in the Garden. Go back to the Pond Room. Use the SQUARE Crank on the machine to fill the pond again. Now the Waterfall in the Waterfall Room has stopped flowing. To get back to the Waterfall Room, go back to the Garden and down the other lift. Now go back to the Guardhouse Save Room. Put the SQUARE Crank in there. Now go back to where the waterfall was. Head down the new ladder. Head through the left door. Grab the Flamethrower. This can save Magnum ammo. But the previous door is now locked, so try using it on Hunters. Head through the closest door and find Enrico. Enrico has been wounded. The Bravo Team leader tells Chris something and then is shot. Leave Enrico’s corpse and go back. You’ll see a HEX Crank on the way. Grab it. Go back to the door where you got the Flamethrower. Place the Flamethower back in the slot and go back to the entrance. No go to the HEX Crank machine and use the HEX Crank to be able to reach the door. Go through. You’ll see another Flamethrower, so grab that, too. Keep going and then you’ll run into a boulder. Run away from it and then it starts rolling. RUN to the nearest niche to avoid the boulder. Grab the magnum Rounds and then kill the entering Hunter. Now go through the next door to the Spider Room. ***BOSS 4*** BLACK TIGER GIANT SPIDER DIFFICULTY: VERY EASY Since you only have the Flamethrower for a few minutes, use it on the Spider. HOLD X and the Spider can’t even move. The Magnum is also effective, but you want to save the Magnum ammo for the Chimeras in the next section, which are faster and tougher than HUNTERS! After it dies, you have to cut through the webbing. ***BOSS 4*** You’ll see webbing blocking a door. You can pick up the Combat Knife and hack at it, but it will waste item space. Since you don’t have the Flamethrower for long, use it on the webbing for a cool effect. Go through the door to the Worm Tunnel. In the Worm Tunnel, go to the right door. It’s a Save Room. Grab all the items, especially the Blue Herb if Black Tiger poisoned you. Grab the Eagle Medal from the Item Box. Exit the Worm Tunnel. Go to the other door in the tunnel. Then place the Flamethrower in the slot to unlock the door. Make sure you have the Shotgun and Magnum. Inside, turn left and ride the lift up. It’s the other side of the Garden. Go to the fountain and place the Eagle Medal into the slot. Then ride the lift back down. Now go to the pit and use the HEX Crank 3 times! Then go up to the boulder. Dodge it like last time and grab the 2nd MO Disk if you want to save Jill. Now go through the door you near the HEX Crank machine. Inside, use the HEX Crank on the machine and a wall slab moves. Use the HEX Crank again. The wall pushes back. Push the nearby statue to where the slab moves and use the HEX Crank again. Now that the statue is away from the wall, push it to where the button the on floor is. Then grab Doom Book 2 from the secret compartment. Like Doom Book 1, open it and grab the Wolf Medal. Backtrack to the fountain and place it in the other slot. The fountain drains and a ladder is revealed. Go down. ************************** *14: CHRIS’ GAME: THE LAB* ************************** We are in the final areas of the lab, so get that Magnum and Shotgun ready. In the Entrance Room, look at the double doors and remember where they are. Go down the ladder to the item box. There, deposit the HEX Crank and the MO Disk. Now go to the stairs and examine the nearby door. It’s locked, but grab the MO Disk if you want to save Jill. Deposit that into the Item Box. Go down to the stairs into the O Room. There, take the room to the right of the stairs (to the left in Chris’ perspective). Inside, log into the computer as the name “John.” Then on the B2 Section, enter the password “Ada.” Then unlock B3 and you’ve unlocked the doors. Go back to the O Room and up the stairs. Go to the door that was locked before. Inside, grab the Lab Key and go back to the O Room. Go to the locked door right of the Computer Room. Unlock it with the Lab Key. Enter. Inside the Elevator Hall, pass the nearest door and go through the second door you see. It is a Save Room. Save and equip the Magnum. Exit and turn left and head to Power Room 1. Inside, kill the Chimeras with the Magnum. Turn the first right you see and power up the elevator. Head through the next door. Inside, remember the MO console if you want to save Jill. Head through Power Room 2 to Power Room 3. There, play with one of the machines and then the elevator in the elevator hall will be powered. Go back there and call the elevator. Rebecca will then join you if she never was killed. Once you’re up, Wesker will confront Chris and shoot Rebecca if she was never dead. Then Wesker takes Chris into the next room. Inside Tyrant Room, Wesker releases Tyrant from slumber and Tyrant “kills” Wesker. If the Hunter killed Rebecca, Wesker will drop a Master Key. ***BOSS 5*** TYRANT 002 DIFFICULTY: MEDIUM Compared to Plant 42 and Yawn 2, he’s easy. Simply arm the Magnum and shoot him 3 times. He doesn’t damage much, but check your health when necessary. 3-4 Magnum shots put Tyrant 002 down. ***BOSS 5*** If Wesker dropped the Master Key, pick it up. Then play with the computer to unlock the door. Outside, if Wesker shot Rebecca, she’ll be alive thanks to a bullet proof vest. If that Hunter killed her, she won’t be here. If you don’t want to save Jill, you can now exit the lab. If you want to, follow the next section. NOTE: If Rebecca survived, she will set the lab’s explosion sequence. If she died, she won’t, obviously. If Rebecca is dead, the lab won’t explode. ***SAVING JILL*** Go back to the Save Room and grab all 3 MO Disks. Go to the O Room and then to the doors left of the stairs. Pass the first door to the second. Inside, use the Shotgun on the zombies. Then use a MO Disk on the console. Go back to Power Room 2 and use it on the console. Then, with the 2 pass codes, go to the door in the Elevator Hall you haven’t explored yet. Inside the Gas Room, push the 2 crates above the vents on the floor. Then push the ladder toward the open hole in the wall, between the 2 crates. Crawl through the hole to a Morgue. Use the last MO Disk on the console. Exit the room and you are back in the O Room. Travel to the room left of the stairs and go to the far door. Apply the 3 pass codes and go through the door. There’s a door in the far end. Behind it is Jill. If Rebecca was killed, use the Master Key to open it. If she wasn’t, the door will be unlocked because the self–destruct sequence is on. With Jill saved, head to the Entrance Room. ***END SAVING JILL*** At the Entrance Room, if Rebecca is dead, use the Master Key on the double doors. If Rebecca is alive, the doors are unlocked via the explosion sequence. Take Rebecca and/or Jill (or no one if Rebecca died and you don’t want to save Jill) through the tunnel. After a sequence from Brad, grab the Battery and power the lift. Ride it up to the roof of the mansion (the heliport). Above, grab the Flare and use it to signal Brad’ chopper. If Rebecca (and ONLY Rebecca, NOT Jill) is dead, the chopper will pick you up automatically. If Rebecca is alive (even if you didn’t save Jill), Tyrant returns. ***BOSS 6*** TYRANT 002 DIFFICULTY: HARD This boss is hard. Yawn and Plant 42 are wimps compared to him. Start by firing the Magnum and dodging and healing against Tyrant. Tyrant has a mean claw, so watch out. Eventually, Brad Vickers will drop the ROCKET LAUNCHER down. Pick it up and aim at Tyrant. Chris kills Tyrant! ***BOSS 6*** YAY! You beat Chris’ Game for RESIDENT EVIL: SATURN EDITION!!! Now try Jill’s game, or try getting the other endings, which is described below! ***************** *15: BATTLE MODE* ***************** Battle Mode is an exclusive mini-game. It is only available for the Saturn Version of RESIDENT EVIL. So PSX and PC gamers don’t have this!!! Have fun! This section will tell you tips, because there are infinite ways to kill the enemies. You can play Battle Mode from a Saved File when you beat the game. Select Battle Mode and then select any ordinary file. Battle Mode is like the Battle Game from CODE: Veronica and CODE: Veronica X. You go through a fixed map and have to kill monsters using the ammo they provide. Bring at least 2 healing items. Then bring something powerful, like the Shotgun when playing. You’ll run into STRONG MONSTERS like Tyrant and a Wesker zombie, so be careful!!! *********************** *16: DIFFERENT ENDINGS* *********************** For playing as Jill, here are the different ending SPOILERS!!! VERY GOOD ENDING (JILL) Jill, Chris and Barry survive the mansion explosion. Tyrant is destroyed. GOOD ENDING (JILL) Jill and Barry are OK, but Chris may have been consumed in the mansion explosion. Tyrant is destroyed. BAD ENDING (JILL) Jill and Chris are alive, but Barry died. The mansion doesn’t explode and Tyrant lives. VERY BAD ENDING (JILL) Jill is alive, but Chris and Barry are dead. The mansion doesn’t explode and Tyrant lives. For playing as Chris, here are the different ending SPOILERS!!! VERY GOOD ENDING (CHRIS) Chris, Jill and Rebecca survive the mansion explosion. Tyrant is destroyed. GOOD ENDING (CHRIS) Chris and Rebecca are OK, but Jill may have been consumed in the mansion explosion. Tyrant is destroyed. BAD ENDING (CHRIS) Chris and Jill are alive, but Rebecca died. The mansion doesn’t explode and Tyrant lives. VERY BAD ENDING (CHRIS) Chris is alive, but Jill and Rebecca are dead. The mansion doesn’t explode and Tyrant lives. ******************************** *17: THE FILES OF RESIDENT EVIL* ******************************** These are files I found. There may be more, so e-mail me ASAP! Thanks! FILE: BONTANY BOOK ~ About Medical Herbs ~ As you may know, there are many plants that have medical effects. Since ancient times, humans have been healing wounds and diseases using various plants. In this book, we’re going to sample three herbs that grow around the Raccoon mountains and give their outlines as examples of those plants with medical properties. Each herb has different colors and different effects as medical plants: the green one recovers physical strength, the blue one neutralizes natural toxins, while the red herb does not have any effect by itelf. The red herb is only effective with other herbs. For example, if you mix this herb with the herb that recovers physical strength, the recovery effect will be tripled. By adjusting the amount and experimenting with these three herbs, you can create various kinds of medicines but I’ll leave the details in your hands because that’s the best way to acquire true knowledge. NOTES: This is about the healing herbs of red, blue and green. FILE: KEEPER'S DIARY May 9th 1998 At night, we played Poker with Scott the guard, Alias and Steve the Researcher. Steve was really lucky, but I think he was cheating. What a scumbag! May 10th 1998 Today, a high ranking researcher asked me to take care of a new monster. It looks like a gorilla without any skin. They told me to feed them live food. When I threw in a pig, they were playing with it... tearing off the pig's legs and pulling out the guts before they actually ate it. May 11th 1998 Around 5 o'clock this morning, Scott came in and woke me up suddenly. He was wearing a protection suit that looks like a space suit. He told me to put one on as well. I heard there was an accident in the basement lab. It's no wonder, those researchers never rest, even at night. May 12th 1998 I've been wearing this annoying space suit since yesterday. My skin grows musty and feels very itchy. By way or revenge, I didn't feel those dogs today. Now I feel better. May 13th 1998 I went to the medical room because my back is all swollen and feels itchy. They put a big bandage on my back and the doctor told me I did not need to wear the space suit any more. I guess I can sleep well tonight. May 14th 1998 When I woke up this morning, I found another blister on my foot. It was annoying and I ended up dragging my foot as I went to the dog’s pen. They have been quiet since morning, which is unusual. I found that some of them escaped. I'll be in real trouble if some of the higher-ups find out. May 15th 1998 Even though I didn't feel well, I decided to go see Nancy. It's my first day off in a long time but I was stopped by the guard on the way out. They say the company has ordered that no one leave the grounds. I can't even make a phone call. What kind of joke is this?! May 16th 1998 I heard a researcher who tried to escape from this mansion was shot last night. My entire body feels burning and itchy at night. When I was scratching the swelling on my arms, a lump of rotten flesh dropped off. What the hell is happening to me? May 19th 1998 Fever gone but itchy. Hungry and eat doggy food. Itchy. Tasty. FILE: RESEARCHER'S WILL My dear Alma, The fact that you have received this letter is both a joy and sadness for me. I could not even talk to you because of that guy in the sunglasses. Alma, be calm and read this. I think I've told you that I moved to pharmaceutical company's lab. They headhunted me. Last month, there was an accident in the lab and the virus we were studying escaped. All my colleagues who were infected by the virus are dead. To be accurate, they've become living dead. They still wander around. Some of them are knocking on my room door desperately right now. But there's no sign of intelligence in their eyes. That cursed virus takes away all humanity from the human brain. Love, Joy, sorrow, fear, humor,... eternally. And Alma, even the memories of the days I spent with you... Yes, I'm infected. I did everything I could, but I could only delay the progress by a few days. The most frightening thing is, that I forget more about you by the day. So I chose a peaceful death, rather than become the living dead. Within an hour, I will have entered my eternal sleep. I do hope you'll understand my decision... Goodbye and Forever Yours, Martin Crackhorn FILE: PLANT 42 REPORT 4 days have passed since the accident and the plant at point 42 is growing amazingly fast. It has been effected by the T-virus differently than other plants have been and shows unique shape in addition to its size. Looking at the way it behaves, it is now difficult to determine what kind of plant it was originally. There are two ways in which Plant 42 gathers nutrition. The first is through its root that reaches into the basement. Immediately after the accident, a scientist went mad and broke the water tank in the basement. Now the basement is filled with water. It is easily imaginable that some chemical elements were blended in the water and promotes the incredibly fast growth of Plant 42. Another part of Plant 42 from the basement grows through the duct and hangs down like so many bulbs from the ceiling of the first floor. Many vines come out of those bulbs and they are the second resource for its nutrition. Once sensing movement, Plant 42 shoots its vines around the prey and holds it. Then it starts sucking up blood, using the suckers located at the back of its vine. It also has some intelligence. It blocks the door by twinning its vines around it especially when it captures prey or is sleeping. Several staff members have already fallen victim to this. May 21st 1998 Henry Sarton FILE: "V-JOLT" REPORT As I started in the last report, there are some common features found in the cells of the plant infected by the Tyrant virus. We also have found another interesting fact through some experiments. We found an element that destroys these rapidly in "UMB No.16", one of the series of UMB chemicals that we used for that experiment. We named this "UMB No.16" as "V-Jolt". In our calculation it will take less than 5 seconds to destroy Plant 42 if we put the "V-jolt" directly on the root. You need to mix some of the UMB series chemicals in a specific order to create a "V-Jolt". But the UMB series chemicals may generate a poisonous gas, which is harmful to the human body. Extreme caution should be taken when handling these chemicals. Following are the types of UMB series chemicals and their brief characteristics. UMB No.2 Red NP-003 Purple UMB No.4 Green Yellow-6 Yellow UMB No.7 White UMB No.13 Blue (stimulating smell) V-JOLT (UMB.No 16) Brown FILE: PASS NUMBER 8108310 FILE: ORDERS TOP SECRET July 22nd 1998 2:13 To the Head of the Security Department "X-Day" is approaching. Complete the following orders within the week. 1. Lure members of S.T.A.R.S. into the lab and have them fight with the B.O.W. in order to obtain data of actual battles. 2. Collect two embryos per B.O.W. type making sure to include all species except for Tyrant. 3. Destroy the Arklay lab including all researchers and lab animals in a manner, which will seem accidental. White Umbrella FILE: SCRAPBOOK Raccoon Times May 27th 1998 Animal Attack? Woman Mutilated May 20th. At around 10pm a 20-year-old young woman's body was found by a baser-by on the left bank of Marble River in the Older District of Raccoon City. Raccoon police assume it to be a grizzly or other animal's doing because there are teeth marks along her mutilated arms and left foot that show considerable power. Since she was wearing a hiking boot on her remaining foot, it has been determined that she was attacked in the Arklay Mountains and fell into the river. They are hurrying to identify this woman. Raccoon Weekly June 16th 1998 Monsters in Arklay Mountains? Some people claim they've seen monsters in the Arklay Mountains. The monsters are supposedly about the same size as large dogs and usually run in a pack as wolves do. This may sound like a group of ordinary wild dogs, but these monsters are surprisingly fierce and hard to hurt. They say these dogs won't bother you unless you wake them, so you smart readers should stay out of the Arklay Mountains for the time being. But if you're looking for adventure, check it out! You wanna try? Raccoon Times Mystery On Arklay Mountains: Mountain Road Blocked Due to excessive disasters in the Arklay Mountains, the city authorities have decided to block the road leading to the foothills. At the same time, Raccoon police intend to begin the search for lost people with the help of S.T.A.R.S. Team members. They expect great difficulty because of the vast size of the Arklay Mountains and the primeval forest that covers most of the area. Also people are still reporting sightings of grotesque monsters in the mountains. FILE: RESEARCHER'S LETTER June 8th 1998 Dear Ada, Ada, by the time you read this, I'll be something... different. Today's test turned out to be positive, just as I expected. I feel like going crazy when I think about becoming one of them. Ada, you are not infected and I hope you never will be. In case you are the last one left, take the material in the Visual Data Room and go to the Power Room to operate the Triggering System before you escape. And make all this public through the media. If everything is in order, all the locks can be opened by the security system. You can access the system if you log in with my name from the terminal in the small lab and enter the password. The password is your name. To unlock the door at B2 where the Visual Data Room is located, you'll need to access with our name first and then enter another password. I've written the code below. I'm sure you'll understand it easily. And this is my last hope - if you find me completely changed, please kill me yourself. Password : (It’s a weird symbol) Yours, John FILE: FAX To: General Manager of Sanitation Division From : Special Committee on Disasters Raccoon Special Research Dept This memorandum is strictly confidential and must be destroyed as soon as it is understood. Regarding the "T-virus" outbreak which occurred recently, this Committee conducted a field survey. According to the results, estimates on the amount of damage caused by the accident are considerably greater than reported earlier. First, although it is very difficulty to obtain accurate data in terms of actual numbers, it is thought that more than half of the researchers died after exposure to the "T-virus". The body count will almost likely increase since nearly all of the survivors show symptoms peculiar to the "T-virus". Second, our security system is still in operation. However, our special security guard squad has been nearly destroyed. Because of that, research information considered by our company to be top secret has been made available to outsiders. Counter-measures should be taken as soon as possible. Finally, many of the "subjects" from the experiments have escaped and are out of control. We believe that some of the researchers were killed by these "subjects" and their bodies were mutilated. By a curious coincidence, these events are proof of the success of our research. However, there is also a very high risk that his news may be leaked to the press if we don't act immediately. The condition is very serious. Our operation to cover-up the situation is difficult to attain, however we hope the problem will be solved quickly. We are especially concerned that the State Police and S.T.A.R.S. are intervening too quickly. We need to act on this situation as well. FILE: PASS CODE NO.1 "I swear by myself", declares the Lord, "that because you have done this and have not withheld your son, your only son, (Genesis 22:16) FILE: PASS CODE NO.2 I will surely bless you and make your descendant as numerous as the stars in the sky, and as the sand on the seashore. Your descendants will take possession of the cities of their enemies, (Genesis 22:17) FILE: PASS CODE NO.3 And through your offspring all nations on earth will be blessed, because you have obeyed me." (Genesis 22:18) FILE: SECURITY SYSTEM MANUAL Basement Level 1 Helicopter Port Executive and Government Officials only on helicopter port. This restriction may not apply in case of an accident. Passage To The Helicopter No one is allowed to enter unless they are attended by a Research Consultant or Security Director. All others will be shot on sight. Elevator The elevator stops during all emergencies. Basement Level 2 Visual Data Room Visual Data Room is within the control of Special Research Division. Keith Arving, the Room Manager, is designated to have jurisdiction over room usage. Basement Level 3 Prison Sanitation Division controls the usage of the prison. Consultant Researchers (E.Smith, S.Ross, A.Wesker) must be present if virus is used. Triple Lock Door No one is allowed to enter unless he presents all pass code documents. The Chief Researcher of each block must create pass code documents on the specialized output machine. Power Room Only Headquarters Supervisors may enter. This restriction may not apply in the Consultant Researcher has received special instructions. Pass-code Output Machine No one is allowed to use the pass code output machine but the Chief Researchers. Basement Level 4 Top Secret Regarding the progress of "Tyrant" after the use of T-virus... (Remaining document is unreadable) FILE: SLIDES 1. "Umbrella Bio-Organic Weapon Official Report" 2. "MA-39 Cerberus" 3. "FI-3 Neptune" 4. "MA-121 Hunter" 5. "T-002 Tyrant" 6. (none) 7. "Bio-Weapon Research Institute. R and D Staff" FILE: BARRY'S PICTURE Something is written on the back of the picture. "My dearest Moira and Poly. I hope you will grow up to be strong and beautiful woman and help to cheer up mother. Your father will watching you all from heaven. Dad" Those are all the files I found. Please tell me if you find more! ****************** *18: MONSTER LIST* ****************** MONSTER: ZOMBIE PISTOL BULLETS: 8-10 SHOTGUN SHELLS: 3-4 GRENADE SHOTS: 1-2 These guys are the most common monster in the game. They are slow when attacking. They aren’t as durable as they were in RE3 and RE2, so the end result is that they move slower. MONSTER: CEREBERUS PISTOL BULLETS: 6-9 SHOTGUN SHELLS: 2-4 GRENADE SHOTS: 1-2 These dogs are the faster enemies in the game. But when they are hit with anything, they fall and stay down for a few valuable seconds. Like zombies, they attack in a group, so the Handgun or Shotgun would be best. NOTE: The Rocket Launcher can hit them. MONSTER: CROWS PISTOL BULLETS: 1 SHOTGUN SHELLS: 1 GRENADE SHOTS: 1 Like the bats from CODE: Veronica and CODE: Veronica X, these guys are annoying. But they CAN damage. You’ll see them in about 3 rooms so use the Lighter to shrug them off. MONSTER: CHIMERA PISTOL BULLETS: 18-20 SHOTGUN SHELLS: 4-6 GRENADE SHOTS: 2-3 These guys are pretty quick. They are a cross between zombies and Hunters. Only weapons that emit any type of acid or fire with damage them the most- bullet weapons aren’t effective as much. You’ll see them around the Labs. MONSTER: WASP PISTOL BULLETS: 2 SHOTGUN SHELLS: 1 GRENADE SHOTS: 1 These guys are annoying during the Guardhouse area. It’s best to run from them because they can implant Chris and Jill with damage. Dodging them is very easy. MONSTER: HUNTER PISTOL BULLETS: 18-20 SHOTGUN SHELLS: 4-5 GRENADE SHOTS: 3-4 These guys also appear in RE3 and CODE: Veronica/ X! They are fast and can kill Jill and Chris with a few hits. Use the Shotgun against them to take them out quickly. Against lone ones, Magnum is best! Watch out!!! MONSTER: GIANT SPIDER PISTOL BULLETS: 12-15 SHOTGUN SHELLS: 6-7 GRENADE SHOTS: 2-3 Stay away if you can! Only Grenade Launcher guns are truly effective. Guns don’t work all that well with these. Yuck! ************************ *19: THE TREVOR LETTERS* ************************ These are the Trevor Notes I found on mysticcat’s FAQ, whom I guess got from Survivhor.com. These reveal about the mansion’s creators and why the mansion is the way it is. The mansion in Antarctica is a replica of the one in RE1. Alfred’s father and grandfather had a close relationship with Trevor and Spencer. NOTE: George Trevor and Ozwell Spencer are NOT the same people! November 13th, 1967 After having finished my work and leaving New York I finally arrived at the Mansion around 6.00pm. The hall is very spacious. The central stairs leading to the second floor are also impressive. All these things make me nostalgic all over again. Designing the plans of this place is the work I'm most proud of. From the day I first showed the model to Ozwell E. Spencer in his office, until the completion of the building, took me 5 years. Spencer's orders were really difficult and I had to call upon all of my energy and ingenuity to realize it. At first sight no one would suspect anything to be out of the ordinary. While turning to face me, Lord Spencer shakes the white hairs from his shoulders. He has an impressive stature, and at the first glance, one can feel that he has a high level of self-confidence. He initially announces me that my wife Jessica and my daughter returned to visit their aunt Emma, who is ill, and then we lift our glasses and toast. We are only ones to know about the numerous secrets contained within this building. Deeply satisfied with the complicity, we taste the wine. The dining room is amazing. There is an incredible variety of food laid out hammoniously on a large table in mahogany wood. When someone would raise their eyes, they could see a statue of a goddess, in "Rodin" style, on the second floor, which seems to observe is with desire. But despite all this splendor, the banquet can only be enjoyed by two guests (Spencer and I). We only hear the quiet clicking noise of the clock needles. Ahhh, if only Jessica and Lisa were there. According to Spencer, they arrived three days before me and appreciated the house well. Lisa in particular benefited from the Spencer's kindness and was able to use the piano among others. She reportedly played the "Moonlight Sonata" of Beethoven (her specialty). In this evening of full moon where the melody seemed to surpass the satellite floating above the forest, which surrounds the house, Spencer had congratulated my wife for this superb moment. I imagine proudly that their two faces had to illuminated with pleasure. November 14th, 1967 Lord Spencer guided me around in the mansion. He opened the doors of several rooms. Those rooms are decorated with the most marvelous at pieces: painting of De Vinci, sculpture of Raphael... In one of the rooms the eye of a stuffed beast has strangely sparkled, and in another room armors of Middle Age Knights were aligned in good order close to their captain. All these art pieces were collected by Lord Spencer during past years and he deserves well to be one of the richest man on earth. "Do you like that? I wish to use this residence as a seaside resort, for a new company. I foresaw that, not only for the employees, but also for the guests could use it." His project is to design an international industrial medicine company. He told me that its company would be called "Umbrella". But I wonder why he hid as many things in his residence. He can say that he wants to make a seaside resort but it's exaggerated. Even in the case his actions had been led by his passion. November 18th 1967 My family hasn't come back yet. "Is aunt Emma that sick?". I doubt it. The telephone is not installed, which is not very convenient. I went out to second floor terrace to clear my mind. Crows, perched on a rail, looked at me and pushed strange croaking. I had a dark intuition. I continuously have the strange impression of being observed... I saw an astonishing thing, in a small court. It is a ladder leading down into an underpass, which is masked by a waterfall. "It is not my work. When was this thing built then?" November 20th 1967 There is no trace of the shotgun my wife had offered Spencer for is birthday. I'm smoking a cigarette in the room where a broken shotgun can be found and estimate that it can fool people and pass for the original. I wonder who exchanged Spencer's shotgun for this unusable shotgun and why? Neither my wife nor my daughter have reappeared and I getting very concerned. My rich employer informed me that my family and I couldn't remain at the mansion any longer and when I suggested that I could join them tomorrow, he laughed and said that it was useless to worry myself like that. November 21st 1967 Luggage was gathered and somebody led me into a large room, without openings, on the first floor reserved for the receptions. As the Lord hadn't arrived yet, I was observing the painting in company of a man in a white blouse. He was one of the three unknown men on the courtyard. "Life is rich and short". On the painting, which was exposed on the wall, time was represented by the life of a man, from his birth to his death. "Your family died, now" -laughed the man while he was looking at me stylish. Time seemed to stop. What was he talking about? At the same moment I felt a terrible pain at the bottom of my neck, and I broke down on the floor. November 24th 1967 How could he have become this kind of man? What happened here ? And what is the objective of this company called "Umbrella" ? I was imprisoned in this room and time passed slowly. "The objective is to keep all this as a secret, and since you are an unknown..." One day, a man in a white blouse said this to me while bringing revolting food. What secret is more important than a human life? Lord Spencer and me are the two only ones to know the secrets of this manor, and if I die, he will be the only holder of this knowledge. Is it for that reason we have these creatures which prowl around the premises of the Manor? I cannot remain here and be eaten of worse. It is necessary that I escape from here. The question is to know if, since the beginning, I didn't quite simply build my own prison. When I was creating this manor, and in accordance with Lord Spencer's strange fascination for enigmas, I conceived a way to escape for whoever would find himself imprisoned there. It would seem that Lord Spencer wants to test this method on me... At this moment, one of the countless creatures, which infest the floor and the ceiling, fell from the ceiling onto my body. For an unknown reason, it seemed to attract them. I jumped instinctively backwards and while getting upright I trampled a great number of them. What are these creatures? Ants? November 27th 1967 I finally succeeded to escape from this room. But nobody can exit from the Manor on snap of a finger. You need the crests, the missing eye from the Tiger's statue and the Gold Emblem. I can't occupy myself find something else! I have no time for this. November 28th 1967 I can't find the words for it. A plant, absurdly gigantic, fills a whole room. God could not have created such a thing. November 30th 1967 It is impossible to get out. It is impossible to come out of the room. A phantom laboratory, leading into a kind of underground cave without visible exit. And finally, I found it: One of the high-heeled shoes and the memory, that behind all it I will find a passage. Jessica… Was my wife and my daughter subjected to the same destiny as me? No, I will escape at all cost, as they did before me. December 5th 1967 My throat is dehydrated. I didn't eat for many days and I don't know how much time I'll still resist. I am becoming insane. Why? Because I am like a rat, hopeless trying to escape from a laboratory labyrinth. Does my fascination for the abnormal architect of this residence was no reprehensible? December 7th 1967 I am in a dark and wet underground secret conduit. And there, suddenly, something monstrous opposite of me... I scrape my last match with a trembling hand. A tombstone is here with my name engraved on it. What kind of a psychopath would make a similar thing? "George Trevor" isn't me? Spencer calculated since the beginning, that I would come up to here to take my breath, and prepared my tomb. Realizing, with success, to direct my attention away from each useful way to escape. Jessica, please forgive me. Little time... It's the time that remains me before joining you in paradise. George Trevor END TRANSCRIPT ----------------------------------------- ***ANALYZING THE TREVOR LETTERS*** Well, this reveals why the mansion was abandoned and why it was a trap house. Basically, George Trevor was a nut-bag. He built the house to hide things valuable to Ozwell Spencer, the owner. He built traps for intruders and well, basically went crazy because of his missing families and was never seen again… ********************* *20: WESKER’S REPORT* ********************* When RESIDENT EVIL CODE: VERONICA X was released in Japan for PS2, it came with a DVD featuring the character Albert Wesker. As you know, he survived the RE1 Mansion Incident by injecting himself with a virus. Read below and I will analyze below. "My name is Albert Wesker. I aspired to become a leading researcher at Umbrella Inc. A pharmaceutical enterprise who covertly conduction Bio Organic Weapons, better known as B.O.W., for development. But at the leader development training ground situated in Raccoon City, I met a brilliant and talented researcher who decided to take a different path; William Birkin. In time I shifted my position to S.T.A.R.S., a special force unit of the Raccoon Police Department. Umbrella, for crisis management reasons of their illegal Bio Organic Weapons development had many of its people working in the police department. I became the leader of S.T.A.R.S. and conducted all sorts of intelligence activities for Umbrella. As I continued to serve I devised my own plans and waited for the right time moment to execute them. Then at last, opportunity knocked. 1998 - July 24th – The freak murder incidents that had occurred in the forest near the mansion started it all. The mansion was Umbrella's secret BOW laboratory and it was clear that the indevelopment T-Virus was the cause of the murder. Initially, Umbrella instructed me secretively to keep S.T.A.R.S. to the mansion, dispose of them, then report the situation to headquarters so that their combat with the B.O.W. could be used for data analysis allowing Umbrella a comprehensive portrait of the B.O.W.'s combat abilities. >From the two S.T.A.R.S. teams I first pitched in the Bravo Team. As expected, the top elite of S.T.A.R.S. gave all they had and became useful sample data. Then following, I geared up the Alpha Team to "search and rescue" the lost Bravo Team. The members of Alpha Team also proved their worth and as expected many died. There were five survivors from the initial eleven S.T.A.R.S. members. From the Alpha team were Chris Redfield, Jill Valentine and Barry Burton. And from the Bravo Team were Rebecca Chambers and Enrico Marini. It was time to begin executing my plans. In the midst of the whole affair I could take Umbrella's ultimate Bio-Organic Weapon, the Tyrant, and join forces with an opposing corporation of Umbrella. To buy into that opposing corporation I would need the actual combat data of the Tyrant. The surviving privileged members of S.T.A.R.S. were just the perfect bait. I decided to have one of them play the Judas and draw them to the Tyrant. That Judas was Barry. Barry was the strong truth and justice kind and cherished his family more than anything. His type is easy to manipulate. I just took that most important thing away from him. My only miscalculation was the high potential of Chris and Jill. But with the family man Barry playing Judas the scheme went as planned. Then the winds turn unexpectedly. I had to eliminate Enrico who found out what was behind it all. I used Barry to get to him. After I successfully got rid of that nuisance I awaited the sample specimen that Barry would bring to me in the Tyrant room. I injected the virus I obtained from Birkin in advance. If I made Umbrella believe I was dead, it made it far more convenient to sell myself to the opposing corporation. According to Birkin the virus had profound effects. It would put my body in a state of temporary "death". It would then bring me back to life with super human powers. Therefore I unleashed an awesome Tyrant from its slumber and let it attack me. As my consciousness faded away I was certain that the whole scheme would end in success. Never did I imagine that S.T.A.R.S. could slay the evil creation. I lost the Tyrant and the plan I devised which cost me my humanity ended in failure. Now anything and anyone who stood in my way would be terminated. It's been that way for a long time and it always will be. At all costs I had to make S.T.A.R.S. pay. September – Two months had passed since the mansion incident. To regain everything I had lost in my new organization I joined hands with Ada Wong, a female agent who was also sent to spy on Umbrella. I knew in my bones that the key developer was William Birkin, but what he didn't know was that Umbrella did not play games...with anyone. Eventually, Birkin would be assassinated, and the G-virus would be in the hands of Umbrella. But the salvage team led by Hunk was ahead of us. By the time they got to Birkin, he'd already injected himself with the G-virus...he became his own creation, and decimated them. Soon after, the T-virus carried by rats spread throughout Raccoon City, and Umbrella faced its worst scenario. September 28th – The good citizens became zombies, and the city had headed for its devastating fate. Humans were no match against zombies. In the chaos, Umbrella Europe applied a new type B.O.W., called "Nemesis". The Nemesis would hunt down and destroy the surviving member of S.T.A.R.S., Jill. It became imperative that our organization would also obtain the Nemesis data. September 29th – To cover up the whole affair, Umbrella jettisoned a Tyrant to take care of Leon and Claire, who were trying to unveil their secrets. Then, there was a new revelation. Birkin used to hide the findings of his studies in his daughter Sherry's pendant. It was very possible that the G-virus was there. While Umbrella was busy with their cover up, we had to capture Sherry before they did. I sent Ada undercover to seek the location of Sherry. I, the "dead man" on the other hand, had to work in the shadows. A spy's obligation and priority is in mission, to carry out the mission like a machine without any emotional interference. But through her interaction and involvement with Leon Scott Kennedy, there had been an affection growing inside her. My instincts sensed danger. Something had to be done, quickly. My instincts did not disappoint me. Even though Ada almost had her hands on the G-virus, which Leon had acquired from Sherry, that affection of her drove her to her death. But she was still of some use. I had to save her life. My people hurried to retrieve the G-virus that Leon threw away. But Hunk, the only survivor of Umbrella's salvage team, was there before us. September 30th – Our only option left was to bring back Birkin, the monster, as the sample specimen and have him finish Leon and Claire in order to obtain his combat data. Although Birkin lost the battle to Leon and Claire, we succeeded in gathering samples of the G-virus from his dead body. October 1st – In the morning the government bombed Raccoon city in an attempt to stop for the viral outbreak. This was, of course, their feigned reason... Later, Claire left to Europe to find her lost brother Chris, and Leon joined forces with an underground anti-Umbrella organization. Sherry is safe in our hands. I would never underestimate Birkin. There's something about this little girl...” END TRANSCRIPT ----------------------------------------------------------------- ***ANALYZING WESKER’S REPORT*** Well, Wesker’s Report answers a few things about the Resident Evil series. First off, we know the official events of RE1 are a mix of Chris and Jill’s games. Jill encounters the Yawn, while Chris runs into Plant 42 and Neptune. Chris also sees the first Hunter. Jill also sees Tyrant impale Wesker. Barry also is the one who killed Enrico. All 5 people (Rebecca, Brad, Chris, Jill, Barry) escape after Chris destroys Tyrant and the Spencer Mansion explodes. Albert Wesker survived the incident by injecting himself with a special virus that brings dead people back to life with super powers. Wesker also works for a company called “HCF.” Wesker now owes A LOT to his company. RE2’s events follow the Leon A/Claire B mix, with a few events pointing toward the other one. The only major event from Claire A/Leon B is Leon fighting final Mr. X. So Leon A/Claire B is the actual RE2 scenario. RE2’s events show Ada falling down the chasm. It shows Ada tossing the Rocket Launcher to Leon WITHOUT the pendant of Sherry. Also, it shows Claire powering the escape train and Leon coming down from the “A” Scenario elevator. Ada also survives because Wesker saved her. HUNK also got the G- Virus that Leon threw over the chasm. RE3’s events hint that Jill fights Nemesis and then escapes with Carlos and Barry. Nicholai also survives. Survivor’s events aren’t explored. CODE: Veronica X’s events aren’t explored (duh!) Here are the following mistakes: RE2 area: Wesker says Leon got the G-virus from Sherry, when he really got it from Annette. RE3 area: It seems they mixed the endings by showing Barry’s chopper and Carlos piloting Nicholai’s. Hmmm… In conclusion, Wesker’s Report is a pretty good RE plot solver, when you look deeper into the plot and ignore all the mistakes. I feel Wesker’s Report has a bearing on the next RE. I enjoyed the report. You might, too. ******************************* *21: VERSIONS OF RESIDENT EVIL* ******************************* RESIDENT EVIL: PSX Released: March 22, 1996 It’s basically the Saturn Version with better graphics, less costumes and without the minigame. RESIDENT EVIL: DIRECTOR’S CUT Released: December 1997 It’s basically adding costumes, modes and slightly better graphics to the original version. RESIDENT EVIL: PC VERSION Released: 1997 It has more costumes, uncut scenes and more costumes. It doesn’t have the mini game. RESIDENT VIL: DIRECTOR’S CUT DUAL SHOCK Released: Late 1998 It’s basically the original Director’s Cut with worse music and analog compatibility. **************** *22: CONCLUSION* **************** Well, thanks for reading my FAQ. If you want to know more about the story line, read the Plot Analysis by TWilde, which can be found here at GameFAQS. *Thanks to CJayC for posting this on GameFAQS.com *Thanks to Capcom for porting this game to Sega Saturn *Thanks to Sega for letting Capcom port it- it’s the best RE1 yet *Thanks to the people letting me know about RE1 for Saturn, especially Akuma and Tixus from GameFAQS *Thanks to mysticcat for the information about the Resident Evil Versions section from his “Resident Evil: Director’s Cut” FAQ. *My family and friends Well, thanks for reading! Checkout my friends’ websites: Tombraider69.homestead.com Coastertycoon.net Check out my other guides: Resident Evil CODE: Veronica X Guide for PS2 and Dreamcast! Silent Hill: Handgun Speed Guide! Pokemon Crystal Guide! Hopefully soon: Resident Evil 3: Nemesis for Dreamcast! CVXFREAK CVXFREAK at the GameFAQS Message Boards ReBiohazard6587@aol.com Copyright 2001 by CVXFREAK. All Rights Reserved!!!