"This document Copyright 2003 Nathan Norris" *********************************************************************** Resident Evil Dead Aim: Playstation 2 version FAQ/Walkthrough - Version 1.1 Last Updated - 8/11/03 Written By - Minesweeper (Nathan Norris) Email - minesweeper2[at]hotmail[dot]com (PLEASE READ "CONTACT POLICY" BEFORE EMAILING) *********************************************************************** _____ ____ ____ _ ____ ____ _ _ _____ ____ _ _ _ _ | || __|| __|| || \| __|| || ||_ _| | __|| || || || | | [] || |__ | |__ | || || || |__ | \| | | | | |__ | || || || | | || __||__ || || || || __|| | | | | __|| || || || | | |\ \| |__ __| || || || || |__ | |\ | | | | |__ | || || || |__ |_||_||____||____||_||____/|____||_||_| |_| |____|\____/|_||____| ____ ____ __ ____ __ ___ _ _ | \ |__ |__| | \ |__| | |\/| _|__/ _|__ _| |_ _|__/ _| |_ _|_ _| |_ Table of Contents: 1: INTRODUCTION 2: REVISION HISTORY 3: GAME BASICS 4: WALKTHROUGH 5: WEAPONS 6: ENEMIES 7: FILE TRANSCRIPTS 8: ITEM LISTS 9: THANKS... 10: CONTACT POLICY 11: COPYRIGHT ________________________________________________________________________ ======================================================================== 1: INTRODUCTION Lo and behold, Capcom has finally gotten it right with their Resident Evil Gun Survivors with this game. This game in this long, terrible series of gun games actually looks like it had some effort put into it. You're actually rewarded for headshots, and the blood effects are superb. Even better, we've finally moved out of the year 1998 for the Resident Evil storyline! Hopefully, my guide on this game will help you to get some more enjoyment out of it, assuming you get stuck on a boss or something. ________________________________________________________________________ ======================================================================== 2: REVISION HISTORY VERSION 1.0 - 8/4/03 - 116 KB First edition. Everything important has been put in and pretty much completed. ***************************************************** VERSION 1.1 - 8/11/03 - 116 KB I fixed a couple of typos, nothing else really. ________________________________________________________________________ ======================================================================== 3: GAME BASICS CONTROLS ======================================= GUNCON 2 CONTROLS (TYPE A) -------------------------- D PAD - move character - 180 turn (press down twice rapidly) TRIGGER (when aimed at screen) - fire currently equipped weapon TRIGGER (when not aimed at screen) - reload A BUTTON - sneak move (normal) while held down - dodge (when about to be attacked) - search/open doors B BUTTON - sneak move (strafe) while held down - dodge (when about to be attacked) - search/open doors C BUTTON - reload START - inventory screen - skip cutscene SELECT - show map DUAL SHOCK 2 CONTROLS (TYPE A) ------------------------------ D PAD - move character - 180 turn (press down twice rapidly) LEFT STICK - move character - 180 turn (press down twice rapidly) RIGHT STICK - aim crosshair X BUTTON - search/open doors CIRCLE BUTTON - search/open doors L1 - sneak move (normal) while held down - dodge (when about to be attacked) - search/open doors R1 - fire currently equipped weapon L2 - sneakmove (parallel) while held down - search/open doors R2 - reload START - inventory screen - skip cutscene SELECT - show map WHICH IS BETTER? ---------------- GUNCON 2 PROS: - aiming your gun is very fast and easy. - reloads are quick. - actually being able to aim the gun yourself is a lot of fun! GUNCON 2 CONS: - your hands will ache until you get used to using the gun. - movement is a bit awkward because the buttons are in awkward places. DUAL SHOCK 2 PROS: - you won't wear your hands out in three minutes using this controller. - movement is easy. - you get to use the vibration function on the controller. DUAL SHOCK 2 CONS: - aiming is a little tricky, since the RIGHT STICK is a little sensitive. - not having an actual light gun to aim with takes some of the fun away. THE VERDICT? ------------ Out of the two, I prefer the Guncon 2. This game was meant to be played with a light gun after all. You'll be able to easily hit enemies, since you have an actual light gun to aim with. The game just isn't as much fun on a regular controller. Your hands will get used to the gun after a few games. INVENTORY ======================================= From your inventory screen, you can access your weapons, your ammo, your healing items, your map, your files, basically everything. This time around you have no inventory limit on anything, except for ammo. You can carry around all the guns, key items, and medical supplies you want to. The inventory limit on ammo is six boxes of ammunition. Each box of ammunition must hold only one type of ammo, and the box can only hold a limited amount of bullets. For example, you can only carry around 30 Handgun Rounds in one ammo box slot. If your ammo inventory is full and you're trying to pick up another type of ammo, you can however discard your Handgun Rounds to pick it up. No other types of ammo can be simply thrown away though. When you want to use a weapon, click on it on the inventory screen to equip it. If you click on the gun again, you'll also reload the weapon if you have ammo for it. When you want to use a healing item, click on it on the inventory screen. Read the Health section down below this one to learn how much health each different healing item gives. There is no need to click on key items to use them, since you'll automatically use them when you click on the place where they are needed. You can also access more miscellaneous stuff like your files, options, and maps on the menu on the far left side of the screen. To check your health, look at the electrocardiogram in the lower right corner of the screen. Read the health section to learn what the different health statuses are. MAP ======================================= Dead Aim throws away the past systems of maps where you draw one as you proceed through the area you are in, or where you find the map hidden in the area you're in. This time it's more like Silent Hill. You have to find a map of the area (you can't draw your own), and your character will make marks on the map as you discover blocked off areas, special features of the area, etc. Blue marks over a door indicate that the door can never be opened, ever (with one exception during the game). So, if you come to a door marked blue on your map, just ignore it because you're almost always not going to be able to open it. Areas with circles drawn around them indicate special areas where items need to be used. Orange doors are doors that are locked, but they can be unlocked with the right item. Once the orange door is unlocked, a two way arrow will be drawn over the orange mark. HEALTH ======================================= There are four different health statuses. You can check your health on the electrocardiogram in the lower right corner of your inventory screen. This is what each health status represents: FINE (green) - 100-75% health CAUTION (yellow) - 74-50% health CAUTION (orange) - 49-25% health DANGER (red) - 24-1% health Note that when you are in Danger status, you'll also start limping along at a slow pace. So, you should try very hard not to get into Danger status, or it will be easy for you to get attacked. This is a list of each of the healing items and how much health they will restore: GREEN HERB - 25% health HERBAL MEDICINE - 50% health MEDICINAL SPRAY - 100% health If you're playing for a good ranking, avoid using Medicinal Sprays. They cut down your chances for a better rank with every use. SAVE ROOMS ======================================= Save rooms are safe areas where no enemies can attack you. They are indicated by the soothing music that plays in the area. These safe areas also contain the Handgun Ammo Cabinets and the Typewriters. The Handgun Ammo Cabinets respawn six boxes of Handgun Rounds every time you reenter the room, so run to these rooms if you are running low on bullets. Also, you can save your game on the Typewriter, and this time no Ink Ribbon is required at all. Usually, I'll only tell you to save before dangerous parts in the game, but feel free to save as often as you wish. COMBAT TACTICS ======================================= If you can run away from an enemy and not fight, you should do it. You won't be visiting most areas in this game more than once or twice, so it's not that big a deal if you leave a lot of enemies alive. Conserve your ammunition. You can only carry around a limited amount of ammo (unlike most other light gun games), so you need to take your shots carefully. Go for critical hits on the enemies' weakpoints, or just run away and save your bullets for a more dangerous situation later on. Be careful not to alert you target. If your target is unaware of your presence, then you'll be able to get critical hits more easily. Also, use the Sneak Move so that you don't alert them with loud footsteps, and also use the Silencer Handgun to not alert other enemies while you're shooting at one of them. If the enemy flashes red though (which means you've been spotted), don't hesitate to stop being stealthy. Watch your sensors on the left and right sides of the screen for enemies that are out of sight. If a sensor is flashing white, the enemy is still a good distance away. If it's flashing red though, you should turn in that direction to face the enemy immediately, since it's almost got you. Go for the weak points. The weakpoint of almost every enemy is its head. A shot to the forehead area of a zombie will usually result in a killing headshot, for example. Also, you can shoot the enemies in the legs to slow them down. This is helpful for when zombies are running after you. Use the right kind of gun for each kind of monster. It's easy to get a killing headshot on a zombie if you use a Handgun, so use that weapon on them. Hunters are quite dangerous and should be killed quickly, so the Magnum is excellent for them. The Magnum almost always kills any non-boss enemy in one shot, and the hunter is no exception. DIFFICULTY DIFFERENCES ======================================= EASY ---- BRUCE STARTING EQUIPMENT - Handgun - Shotgun - 2 Handgun Rounds boxes - 1 Shotgun Rounds box - 1 Herbal Medicine box - 1 Medicinal Spray FONGLING STARTING EQUIPMENT - Silencer Handgun - Assault Rifle - 2 Handgun Rounds boxes - 4 Assault Rifle Rounds clips - 5 Green Herbs - 2 Medicinal Sprays NOTES - it takes a long time to die, even when you let yourself be attacked - you'll be swimming in powerful ammo for the entire game - there's a healing item in like every other room - enemies are quite weak - you can store twice as much ammo in one ammo slot for some weapons, compared to Normal and Hard mode - you start with the Shotgun, and you get the Assault Rifle much earlier NORMAL ------ BRUCE STARTING EQUIPMENT - Handgun - 2 Handgun Rounds boxes - 1 Medicinal Spray FONGLING STARTING EQUIPMENT - Silencer Handgun - Assault Rifle - 5 Green Herbs - 2 Handgun Rounds boxes - 1 Assault Rifle Rounds clip NOTES - you have average stamina - any ammo apart from Handgun Rounds is tricky to come by, but not overly so - there's a decent-sized amount of healing items scattered about - enemies are a bit tough HARD ---- BRUCE STARTING EQUIPMENT - Handgun - 1 Medicinal Spray FONGLING STARTING EQUIPMENT - Silencer Handgun - Assault Rifle - 1 Handgun Rounds box - 1 Assault Rifle Rounds clip NOTES - it only takes three good zombie bites to kill you - any kind of ammo apart from Handgun Rounds is a bit scarce - Green Herbs are virtually non-existent, and the other healing items aren't that common either - monsters can take a lot of damage before dying ________________________________________________________________________ ======================================================================== 4: WALKTHROUGH NOTE Unless I say otherwise in the walkthrough, the item locations in this walkthrough are for Easy mode. There will be fewer items and items in different locations in the Normal and Hard modes. Check out the Item Lists below this walkthrouhg if you want to find out where the items are on those difficulties. NOTE At the start of the game, Bruce tells us about how Raccoon City was destroyed by the t-virus, and how Umbrella is still working on the project despite its risks. Three days ago, some t-virus was stolen from Umbrella's Paris lab, and yesterday one of Umbrella's cruise liners was hijacked and contaminated with the virus. We now see Bruce standing on the ship with Morpheus holding a gun to his head. Why does he care so much that Bruce has an ugly gun? Anyway, he gets pistol-whipped by Morpheus and knocked to the grould. Bruce asks what he's planning to do with the t-virus. Morpheus simply says that it's time for him to die. Fortunately, somebody on an upper deck throws a grenade next to the two men. Bruce runs away quickly, while Morpheus gets caught in the blast. He collapses to the ground. Bruce grabs his gun, and looks around for Morpheus and whoever threw the grenade. Both of them seem to be gone though... ------------------------------------------------------------------------ ___ __ __ ___ __ __ |__| |__| |__| | | | |\ | |__ | | | | \ | |__| | \| |__ T H E S P E N C E R R A I N ------------------------------------------------------------------------ ROOM 104 After the opening FMV, read the INTELLIGENCE OPERATIONS MANUAL to learn about the gameplay in this game. Walk down the hallway and into the living room. Go into the bedroom to find HANDGUN ROUNDS and a GREEN HERB. Go out into the hallway. GUEST ROOM 1 There's a lot of dead bodies littering the floor in here, but lucky for you they're not moving...yet. Go to the unlit door across the hall and into Room 102. ROOM 102 Walk into the corridor in the back of the room to find a GREEN HERB. You won't find anything in the bedroom or the bathroom, so just leave. GUEST ROOM 1 There should be another doorway on this side of the hall that's lit by its lights. Go to that door. ROOM 101 In this room, you'll find a woman hanging from the ceiling. Pretty creepy, huh? In the living room, grab the SHOTGUN ROUNDS off the coffee table and the GREEN HERB from mear the fireplace. Walk into the back corridor to find a corpse with an UPPER DECKS MAP and the 1ST CLASS KEY. However, you'll hear a noise from the living room after you take it... When you go back into the living room, you'll see that the hanging woman has fallen from the ceiling, and she's not dead! Just knock her down long enough for you to escape, since you're not coming back to this room again anyway. GUEST ROOM 1 Move towards the double doors on the east end of the hall. Use the 1st Class Key here to unlock the door. Some zombies might wake up here, but you can get away before they can stand up. FIRST CLASS CORRIDOR You'll be at a fork here. It doesn't matter which way you go, since you'll wind up in the same room either way. Do watch out for the zombies though. STAIRS HALL Umbrella has watched Titanic too much... Anyway, take one of the doors on the east side of the second floor balcony. All the downstairs doors are closed off anyway. NORTH/SOUTH VIP CORRIDORS You should see a set of glass doors on one side of the hallway. Go through them. VIP ROOM Search the southwest corner of the room for a GREEN HERB. There's also another GREEN HERB hidden in the planter with the other plants. On the floor, you will notice the scattered documents. Search the area where the papers are to find the EMERGENCY FAX FROM PARIS BRANCH. It seems Morpheus' reasons for attacking this ship are for revenge. Well, he's certainly not the first one who hates Umbrella, but unfortunately also hates you... Anyway, examine the sparkly next to the corpse seated in a chair to get the GUEST KEYCARD. After you take it, all the zombies in the room will wake up. Fortunately, you're only a few steps away from a door to your right. Hit the door before you get bitten. NORTH VIP CORRIDOR This corridor is now infested with zombies. I'd just run away, since you're not coming back to this part of the ship ever again. STAIRS HALL There are many many zombies in here, and they're blocking all the exits. However, I encourage you to just run for it, since the zombies will be gone the next time you come to this room. FIRST CLASS CORRIDOR Go back into the Guest Room 1. GUEST ROOM 1 There's even more zombies in here! Keep running though, since you're never coming back to this room again anyway. Use the Guest Keycard on the door at the other end of the room. SPIRAL STAIRCASE HALL In here, Bruce will learn from his superior over the radio that Morpheus is demanding five billion dollars in exchange for not attacking the United States. Before he can continue the conversation though, the woman from the opening kicks the radio out of his hands. During a brief scuffle, Bruce says that they both seem to have the same mission, and so they should work together. The woman says that her name is Fongling, and says that the best way Bruce can help is by going home. She then runs away. Head donwstairs to the first floor of the stairs corridor. On the south end of the circle, you'll find a doorlock panel with glowing lights on it. Use the Guest Keycard here to unlock the doors on the second floor. If you go to the bottom floor, you can find HANDGUN ROUNDS hidden behind the staircase, as well as your broken radio. Don't examine the radio though, because this will trigger the appearance of two zombies. Go back upstairs to the second floor and take one of the doors on the west end of the circle. EAST GUEST ROOM 2 Be very very quiet in this hallway, because there's a lot of sleeping zombies around here. They really don't like being awakened by loud gunshots. So, don't shoot the walking zombies if you don't want to have a crowd of them after you. Note the boxes with the explosive symbols on them in the northwest and southwest corners of the hallway. If you shoot these boxes, they will blow up and kill any zombies nearby. However, this will also make a lot of noise, so only do it once you have a crowd after you. Head for Room 201. ROOM 201 Search the bedroom for a GREEN HERB and HANDGUN ROUNDS. If you look in the bathroom, you'll find a zombie hanging out with the REGULAR REPORT NO.1162 next to him. The report says that this guy probably used to be Morpheus' aid, and that he was secretly spying for Umbrella. I'm guessing Morpheus found out about what he was up to and decided to hang him... Anyway, leave the room. EAST GUEST ROOM 2 Take the northwestern door in this corridor. It's across the hall from Room 202. NORTH GUEST ROOM 2 If you go to pick up the GREEN HERB at the end of the northern corridor wth the window, you will trigger the appearance of two zombies in the east-west hallway. Go to Room 206. ROOM 206 Take the SILENCER HANDGUN on the desk chair in this room. It may have a slow fire rate and a small clip, but it will be very useful in a boss fight later in the game. Search the room and you will find SHOTGUN ROUNDS on a bed, and a GREEN HERB behind the same bed. Go back into the hall. NORTH GUEST ROOM 2 Take the western door that leads into the Lounge. A zombie will fall out from behind the corner before you get there, but you can reach the door before he can stand up. LOUNGE Welcome to your first save room. It's got the usual soothing music, and the same typewriter. But, instead of an item chest, you now get an ammo cabinet. Grab the two GREEN HERBS near the screen doors, and fill up your remaining ammo slots with HANDGUN ROUNDS from the ammo cabinet. Then, take the southern door out of here. SOUTH GUEST ROOM 2 Note that the door to Room 203 is standing open. Shoot the zombie inside the room from the doorway, then go inside. ROOM 203 What you have to do here is collect the ID CARD from the bed. However, note the many corpses in the room. Anyway, pick it up, and the zombies will predictably wake up to attack you. I would run out of the room before they stand up. You'll get surrounded if you stay in here. SOUTH GUEST ROOM 2 However, watch out for more zombies waiting on you in the hallway. I would run from these zombies as well, since you're never coming back to this place again. You need to unlock and go through the door on the east end of the hallway. EAST GUEST ROOM 2 Go into the Spiral Staircase Hall. SPIRAL STAIRCASE HALL Go to the first floor and use your ID Card at the doorlock panel again. You will now be able to use two more doors on this floor to access the 3rd class area, as well as the restaurant and the pool area. Let's go to the restaurant and the pool area first. Take the unlocked door to the west. RESTAURANT HALL Right after you enter, you should see two big silver doors on the right with "KITCHEN" written on them. In here you'll be able to get a bite...literally. KITCHEN There's no food lying about, but you can get HANDGUN ROUNDS near the stove and two GREEN HERBS on the back counter. Go into the freezer, through the northern door. FREEZING ROOM In this room, you'll get an ASSAULT RIFLE and ASSAULT RIFLE ROUNDS. NOTE: If you're playing Normal or Hard you'll get the SHOTGUN and SHOTGUN ROUNDS here instead. However, since there's lots of bodies lying around, you can bet that you're not getting out of this room without a fight. As soon as you grab the weapon and ammo, sprint for the exit. You'll hear all the zombies wake up, but if you keep running you should be able to escape before they can fully stand up. KITCHEN Head back into the hallway. RESTAURANT CORRIDOR You need to head for the Pool Deck. The southern door to the pool area is locked, so take the northern door. On the way there, you'll see a female zombie behind some ropes. You can get some HANDGUN ROUNDS here. Head for the Pool Deck. POOL DECK There are some zombies wandering about, but they're easy to evade since you have a lot of space to work with. Grab the MEDICINAL SPRAY from the southwest corner of the pool, and the SHOTGUN ROUNDS from near the hot tub. Also, get the MAINTENANCE KEY from the panel on the west side of the deck, near the two zombies who look like they're thowing up over the side of the ship or something. After you get the key, the hatch next to the panel will slide open. Taped to the closed hatch you'll find the ADMIN REPORT. According to the report, the handle to open and close the hatch is on the other end of the ship in the Store House. Time for a long walk... Unlock the southern door and go through that door. RESTAURANT CORRIDOR Head for the SPIRAL STAIRCASE HALL. SPIRAL STAIRCASE HALL Do you remember that other door that you unlocked here with the ID CARD? Go to that door now. It's the southeastern door on the first floor. SOUTHWEST THIRD CLASS CORRIDOR There's absolutely nothing to see here, so head for the next hallway. GUEST ROOM 3 There's a couple of zombies in this large hallway. You can hear them, but you can't see them yet though. You might want to camp near the door you came in through and wait for them to come to you. There's another zombie standing near a blocked door as well, but he won't bug you if you don't go near him. Go to Room 302. ROOM 302 Grab the GREEN HERB near one of the beds, and then get the SEMI-AUTO HANDGUN off the bed. When you're on the way out, the zombie that was hanging in the bathroom will drop down to attack. This zombie seems to have higher stamina than the other zombies, so you might want to run out of this room before the zombie can stand up. GUEST ROOM 3 Go to Room 305. ROOM 305 Watch out for the zombie that pops out of the bathroom. Grab the GREEN HERB and the HANDGUN ROUNDS in this room, then leave. GUEST ROOM 3 Head for the northeast door in this hall. NORTHEAST THIRD CLASS CORRIDOR Use the Maintenance Key here to unlock the shutter. This will allow you to access the Stairs Hall. This will also unlock the southeastern door on the first floor of the Stairs Hall as well. STAIRS HALL Go to the southeastern door on the first floor. SOUTH BAR CORRIDOR Enter the Bar Seven Seas. BAR SEVEN SEAS There's quite a few things to pick up in this room. You can get a GREEN HERB on the south end of the bar, as well as the WAITER'S LETTER on the counter. You can also find HANDGUN ROUNDS at the roulette table and the slot machines. Make sure that you note that the door on the east side of the room has a club symbol on the doorknob (oh, jeez, looks like we gotta go on another card suit key hunt...). Go into the North Bar Corridor. NORTH BAR CORRIDOR Take the door to the east. STORAGE CORRIDOR Go into the Store House. STORE HOUSE Collect the FREIGHT CREWMAN'S DIARY from the boxes in the northeast corner of the room. It's mildly funny to read, and it also tells you about something that's been going on in the Presentation Room. You might wanna check that area out once you get there... Anyway, collect the HANDGUN ROUNDS and the HANDLE from the northern shelves, and then the SHOTGUN ROUNDS from the southern shelves. Also, take the GREEN HERB on the floor. On your way out of the room, you'll get a cutscene. STORAGE CORRIDOR Bruce is attacked by something that looks like a fleshy tentacle. It crashes through one of the windows and knocks the wind out of Bruce. You know, I'm wondering why Bruce has a smile on his face after he gets hit hard by that thing... He also drops the Handle during the attack, and Fongling arrives right on cue to steal it from him. Well, anyway, since Bruce is really hurting right now, it's time for you to take over as Fongling. NORTH BAR CORRIDOR While you're walking away, a crowd of zombies will bust down the door to give chase. Enter the Bar Seven Seas before they can get to you. BAR SEVEN SEAS There's another crowd of zombies waiting to get you here. You might want to gun some of them down, since you're coming back to this room again. SOUTH BAR CORRIDOR Go to the Stairs Hall. STAIRS HALL Yet another crowd of zombies is thronging around in here. You must be really popular, since they all want a hug. Anyway, you should run, since the zombies will be gone the next time you come to this room. Head for the door on the northwest corner of the room. NORTHEAST THIRD CLASS CORRIDOR Well, here's the next wave of zombies. If you walk near the door to Room 308, the door will crash open and spill out even more zombies. However, you can get two GREEN HERBS in that room. If you just want to get through here without causing the zombies to crash through the door, go down into the south part of the corridor and stay away from the door. Take the southwestern door in the room to the next hall. SOUTHWEST THIRD CLASS CORRIDOR Thankfully, there aren't any enemies here. Go to the next door. SPIRAL STAIRCASE HALL Make a left turn from the door. Take the door that you see past the card key panel. RESTAURANT CORRIDOR Run down the hall, and go straight at the fork. You'll arrive at the southern entrance door to the Pool Deck. The zombies shouldn't be much trouble. POOL DECK Finally, that annoying music is gone! Walk back to the hatch at the west end of the deck, and use the Handle there. Bruce will then arrive on the scene right after Fongling, depsite the fact that the ship is totally infested with zombies. We then see a badly wounded Morpheus watching the two via the surveillance monitors. Morpheus says that they're not going to destroy his plan before he hits a switch. A shutter opens in the pool area and releases two hunters. Bruce pulls out his dinky little handgun and prepares to do battle. Anyway, don't do what Bruce does in the cutscene. Whip out your Shotgun instead. Don't stay where you are, or you'll be attacked by two hunters at once. You really don't want that to happen. Instead, charge up to one of the hunters and blast it at close range with the Shotgun. When the hunter hops back up again, blast it again to knock it back down. Repeat this till it's dead. Hopefully, the other hunter won't decide to join in. When the first hunter's dead, repeat the same attack plan with the second hunter. After the hunters are dead, Bruce and Fongling climb down the hatch ladder. Morpheus continues to watch on his monitors. He says he will never die as he plunges a syringe into his arm. Electricity surges through his body as the chemical takes effect. UTILITIES ROOM You're now inside another save room. Fill up your empty ammo slots with Handgun Rounds. You might want to save, since you'll be encountering a boss soon. Take the elevator down. BOILER ROOM Go down the catwalk in the middle of the room to find a GREEN HERB. Take one of the doors at the other end of the room. ZOMBIE CORRIDOR You need to spend as little time in this hallway as possible. The reason is because while you're exploring around, zombies tend to come into the hall every so often through the doors. Anyway, if you took the southern door into this hall, you can find a GREEN HERB on the left wall after you pass through the first open doorway. Your goal here is to hit the door at the midway point of the hall to the next room. SHUTTER CORRIDOR There's nothing to see here except for a closed shutter, so head for the lift. SPIRAL STAIRCASE HALL Right now, you're on the bottom floor of the Spiral Staircase Hall. You're in the area that is behind the shutter that you couldn't open before. Head right from the lift. You will find a LOWER DECKS MAP taped to the right wall. Go to the eastern door to the Cargo Room. CARGO ROOM You can't do anything in this room yet, so go to the next door to the east. MONITOR ROOM CORRIDOR The door in front of you is locked, so turn right. You'll find HANDGUN ROUNDS on a stack of pallets on the right side of the hall. PRESENTATION ROOM I had a bad feeling after I walked into this room. They've got a bunch of big, iced-over tubes in the glass room next door. In Resident Evil, tubes = monsters, monsters = trouble. Anyway, if you examine the panel on the western wall next to the dead-end staircase, you can press the switch. Nothing will happen though. Grab the GREEN HERB in the northeast corner of the sitting area. Walk through the airlock door into the room where the monsters are presented. If you go to the north side of the glass room, you'll find RESEARCH REPORT #220329 on a stand. Make sure you pay attention to the part in the report about specimen T-091 having the severe weakness of having an important organ exposed. The bits about the "tG" virus and the new Elite hunters are also interesting to read, but not important. Grab the CROWBAR on the floor nearby and head for the exit. Unfortunately, the lights in the room go out before Bruce can get far. He hides near the airlock door as a creature walks into the room with elictricity crackling around it. The creature then opens the airlock door and meets Bruce face to face. It's a female Tyrant! It slaps Bruce aside into the room, then runs over to choke him. Suddenly, the Tyrant actually speaks! It says that Bruce is nothing but a scared, little rat with an ugly, useless gun. Bruce chokes out "Morpheus?!" before he shoots him in the head. Morpheus is unharmed, and again says that the gun is useless. ========================================================================== BOSS FIGHT 1 - MORPHEUS This is actually more of a chase than a fight. You can't hurt Morpheus with any weapons that you have right now, so you should just run away. Sprint for the airlock door and get back into the Monitor Room Corridor. MONITOR ROOM CORRIDOR Run for the door to the Cargo Room. Get there quick before Morpheus can block the door and force you to run around him. CARGO ROOM What you need to do in this room is use the Crowbar to open all the crates marked "SHIP CREW" until you find one with the CREWMAN'S KEYCARD. There are also two other crates with HERBAL MEDICINE in them, if you want more healing supplies. The rest are all empty. What's in the crates is randomized each game, so you'll have to keep busting them open and hope you find the right one. Open up the crates along only one wall at a time, so you don't have to run very far to get to the next crate. Remember that Morpheus can inflict some serious pain on you while you're searching for the key, so you need to move quickly. Once you get the Crewman's Keycard (and the Herbal Medicine if you want it), go into the Spiral Staircase Hall. SPIRAL STAIRCASE HALL Run left from the door, and use the Crewman's Keycard to unlock the door with the keycard lock next to it. ========================================================================== SHIP CREW ROOM Bruce sprints down the corridor with Morpehus in hot pursuit. Meanwhile, in a small room at the other end of the hall, Fongling is trying to get a heavy door open. Bruce jumps into the room with Fongling and quickly slams the door closed behind him to shut Morpheus out. He tells her he'll explain later, and orders her to unlock the heavy door from the inside. She crawls through a ventilation hole into the next room, while Bruce struggles to hold the other door closed. ENGINE ROOM Check the terminal to your left. This is the terminal that you need to use to unlock the door. Unfortunately, you can't operate the terminal until power is restored to it. The power console is downstairs, but unfortunately there are hunters down there. What I would do is sprint downstairs, hit the console in the northwest corner of the room, and then quickly get back upstairs before the hunters can inflict too much damage. If you've got time, search the corpses downstairs to find HANDGUN ROUNDS and ASSAULT RIFLE ROUNDS. Once you're back upstairs, operate the panel to unlock the door. Go to the door. Fongling will open the door, and Bruce will quickly dive into the Engine Room. Morpheus tries to follow, but the two slam the next door in his face before he can make it. Fongling calls Bruce a "don-gua", and they realize that Morpheus is gone. After Fongling opens the door, Bruce asks what "don-gua" means. She says it means he's "cool," before she runs off again. SHIP CREW ROOM Now that the psycho Morpheus is gone, you can get around to seriously exploring this area. Go to Room 003 first. ROOM 003 Grab the SHOTGUN ROUNDS on the pile of boxes near the left row of lockers, then leave before the zombie can get to you. SHIP CREW ROOM Go to Room 006. ROOM 006 Blow away the zombie that lurches towards you, then grab the two GREEN HERBS near the window. Leave afterwards. SHIP CREW ROOM Go over to Room 008. You may note the door is wide open. Be warned that when you go inside the room you'll trigger the flow of zombies into the corridor. ROOM 008 Grab the SHOTGUN ROUNDS on the desk, and then head out into the hallway. SHIP CREW ROOM Sprint past the new zombies. Head for the southern exit from the crew lodgings area. SPIRAL STAIRCASE ROOM Take the eastern door. CARGO ROOM Cross through the room to the next door, but watch out for the new hunter. MONITOR ROOM CORRIDOR Because you unlocked the door to the Monitor Room before, you can go in there now. MONITOR ROOM Get the MEDICINAL SPRAY off the chair, and the RECREATION ROOM KEY off the desk. Also, you might want to check out the RESTRUCTURING NOTICE at the place where Morpheus was watching you on the cameras. Fill up your empty ammo slots with Handgun Rounds. You also might want to save your game right now. Leave after you're done in this room. MONITOR ROOM CORRIDOR Go into the Presentation Room. PRESENTATION ROOM Operate the panel on the western wall to open a trap door at the top of the dead end staircase. Go up the now un-deadended stairs (yeah, I know that's not a real word). STAIRS HALL Well, so THAT was the secret passage to the Presentation Room. I wonder how this passageway stayed secret since it was in such a public room in the ship. Anyway, walk through the southeastern door on this floor. SOUTH BAR CORRIDOR Walk into Bar Seven Seas. BAR SEVEN SEAS Make a beeline for the eastern door with the club symbol on it. Use the Recreation Room Key here to unlock the door. STAIRS ROOM A Go upstairs. A zombie will confront you up here. If you want a GREEN HERB, there's one in the northeast corner of the room. Go through the door with the glass window on it. CAPTAIN'S CORRIDOR Blow away any zombies that get in your path. Take the door you see on the left side of the hall. CAPTAIN'S ROOM In the southwest corner of the room, you can find two boxes of SHOTGUN ROUNDS on a table. When you've gotten those, pick up the SHIP'S LOG on the desk. The captain will mention that his ship seems to be getting infested with the zombies, and that he's got a Magnum pistol close by. Man, I'd love to have that gun... (hint hint, wink wink, nudge nudge). You'll trigger the Cap'n's appearance after you stop reading the log. He'll burst out of his bedroom. I suggest you only knock down ol' Cap'n rather than try to kill him. He's the strongest zombie in the game. However, if you DO manage to kill him, he'll drop some very valuable MAGNUM ROUNDS. We'll get onto killing him in a moment. For now, knock him down before he decides to do some crunchitizing on your neck. Go into his bedroom. Swipe the MAGNUM off the bed, and use it to put down the captain for his Magnum Rounds. You can also find an additional box of MAGNUM ROUNDS in the bedroom, as well as a GREEN HERB. Go back into the main room, and head into the Bathroom if you like. In here, you'll find a female zombie. I wonder what she and the captain were up to before the end... Anyway, you can also find a GREEN HERB on the floor. Leave the room after you're done here. CAPTAIN'S ROOM Take the door on the west wall. STAIRS ROOM B Go upstairs. On the landing, you will find SHOTGUN ROUNDS and a GREEN HERB. Take the door to the Bridge. Before you walk through the door though, alarms start blaring throughout the ship. BRIDGE Fongling is here in this room. Bruce asks her what's going on. It seems that the ship is headed straight for a crash course with an island. Unfortunately, she's stuck in autopilot as well. To make matters worse, zombies pick this moment to bust into the room. Bruce yells at Fongling to make a run for it while he battles the zombies. After Fongling takes off, you'll find yourself up against four zombies, with a time limit to escape the ship. Here's a chart to show you how much time you'll have for each difficulty level: EASY - 7 minutes NORMAL - 5 minutes HARD - 2 minutes and 15 seconds There's two boxes of SHOTGUN ROUNDS on the right table, but you need to lure the zombies away from it or kill them before you can pick it up. After you're done fighting, leave via the door Fongling used to get out. HELIPORT Fongling is under attack by the monster that slapped you back when you picked up the Handle. Bruce orders Fongling to chase after Morpheus while he fights with the monster. He yells at the monster that it's payback time. ========================================================================== BOSS FIGHT 2 - T-091 aka RUBBER TYRANT This will probably be the most difficult fight you have had so far. The Rubber Tyrant has some fantastic speed and agility for how awkwardly it walks. If you get near the Rubber Tyrant, he will slap at you. If you are far away from the Tyrant, he will jump at you or do a dashing attack to get to you quickly. He is also very impervious to bullets. Despite that, you have to kill this guy quickly before your time limit runs out (especially if you're playing Hard mode). While you COULD just shoot at the Tyrant's head and the upper body, there's a much faster way to kill him. Note the large, beating heart on his back. That's the weak point the report in the Presentation Room mentioned. Unfortunately, the Tyrant keeps turning around to face you, so that you can't get a good shot at the heart a lot of the time. There is a good time to take a shot at the heart though. After the Tyrant uses one of its attacks, it tends to stand in place for a short time without moving. This is the prime time to take a shot at the heart. Stand in front of the Tyrant to get it to wind up one of its attacks. While it's preparing to make it's move, quickly get out of the way. The Tyrant will go right past you, and then when he stops he'll have his back facing you. Quickturn and start shooting at the heart while it's back is turned. You'll know if you're hitting it, since a lot of blood will spurt out when you shoot it. If you hammer the Tyrant's heart enough, he might even fall to the ground in pain. This is a prime time to get in a bunch of free hits on the heart, so don't waste that opportunity. A preferable weapon for shooting the heart would be the Shotgun. You have to be able to hit the heart quickly before Tyrant can turn around, so you likely won't have time to aim properly. The Shotgun will ensure that you have a much better chance of hitting the heart, since its pellets cover a wide area. If you're playing on Easy, the Assault Rifle makes an excellent substitute. ========================================================================== After the Rubber Tyrant is dead, Bruce climbs to the top of the ship. He leaps off the ship and into the water before it crashes into the island. After escaping the ship's explosion, he climbs up a sea cliff and onto solid ground. He wanders through what looks like an abandoned industrial area for a while, and then he notices electricity surging around a fence near a water tower. Is it the T-1000? Nope, it's probably just Morpheus. Bruce leaps down into the pit behind the fence. ------------------------------------------------------------------------ ___ __ __ ___ ___ __ |__| |__| |__| | | | | | | | | | | \ | | |/\| |__| T H E L A B Y R I N T H ------------------------------------------------------------------------ PIT Walk through the door in front of you. SEWER PASSAGE A Grab the GROUNDWATER WAYS B1 MAP off the wall to your left, then go through the door on your right. SEWER SAVE ROOM Collect the two GREEN HERBS in this room, as well as the OPERATOR'S NOTEBOOK and the BIOLOGICAL REPORT 1. Those files will give you some background information on what happened here, as well as what to expect while you're here. The Biological Report 1 says there is a breed of monster running through the sewage areas called the Torpedo Kid, so be sure to watch out for them when you get to wading through the water later. Load up on ammo, and head out of the room. SEWER PASSAGE A This part of the game is what I like to call the Labyrinth, since most of the time you're running around in a maze-like area with a lot of similar-looking corridors. In this part, you usually need to follow your map to the lift that's marked on your map to reach the next area. You may notice a lot of other doors on your map leading off into corridors that vanish on your map after a distance. You can pretty much ignore all of the doors leading to these vanishing passageways, since they're almost all locked (except for one). I'll give you the right directions through the passageways. Anyway, head east down the hall. The door to the south is blocked by a cave-in, but you can get a GRENADE LAUNCHER and SHOTGUN ROUNDS there though. Go through the door to the north after you're done here. WATERWAY A It's lucky for you that all the corpses in the water aren't moving, and the torpedo kids won't be attacking you yet. Head north, and then turn to the east when you find an open passageway. Walk up the stairs at the end of the corridor, and collect the ASSAULT RIFLE ROUNDS. Go through the door nearby. SEWER PASSAGE B The door in front of you leads back to the waterway you were just in, but it's a bad idea to go that way. When you start heading east down the waterway, you'll encounter one of the mothers of the torpedo kids. She'll continually spit them out at you down the waterway. This will really hurt a lot, because the kids are hard to dodge and/or shoot. So, instead of going that way, go north, and then turn west down this hall. Evade or kill the zombies you see, and get to the door at the end of the hall. WATERWAY B Wait for the torpedo kids in the water to vanish before you step in there yourself. Head south down the waterway. You should see the torpedo kid mother I mentioned just a moment ago. She could either be down under the water, or out of it while spitting torpedo kids. Fortunately, she's facing the wrong way, and will thus be spitting out torpedo kids in the wrong direction. You can shoot her to kill her if you want to, but it's not necessary. Just take the stairs near where she is, and go through the door you see there. SEWER PASSAGE C Run down the hall while evading or killing the zombies. These zombies tend to run after you, so watch out. Take the door at the end of the corridor. WATERWAY C Collect the GRENADE LAUNCHER ROUNDS nearby and get out your Magnum. You'll need to run east down the waterway, but a torpedo kid mother is at the end of the passageway and is spitting out torpedo kids all over the place. Try to shoot the mother from a distance with your Magnum, so she won't bother you while you're going down the passageway. Also, you could try scraping along the right side of the waterway and making a mad dash for the stairs on the right to the next area. That approach will likely cost you some health though. Just get to the stairs and onto the lift any way you can. RADIO ROOM Collect the GREEN HERB in this room, and then activate the radio to contact your superior. He says that the t-virus missiles are now aimed at major U.S. cities. The Chinese have given into Morpheus' demands, so they're no longer in this with the U.S. Bruce says that that would make Fongling's presence unnecessary. SEWER PASSAGE D Meanwhile, Fongling has run into a very large and fat creature. She aims her gun at it, but it doesn't seem to see her and walks away down the passage. After the cutscene, go into the alcove on the right side of the hall to find a GREEN HERB, ASSAULT RIFLE ROUNDS, and the GROUNDWATER WAYS B2 map. Go east down the passageway and head through the door. WATERWAY D The control room on your map to the north is locked up, so go south instead. Turn to the east when you come to a passageway heading east. Shoot the active zombies in here, and walk up the stairs here. Collect the SECTOR ADMIN KEY from the corpse you find near the electronically-locked door. Run back down the passageway and head to the Control Room to the north. Use the Sector Admin Key there to open the door. CONTROL ROOM Collect the ASSAULT RIFLE ROUNDS in here, and then operate the panel on the south wall to unlock the electronically-locked door you saw earlier. WATERWAY D Retrace your steps back to the platform in the eastern passageway, but watch out for the new zombies. Go through the door on the platform. SEWER PASSAGE E Run down the hall to the door at the other end. WATERWAY E Collect the HANDGUN ROUNDS near the stairs, then step into the water. You need to run north all the way down the waterway to reach the lift at the end. Many zombies will attack you, but you can run away if you need to. However, you might want to check out the platform on the right side of the waterway, because it has a MEDICINAL SPRAY. Every other area of this place is itemless, so bypass them all while you run for the lift. HELIPORT CORRIDOR Run down the hall and take the door at the end. HELIPORT When Fongling steps out into the middle of the heliport, a series of red lasers appear from the sky, and they all focus on Fongling's head... Suddenly, Bruce appears and shoves Fongling out of the way of the red beams. An explosion leaves a crater in the place where she was just standing a second ago. It turns out the lasers are coming from a Chinese satellite high up in orbit. The two of them take cover in a nearby office. The lasers focus on the roof of the office, and cause the structure to shake. Suddenly, Bruce pulls out his pocket knife and advances on Fongling. He cuts away the skin around the tattoo on her arm, and finds a microchip. He tears it out and crushes it beneath his boot. The satellite in orbit deactivates once the chip is destroyed. Bruce says her government seems to be awfully interested in where she is. He says that spies are expendable. Fongling says she'll continue her mission, because Morpheus still will probably launch the
missiles even though her government met their demands.  She says thanks to
Bruce for saving her.  Meanwhile, Bruce heads downstairs into the cargo
passageways.

FREIGHT PASSAGEWAY A
You have to do the same thing here you did in the sewers.  Navigate through the
passageways with the help of your map to get to the lift in the area, which
will take you down to the next floor.  Again, if the door you're going to leads
to a vanishing passageway on the map, ignore it because it's going to be
locked.  Also, if you see a door that doesn't have a lit doorlock sign, it
won't open.  Anyway, go through the door on the right.

FREIGHT PASSAGEWAYS SAVE ROOM
Collect the GRENADE LAUNCHER ROUNDS on the floor, the MEDICINAL SPRAY on the
table, the FREIGHT PASSAGE MAP on the wall, and the BIOLOGICAL REPORT 2 on the
table.  Read the report to learn about the Glimmer creatures inhabiting this
area.  You'll also find the EXPERIMENT ALPHA LOG after you're done reading that
file, which describes a creature that was being worked on here.  Make sure you
note the bit about the creature having no vision, but a very good sense of
hearing.  Make sure that you have some room in your ammo inventory for Handgun
Rounds, because you'll need them later.  Also, you may wanna save your game
now.  Leave the room afterwards.

FREIGHT PASSAGEWAY A
Head east down the passageway, and then turn south when you can.  At the end of
this passageway, turn east again and go through that door.  Watch out for the
zombies though.

FREIGHT PASSAGEWAY B
While bewaring zombies, walk east down the passageway, and then turn north into
the northern corridor.  Take the door at the end of the hall.

FREIGHT PASSAGEWAY C
This room contains the first encounter with the glimmers that were mentioned in
the Biological Report 2.  They may be scary with the way they can suddenly zip
out of the dark and then cover you with poison, but there's an easy way to kill
them.  They are scared of you, so they'll usually back off if you walk near
them.  So, you can herd them into a corner by walking towards them, and then
shoot them to death while they're trapped there.  Anyway, when you're done
here, take the lift to the east down.

FREIGHT PASSAGEWAY D
If you look at your map of this area, you may notice there are two lifts
instead of one on the east side of the area.  The one you need to go to first
is the south one, so make your way there while you're on this floor.

Anyway, there are more glimmers down here.  Run west down the corridor, then
make a turn to the south when you can.  There's an explosive can near the exit
door you can use to blow up a glimmer if they get near it.  Anyway, hit the
exit out of here.

FREIGHT PASSAGEWAY E
In this room, you'll run into zombies on fire.  Not only can they damage you by
biting you, their flames can also hurt you if you get close to them.  So, keep
your distance from these zombies if you can.  Anyway, the passageway to the
south is on fire, so obviously you need to take the east door.  Collect the
GREEN HERB near the door on the way out.

FREIGHT PASSAGEWAY F
The elevator you want is to the south, so head in that direction.  Watch out
for the zombies, and activate the lift when you get to it.

FREIGHT PASSAGEWAY G
Go to the corpse near the locked gate.  Grab the ELEVATOR KEYCARD sparkling
next to it.  Then look on the other side of the corpse to find MAGNUM ROUNDS. 
Once that is done, search the corpse itself for TRANSPORT ORDERS.  Take the
elevator up afterwards.

FREIGHT PASSAGEWAY F
Take the door at the northern end of the passageway.

FREIGHT PASSAGEWAY H
Run north, and then turn to the east when you get the opportunity.  Head north
again towards the elevator when you reach the end of the east-west hallway.

FREIGHT PASSAGEWAY I
Go through the door at the south end of the hall (like you've got anywhere else
to go...).

FREIGHT PASSAGEWAY J
If you are in need of some ammo, go through the western door in this hallway
into Freight Passageway G.

FREIGHT PASSAGEWAY G
You'll encounter some zombies, but you'll also find two boxes of SHOTGUN ROUNDS
near the other side of the locked gate where you got the Elevator Keycard
earlier.

FREIGHT PASSAGEWAY J
Check the southern end of the passageway for a MEDICINAL SPRAY.  Go through the
door on the east side of the hall.

FREIGHT PASSAGEWAY K
If you're desperate for health, grab the GREEN HERB at the east end of the
passageway.  Get to the door leading to the Elevator Room.

ELEVATOR ROOM
Before you go activate the elevator, make sure you've got some Handgun Rounds. 
You will need them in a bit.  If you don't have any right now, search around
this room's boxes to find them.  Anyway, use your Elevator Keycard on the
elevator at the south end of the room.  In a Resident Evil 2-esque way, you'll
get attacked by the fat monster Fongling saw earlier, and you'll have to kill
it before you can get on the elevator.

==========================================================================
BOSS FIGHT 3 - ALPHA aka PLUTO aka FAT TYRANT

Pluto's attacks consist of charging towards you and whacking you with his
fists, and also doing a tackle attack where he drops to the floor.  However, he
can only use these attacks if he can hear you.  Pluto has high stamina, so
unless you shoot for his head (which is his weakspot), it will take a lot of
ammo to kill him.  You'll see a lot of blood spurt out whenever you hit it.

If you want to defeat this monster, you need to remember what you read in the
Experiment Alpha Log.  He has no eyesight, but his hearing is very good.  If
you make some noise, he will be able to easily find and attack you.  To prevent
him from hearing you, walk slowly with the Sneak Move (A or B button on the
Guncon2).  Even if you're using the Sneak Move, Pluto can still hear you if you
are walking close to him.  Thus, you should try hard to keep your distance from
Pluto, or he will definitely hear you.

If you are unlucky enough to get detected by Pluto, there is a way to get him
to lose track of you again.  You'll likely have to get hurt some to use that
method though.  Notice how Pluto sometimes does a tackling attack where he
tries to crush you as he falls to the ground.  He loses track of where you are
whenever he uses that move.  So, after he tries for a tackle, walk slowly away
and he won't be able to find you again.

Also, mainly use the Silencer Handgun to attack him.  Since it's silenced,
Pluto won't be able to hear your shots.  Make sure you aim for the head area as
well, since you'll do hardly any damage when you hit him elsewhere.

From what I've heard on the Dead Aim messageboard at GameFAQs, it is possible
to use another weapon without being detected by Pluto.  However, if you do want
to use something else though apart from the Silencer Handgun, you'll have to be
far more careful.  First of all, get far away from Pluto.  If you fire any
weapon apart from the Silencer Handgun at close range, he will detect you. 
Once you're far away, watch for when Pluto starts moving his head from side to
side.  This is the cue that he's listening for where you're hiding.  If you
fire a shot during this time, you will be detected (unless you're using the
Silencer Handgun of course).  After you've ensured Pluto isn't listening for
you, fire just ONE shot at him.  Immediately after you fire the shot Pluto will
start listening for you again, and you don't want him to detect you when you
fire the second shot.

When you've inflicted a lot of damage, you may notice Pluto's brain flopping
out from its head.  This means that Pluto has now lost his sense of hearing,
and his attack power, so he's totally harmless now.  Also, when the brain flops
out, he'll start losing health until he dies on his own, or until you kill him.
 You can finish him with any weapon you want now, or you can simply wait for
Pluto to die on his own.  Note that Pluto's brain won't flop around when you're
playing Easy.  His low health in Easy Mode makes up for that though.
==========================================================================

After Pluto is dead, Bruce will board the elevator, and he'll see Morpheus'
underwater missile base on the ocean floor through a window in the elevator
shaft.  Fongling then appears, and they take the elevator down.  However,
Morpheus jumps on top of their elevator and cuts the cables.  Luckily, Bruce
hits the emergency break before they crash to the bottom of the shaft.  Bruce
then forces open the elevator doors, and Fongling manages to escape into a
hallway.  Bruce isn't so lucky though, and goes down the rest of the way with
the elevator.

------------------------------------------------------------------------
               ___   __   __  ___   ___       __   __  __
               |__| |__| |__|  |     |  |__| |__| |__ |__
               |    |  | |  \  |     |  |  | |  \ |__ |__

               T H E  B E N T H I C  L A B O R A T O R Y

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

NOTE: "Benthic" means "at the bottom of a lake or sea" for those of you who
don't know.

LEVEL 3 CORRIDOR
Things aren't all bad right now though.  There's a save room through the door
you can see on the right side of the hall.  Go in there, because you probably
want to save after the fight with Pluto.

LAB SAVE ROOM
Fill up your inventory with HANDGUN ROUNDS.  Also, save your game if you want
to.  Leave the room afterwards.

LEVEL 3 CORRIDOR
As you go down the hall, you'll notice all the zombie corpses on the floor. 
Thankfully though, none of them are moving.  Unfortunately, there are no items
here and all the doors in the area are locked.  However, note the open drawer
on the left side of the hallway.  Jump down the shaft there to reach the next
area.

WASTE CORRIDOR
The elevator in here has no power, and one of the doors is locked by a chain,
so take the one door that's not unlocked.

POWER SUPPLY ROOM
Go to the glowing monitor on the other side of the room, and use the terminal
there to get the main power going in the lab again.  A zombie will wake up once
the power is on, but you can easily be out the door before he can get to you.

WASTE CORRIDOR
The elevator in this hallway is now working, so take it up.

MORPHEUS'S OFFICE CORRIDOR
Go down the hall to the door at the other end.

MORPHEUS'S OFFICE
Cool office, don't you think?  Anyway, Fongling sees on the monitors that the
missiles are ready to be fired.  She's then attacked by Morpheus from behind. 
Meanwhile, Bruce wakes up from his nasty fall down the elevator shaft, and
stumbles out of the car and into the corridor.

LEVEL 1 CORRIDOR
Meanwhile, Bruce wakes up from his nasty fall down the elevator shaft, and
stumbles out of the car and into the corridor.  After the cutscene, run down
the hall, but watch out for the hunter lurking in this area.  One Magnum bullet
will put him down easily enough though.  When you get out of the industrial
corridor and into the tiled corridor, make a left turn.  You should see two
GREEN HERBS next to a door.  Take them, and then go through that door.

LAB STORAGE ROOM
Put down the three zombies in this room, and then raid the room for supplies. 
Get the ARCHITECT'S MEMO and the BENTHIC LABORATORY MAP in the first aisle from
the entrance to this room.  Next, grab the SHOTGUN ROUNDS on the boxes out of
the aisles, the HANDGUN ROUNDS in the second aisle, and finally the HANDGUN
ROUNDS and the POD BAY KEYCARD in the last aisle.  Leave the room afterwards.

LEVEL 1 CORRIDOR
Note the door locked with a voice recognition device, as well as the door
locked with a chain and a padlock.  You may realize that the padlock door is
the same one you were standing on the other side of as Fongling.  Anyway, you
can't open either of the doors right now, so take the elevator up to the third
floor.

LEVEL 3 CORRIDOR
The zombies that were snoozing peacefully when you came through here as
Fongling are now wide awake and want some breakfast.  Put them all down.  The
reason is because some of them will drop some valuable items, like MAGNUM
ROUNDS.  You can also use the explosive cans in the hallway to help.  Once
you're finished with all of them, go to the Pod Landing Place to the north. 
Use the Pod Bay Keycard to enter that area.

POD LANDING PLACE
Get the MEDICINAL SPRAY from the boxes nearby, and then check the desk to find
a DIGITAL RECORDER.  Leave the room afterwards.

LEVEL 3 CORRIDOR
Take the elevator down to the second floor.

LEVEL 2 CORRIDOR
Head for the southern alcove on your map, and go into that room.

ROOM 2B-01
Check the chair to find ORDERS FROM MORPHEUS.  Note the part about how
Morpheus' voice is used on the voice recognition panel to open the door to the
Research Area, and how he has sent an email containing a sample of his voice. 
Naturally, you will need to find where you can access this email and use the
voice sample to open the voice recogntion lock on the first floor.  Leave the
room after collecting the file.

LEVEL 2 CORRIDOR
Go to the alcove at the northern end of the hall.  Head into Room 2D-02 first.

ROOM 2D-02
Grab the SHOTGUN ROUNDS near the table, and then check the blue folder on the
table to find RESEARCH REPORT #220120, and read about the Halberd.  Leave the
room afterwards.

LEVEL 2 CORRIDOR
Go to Room 2D-01 next door.

ROOM 2D-01
Shoot the zombie that stumbles out of the bathroom if you want to.  Go to the
computer and check the e-mail.  You'll find the voice e-mail from Morpheus. 
Record Morpheus saying "Because thou hast obeyed my voice..." on your Digital
Recorder, and then leave the room.

LEVEL 2 CORRIDOR
This corridor is now crawling with hunters, thanks to the fact that monsters
ALWAYS appear whenever you do something right in a survival horror game. 
Anyway, either run away from them or put them down with the Magnum.  You need
to get to the elevator and take it down to the first floor.  However, if you
want some easy ammo, go to the southern alcove where the lone residence room
is.  Shoot the zombies there, and they will drop some valuable ammo for you,
like Magnum Rounds.  Take the elevator when you're done in this area, and head
for the first floor.

LEVEL 1 CORRIDOR
Play back your recording of Morpheus' voice on your Digital Recorder to the
voice recognition device.  This will unlock the door next to it.  Go through
that door.

ENVIRONMENT SUIT ROOM
If you're playing Normal or Hard Mode, you'll find the ASSAULT RIFLE inside the
open locker nearby.  If you're just playing Easy Mode, you should already have
the Assault Rifle and you won't find anything in the locker.  Start heading for
the door to the next room, and you'll get jumped by a zombie in an
environmental suit!  I would just run away from him, since it's hard to get a
good headshot with that helmet in the way.

AIR CLEANING ROOM
Run to the east end of the room, and take either door you see.

LEFT/RIGHT AIR CLEANING HALL
Both passageways are exactly the same.  A zombie will appear and he'll get up
to attack you.  However, you can easily get out the next door before he can get
to you.

BEE CORRIDOR
You will be attacked by bees here, but if you keep running they won't be able
to hit you.  Take the doors that lead to the Plant on your map.

PLANT
Since this place is so big, you can naturally expect a boss battle to take
place here.  As you head for the door to the Laboratory, the door slams shut
and the Halbred you read about earlier appears.  Yup, we got out boss battle...

==========================================================================
BOSS FIGHT 4 - HALBRED

Basically, the Halbred will sit still in the middle of the floor while she
spawns bees to attack you.  If you go up to her, she will crawl backwards. 
That's just about all of her moves.

Anyway, this battle requires little to no strategy.  Simply pull out the
Grenade Launcher and hammer on the Halbred until she dies.  The bees will sting
you while you're doing this, but they'll probably get blown up in the
explosions anyway.  You shouldn't get hurt that much by them if you kill their
mother quickly enough.  You can use basically any weapon on the Halbred, but
the Grenade Launcher is the best because of its ability to hit more than one
enemy at the same time.
==========================================================================

Once the fight is over and the door out of here is unlocked, collect the
ASSAULT RIFLE ROUNDS near the south door, and the HANDGUN ROUNDS in the
northeast corner of the room.  Go through the southern door afterwards.

LABORATORY
There are some zombies in this room, but fortunately they're locked up inside a
glass room of some kind.  Go to the desk next to the glass room to find the
CHARGED PARTICLE RIFLE USER'S MANUAL.  It says the Charged Particle Rifle is
designed to destroy t-virus monsters, but the researchers are also confident it
can damage monsters infected with the tG virus as well.  That sounds like the
perfect thing to use on Morpheus...

Anyway, get the C.P. RIFLE from the northeast corner of the room.  The zombies
will break out of their little room after you pick it up, but your new gun will
mow them down like blades of grass.  You should stick with the C.P. Rifle for
this part of the game, since it's ridiculously powerful, and because it will
have infinite ammo for this time.

Search the room the zombies used to be trapped in to find the BACKYARD KEY. 
Leave the room through the door to the right of this room after you're done
here.

BEE CORRIDOR
Run back to one of the corridors leading to the Air Cleaning Room.

LEFT/RIGHT AIR CLEANING HALL
Either kill or run away from the zombie, then get to the next door.

AIR CLEANING ROOM
Go to the western door.

ENVIRONMENT SUIT ROOM
Go to the next door.

LEVEL 1 CORRIDOR
Head for the door that's locked with the padlock, and use the Backyard Key
there to open it up.  Go through the door.

WASTE CORRIDOR
Go up in the elevator exactly like Fongling did before.

MORPHEUS'S OFFICE CORRIDOR
Go down the hall into Morpheus' Office.

MORPHEUS'S OFFICE
Take MORPHEUS'S JOURNAL from his desk chair.  Man, he's really dead set on
founding that kingdom, isn't he?  Anyway, move the chair to reveal a switch,
and press the switch to reveal a hidden elevator behind the desk.

Bruce then looks at the monitors and sees Morpheus with an unconscious Fongling
nearby.  Morpheus says some people just won't let go, right before he laughs
and destroys the security camera.  Bruce says she'll get Fongling out of there.
 Anyway, take the new elevator down.

FINAL SAVE ROOM
This room is overflowing with items, to help prepare you for your upcoming
fights.  You'll get a MEDICINAL SPRAY, a GREEN HERB, ASSAULT RIFLE ROUNDS,
SHOTGUN ROUNDS, GRENADE LAUNCHER ROUNDS, and MAGNUM ROUNDS.  There's also the
standard Handgun Rounds cabinet and the typewriter.  Take everything that you
can carry, and then save your game.  The next room can be pretty tough.  When
you're ready, step through that next door.

COLUMNS ROOM
Bruce will walk around in the room some, and then he'll spot the unconscious
Fongling.  He starts to walk towards her, but he's interrupted by Morpheus'
voice.  Morpheus criticizes Bruce for putting his mission on hold to save a
woman, and also says it's going to be a very costly mistake for him.  Bruce
tells Morpheus to keep dreaming.

==========================================================================
BOSS FIGHT 5 - MORPHEUS: THE REMATCH

These are Morpheus' attacks.  He can slice you and knock you down with his claw
when he gets close.  He will also rush at you for a charging attack, and he can
also do a backflip and *then* do the charging attack.  He will also try to
sidestep your shots as well when you fire at him.  He can also shoot lightning
bolts.  Lastly, his ultimate attack consists of charging up electricity inside
his body for a short time, and then unleashing it all into one big blast when
he's finished charging up.

Morpheus is very agile and his attacks hit hard, but he does have a big
weakness.  He can't attack you unless you're in his full view.  To keep him
from getting you in his sights, stand at the edges of the columns and fire
around them to hit Morpheus.  You can also fire between the pipes on the
columns for more hits.  Keep moving around so that you don't get in Morpheus'
full view.

If Morpheus should ever catch you with one of his blows and knock you down,
count on him to be cheap by repeatedly knocking you down as you keep trying to
stand up.  To break free of his cheap attacks, use the dodge move before he can
hit you, and then run for cover after a successful dodge.
==========================================================================

After Morpheus is down for the count, Bruce will go over to the unconscious
Fongling.  He'll wake her up, but then she'll say that he should have focused
on disarming the missiles first.  Bruce says a "don-gua" should never abandon a
woman.  Later, they're looking at a map plan of the route to the silos, but
Bruce says it's too complicated.  Fongling says she'll stay at the monitor and
guide Bruce to the silo via the PA system.  As Bruce runs to the silo though,
Morpheus' body twitches and he starts mutating.

BRIDGE A
Run to the door at the other end of the bridge.  As you reach the door,
Fongling will warn you that Morpheus is chasing you.  As you try to open the
door, Morpheus will appear, but Bruce will automatically run through the door
to escape...for now at least...

MAZE CORRIDOR A
Fongling will tell you over the PA to hurry.  You need to follow her directions
through these corridors to reach the silo.  You will come to a dead end if you
go the wrong way, and more zombies will appear in the corridor as you're on
your way back out of the dead end.  However, the dead ends usually contain
items.

Anyway, grab the GREEN HERB in front of you and go straight down the hall.  Run
down the hall, and turn right like Fongling tells you to (left leads to HANDGUN
ROUNDS).  At the next fork go left (straight ahead leads to a MEDICINAL SPRAY).
 Run down the next hall while collecting HANDGUN ROUNDS.  Turn right at the
next fork (left leads to HANDGUN ROUNDS).  Hit the door to the next room.

BRIDGE B
When you reach the door at the other end of the bridge, Fongling says it's
locked.  She says she can open it though if you give her some times.  Meanwhile
though, you need to fight off Morpheus.

==========================================================================
BOSS FIGHT 6 - MORPHEUS THE BLOB

Morpheus will continually try to come down the bridge towards you.  You will be
crushed and killed instantly if he reaches you.  To drive him back, you need to
shoot his red head repeatedly.  It keeps appearing and disappearing all over
his body, so your aim needs to be quick and accurate.  The Assault Rifle and
Magnum work well here.  I prefer the Assault Rifle, since you don't need to
waste time aiming carefully like you have to with the Magnum.  The Magnum has
more raw power though.
==========================================================================

After you've shot up Morpheus enough, Fongling will successfully unlock the
door.  Go through the door before Morpheus catches up to you.

MAZE CORRIDOR B
Run down the hall and turn right (left leads to HANDGUN ROUNDS).  Run down the
hall and turn right again (left once again leads to HANDGUN ROUNDS).  As you
head down this hall, Fongling will tell you that you're almost to the silo, and
that she'll meet up with you there.  Make a left turn at the next corner
(straight leads you to MAGNUM ROUNDS, ASSAULT RIFLE ROUNDS, and a MEDICINAL
SPRAY).  Go through the door.

BRIDGE C
Run for the door at the end of the bridge.  It's locked, unfortunately, and
Morpheus is back for more.  How does he keep squeezing through those little
halls?!

==========================================================================
BOSS FIGHT 7 - MORPHEUS THE BLOB: THE REMATCH

This fight is more or less exactly like the first fight with Morpheus' blob
form.  The only differences are that there's new background music, and Morpheus
will start charging towards you faster when he's about to die.  Just read what
I wrote for the first fight with his blob form.
==========================================================================

After you damage Morpheus enough, the final FMV will start.  Bruce will yell
"Sorry, but my dance car is full!" (whatever that means), and he'll fire the
final shot which makes a big hole in Morpheus' head.  Strange how all your
other shots from your bigger guns didn't make any holes...  Anyway, Morpheus
will grow to an immense size once the final blow is struck, and the entire
facility will blow up because the facility just can't hold his mass anymore.

The credits roll for a short time, then we helicopers fly across the sea
towards the explosion.  A small submarine pod pop out of the water.  It shoots
off a flare as the top hatch pops open.  Fongling and Morpheus are inside the
submarine.  Bruce asks Fongling to come to America with him, but she denies. 
She says she belongs to China.  Bruce then reveals that he really knows that
"don-gua" means idiot, and explains that he's visited China before.  Fongling
smiles and they hug as the rescue helicopters fly overhead.  The credits
continue to roll afterwards.

________________________________________________________________________
========================================================================

5: WEAPONS

HANDGUN
=======
CLIP SIZE - 15
FIRE RATE - Above Average
POWER     - Low

This is your starting pistol.  It's great for headshots, so you can use it to
take out zombies quickly.  Also, ammo is very common for this weapon, so you
can usually feel free to shoot all over the place with it.  Just don't use it
on anything tougher than a zombie.

SILENCER HANDGUN
================
CLIP SIZE - 8
FIRE RATE - Above Average
POWER     - Low

This gun is somewhat like the normal Handgun, but it has a silencer attached. 
You'll make less noise when you fire shots, so it's excellent for eliminating
targets without alerting them.  This is helpful when you're in a room full of
enemies.  You'll be able to eliminate the enemies one at a time without the
shots alerting any of the others.  It's also the best gun to take out Pluto
with, since he has excellent hearing but no eyesight.  Be careful though,
because this gun has a small clip.

SEMI-AUTOMATIC HANDGUN
======================
CLIP SIZE - 18
FIRE RATE - Fast
POWER     - Low

This is the third and last handgun you'll find in the game.  Like the Silencer
Handgun, it has a special feature the normal Handgun doesn't have.  With this
gun, you'll be able to fire off three-shot bursts with one pull of the trigger.
 It also comes with an 18-round clip.  Be careful though, because the
three-shot feature can eat away your ammo pretty quickly.

SHOTGUN
=======
CLIP SIZE - 7
FIRE RATE - Average
POWER     - Average

Every survival horror game needs some kind of a shotgun, don't you think? 
Thankfully, Dead Aim didn't ignore this rule.  This weapon fires off shells
that shoot pellets everywhere.  The pellets cover a broad area, so you won't
need to be very careful with your aim.  It's great for crowds of enemies.  It's
also excellent for taking out hunters, since they tend to get in your face a
lot.

However, this gun is only strongest at close range.  If you're far away from
the target, the pellets will spread out more and lose their power.  Also, it's
difficult to get critical hits with this gun, unlike the handguns.  You either
need to hit the zombies with most or all of the pellets at point blank range,
or you need to shoot for the head at close range and hope that enough pellets
hit to cause a headshot.

MAGNUM
======
CLIP SIZE - 7
FIRE RATE - Average
POWER     - High

The bullets from this gun have insane stopping power.  Just one shot is all
that is needed to put down a hunter.  It's great for bosses too. 
Unfortunately, ammo is quite rare for this weapon.  You can't go screw around
with it like you do the Handguns and the Shotgun.  Make sure that when you use
this weapon you aim carefully before you fire, so that you won't waste any
bullets.

GRENADE LAUNCHER
================
CLIP SIZE - 6
FIRE RATE - Slow
POWER     - High

This weapon is the only explosive weapon in the game.  It may have a slow fire
rate, but the explosions you make with this gun can damage multiple targets. 
Also, you don't need to aim as carefully as you would have to with the Magnum,
since the blast the shells make produce a good-sized explosion.  Just be
careful to conserve ammo with this weapon, since ammo for it is a bit scarce.

ASSAULT RIFLE
=============
CLIP SIZE - 100
FIRE RATE - Fast
POWER     - Below Average

This is a fully automatic weapon, which means all you have to do is squeeze the
trigger to send out a hailstorm of lead.  This is great for when you don't have
time to waste on trying to aim carefully.  However, the bullets aren't very
strong individually, so it will take multiple shots to defeat an enemy.  Also,
you can't score critical hits with this gun, which means you can't get easy
killing headshots on zombies.  Lastly, this gun can only be reloaded after you
have expended the entire clip.  That means you could end up with a dry clip in
the middle of a fight, just because you couldn't reload until every last bullet
in the current clip was expended.

C.P. RIFLE
==========
CLIP SIZE - infinite
FIRE RATE - Below Average
POWER     - High

This is probably the strongest weapon in the game behind the Magnum.  With a
pull of the trigger, you'll fire three blue laser-type projectiles that will
cause immense damage to whatever they hit.  To make this gun even better, it
has infinite ammo for a short time after you get it, so you can fire away with
it all you want until you get to fighting Morpheus.  Be careful though, because
there's a small waiting period between firing bursts.

________________________________________________________________________
========================================================================

6: ENEMIES

ZOMBIES
=======
Since this is a Resident Evil game, there has to be zombies in it.  They're up
to most of their old tricks: walking slowly towards you and then biting you
when you get within arms reach, and vomitting acid.  This time though, it's
unbelievable just how many zombies can be in one room at a time.  You can be
facing off with literally a dozen of them at a time.  Also, sometimes the
zombies can run after you very quickly.  Later in the game, you'll also
encounter zombies on fire.  The heat from their flames can hurt you, so you
need to watch out for that too when you encounter them.

If you have the opportunity to run away from a zombie rather than fight, its a
good idea to do it.  You won't visit most areas in the game more than once or
twice, so it's not a big deal if you leave zombies alive.  This is especially a
good idea if the zombie you're facing off against is a runner, or if he's on
fire.

If you need to get through a crowd of zombies, it's also usually a better idea
to run away rather than shoot at them.  Most of the time, crowd zombies are
spread out a bit, so you can slip through them quickly.  If one of them gets
too close, you can use the dodge maneuver.  If you do want to fight off a crowd
of zombies, try the Silencer Handgun.  That way, while you're shooting one
zombie, the others won't hear the noise.

Whenever you want to kill a zombie, do what they do in the movies: go for the
headshot.  However, as you may notice from shooting them in the head, usually
it won't take them out in one shot.  There is one sweet spot on their head
though that will usually net you a killing headshot.  Aim for the upper head,
which is the forehead area if you're facing them from the front.  That's where
the brain is located in the human head, so naturally it's the sweet spot for
instant kills.  Note that killing headshots are easier to get if the zombie is
unaware of your presence, or if it's stunned from one of your earlier shots on
the head.

HUNTERS
=======
The hunters in this game are the new "Elite" series of hunters.  Like past
hunters, they move very quickly and they can slash you up with their claws
badly once they get to you.  This time though, they are much more acrobatic. 
They can leap high into the air, and do a flip while slashing you as they go
past.

They do have one big weakness though.  They love to get in you face, which
makes them easy targets.  So, you can take out the Shotgun, and blast the
hunter when he runs up to you like a friendly dog.  He will fall down, but then
he'll bounce right back up, at which time you'll knock him down again with
another Shotgun blast.  You can keep doing this over and over till he's dead. 
Also, you could just whip out the Magnum and kill them in one shot rather than
waste time knocking them down and waiting for them to get back up again.

Try hard to keep you fights one on one with these guys.  They are quite
dangerous in pairs.  While you are focused on one, the other will be slashing
you to bits.  Also, another good idea is to just run away from these fellas. 
Most of the time, they're in rooms you'll never be coming back to again anyway.

TORPEDO KIDS
============
These things infest the sewer areas.  They are very speedy, and you can tell
when they're coming from the white trail in the water.  If they sense you,
they'll curve towards you and then jump at you for a bite.  They are most often
seen around when a torpedo kid mother is around.

The best way to deal with these things is to stay out of their way.  If you see
a white trail coming through the water towards you, get out of its way as
quickly as you can before the kid spots you and jumps at you.  If their mother
is nearby, kill her as quickly as possible, because she spawns torpedo kids at
a very fast rate.  That will stop the endless stream of torpedo kids heading
your way.

TORPEDO KID MOTHERS
===================
There are only two of these things in the whole game, and they don't attack you
directly.  They can be quite troublesome though, since they spawn a torpedo kid
like every two seconds until you kill them.  They are completely stationary
though.

First of all, get away from the front of this creature as quickly as possible. 
She will spawn so many torpedo kids on you that she can hold you in place by
repeatedly hitting you with them.  Try to shoot her quickly with the Magnum to
stop her from spawning more of those annoying things, if you have a ways to go
before you can get away from her front.

If you're not on the front side of this thing though, she is helpless.  You can
shoot away at your leisure, and she can't do a thing about it.

GLIMMERS
========
These frog-like creatures infest the freight passageways before you reach the
benthic laboratory.  They are quite difficult to see, since the fright
passageways are very dark.  However, their eyes do glow red every so often,
which gives away their position.  Their attacks consist of spitting poison at
you, and latching onto your back while dumping poison all over you.

Like most other monsters in the game, they have one big weakness which makes
them easy to kill.  Most of the time, they're just as scared of you as you are
of them.  If you try to go towards them, they'll hop backwards to get away from
you.  In this way, you can force them into a corner, and then shoot them up
while they're trapped.  If you're using something weaker than the Magnum, you
may want to shoot the Glimmer a couple more times after you knock it down,
since it tends to flop around awhile before getting back up or dying.

BEES
====
There's not much to say about these guys.  They fly around two rooms, and when
they shriek, they will try to sting you.  These guys help out the Halbred while
you fight with her.  Just run away or shoot them with a Handgun, since anything
can kill them in one shot.

________________________________________________________________________
========================================================================

7: FILE TRANSCRIPTS

These are the transcripts of all the files in the game.  I've kept the spelling
and grammatical errors in them, but I have combined some of the sentences to
make paragraphs though.

===========================================================
INTELLIGENCE OPERATIONS MANUAL

                  Intelligence Operations Manual

Good morning, Bruce:
This time, your target is a former executive of Umbrella named Morpheus.  This
man has stolen the "t-virus" and hijacked Umbrella's cruiser.  Your mission is
to infiltrate the cruiser and report the status immediately to the Base of
Strategic Forces.  We've prepared some equipment for you to review.  Good luck.

ITEMS
Your standard equipment consists of a handgun and some recovery items for
first-aid.  However, you will find other useful items during the mission.

Some of them are essential items you will need to proceed like keys for locked
doors and special tools.  Also, by using the Sneak Move, you will be able to
locate items more easily.

VITALITY
Every time you receive damage, your status will vary as follows:

FINE > CAUTION > DANGER

View the Status Screen (Press the START button) and keep your status at FINE
with the recovery items.

POSITION
If you fight against two or more enemies at close range, you will almost
certainly be damaged.  Therefore, if you are surrounded by enemies, move
quickly to keep enough distance between you and them and then target them.

In case you are cornered, use the "Escape button" to evade.

SHOOTING
Your amount of ammo is limited.  Therefore, do not shoot more than is necessary
and always aim for the enemy's fatal spot.

Although the number of bullets you can cary is limited, you can re-supply
indefinitely.

===========================================================
EMERGENCY FAX FROM PARIS BRANCH

                     Emergency FAX from Paris Branch

DATE: Sep. 18, 2002
TO: Int'l Sales Division
ATTN: Roberto

Today three "t-virus samples have been stolen from this Paris lab.  Our prime
suspect is Morpheus D. Duvall, who belonged to the R&D Division of HQ.

His motivation appears to be based upon retaliation against our company.

Therefore, we are sending out this general warning to all divisions.  Anyone
who obtains any information regarding this matter should contact HQ
immediately.

Regards,

                                             Umbrella Corporation, Paris

===========================================================
REGULAR REPORT NO. 1162

                         Regular Report No. 1162

TO: HQ Int'l Investigation Dept.
ATTN: O'Neal

This will be my final report on Morpheus for awhile since it appears that he is
starting to suspect something.  Until further notice from me, please refrain
from contacting me, so that I can devote myself to doing my "Regular" job as
his aid.

After robbing the lab in Paris, Morpheus appears to be preparing to board "The
cruiser" to auction the items.  His obsession with "The beauty" keeps
escalating.  And just recently he has undergone plastic surgery to retain his
youthful looks.  He often says questionable phrases like,

"I will eliminate the ugly things in the world and create my kingdom filled
with beauty".

We need to take action against him before it becomes too late, since he's
currently in negotiations with several countries including the United States.

                                                                     P.T.
===========================================================
ADMIN REPORT

                         Admin Report 9/16/2002

We will begin the facility improvements today.

The handle to open and close the hatch for pool drain on 1F is quite rusty and
should be replaced.  We'll keep the current one in the storage of 1F just in
case.

===========================================================
WAITER'S LETTER

                            Waiter's Letter

Sep. 14, 2002

Brother,

How's everything?  My life has taken a turn for the better because I'm on a
luxury cruiser...  Well actually, I work as a waiter on a cruiser.

Most passengers are well known and I've seen them before on TV.  My colleague
told me that they came from various countries to discuss business and that  a
world famous drug company owns this cruiser.

Anyway, I'm doing fine.  Take care of mother for me.

Love to all,

                                                       Joseph Carter

===========================================================
FREIGHT CREWMAN'S DIARY

                       Freight Crewman's Diary

Aug. 27 (Tue), 2002

Yes! Today is my 100th day anniversary since coming aboard.  But that's all I
can write about since this place is so boring!!  I expected a lot because this
is a "Luxury cruiser", but I've learned that there is almost no differnce from
working on a cargo vessel...

Sep. 4 (Wed), 2002

I finally have something to write about.  Today large cargo was carried into
the Presentation Room, which is beyond the Boiler Room.  Recently, many people
are going in and out of that room.

I wonder what's taking place there?  I'm curious because the crew doesn't have
access to that room...

Sep. 6 (Fri), 2002

I saw a red mark through a break in the sheet of one of those cargo crates
today.  I think it's a symbol for biological and chemical weapons.

Somehow passengers are still going in and out of that room.  Maybe there is a
hidden door in that room, but I'm not sure where it would lead...

Sep. 7 (Sat), 2002

My boss yelled at me today for not playing more attention to my job.  What a
jerk!  But, I'd better be more careful since I really need to keep this job...

===========================================================
RESEARCH REPORT #220329

                          Research Report #220329

                           (picture of a hunter)

This special "Elite" version has been modified for presentation.  It is faster
and more powerful than a standard hunter.

                          (picture of Tyrant-091)

This sample was created with a newly developed virus.  It attacks objects with
its huge arms.

While its agility and striking power are outstanding, it currently has a fatal
flaw because an essential organ is exposed.  However, this will be rectified in
future models.

                        (picture of tG virus data)

                                 [WARNING]

STRICTU SECRECY:
ACCESS RESTRICTED

We have succeeded in fusing the "t-virus" and the "G-virus" so that it has
electrical properties.

However, after observing the prototype known as [T-091], we have to concede
that there is much room for improvement.

In this newest version (ver.0.9.2), we have finally been able to achieve a high
voltage current, which was our initial goal.  Its electromagnetic barrier
should make it near invulnerable.

Now we require a human test subject that matches the conditions to experiment
on and observe.

===========================================================
RESTRUCTURING NOTICE

                            Dismissal Notice

DATE: August 20, 1998
TO: R&D Division
ATTN: Mr. Morpheus D. Duvall

Upon investigation, we have concluded that you are responsible for the incident
in Raccoon city on May 11th, 1998.  Your services with this company are hereby
terminated.

However, your nondisclosure agreement shall remain in effect.  Finally, your
final paycheck will be fulfilled in accordance with the "Dismissal Procedure"
portion of your agreement.

Regards,

                                                  Umbrella Corporation
                                                    Personnel Division

===========================================================
SHIP'S LOG

                              Ship's Log

Sep. 20th (Fri), 2002

It will be four months tomorrow since the Spencer Rain left port.

I'm proud that we have been having a safe voyage so far.  A representative from
Umbrella, the owner of the cruiser, spoke words of appreciation to me.

Sep. 21st (Sat), 2002

Something is strange, Although the crew has reported "Nothing special", I am
concerned that "The ones" may be breaking free.  I will make sure to always
have my Magnum pistol with me.

Sep. 22nd (Sun), 2002

I can't send a signal for rescue.  What should I do?  The passengers and crew
are all dead now...  All I can do is accept what has been happening on my ship
as my destiny.

===========================================================
OPERATOR'S NOTEBOOK

                         Operator's Notebook

June 16th, 1997

One month has passed since I was dispatched here.  I am astounded at the sloppy
supervision of this Umbrella waste disposal facility.  It's not surprising this
accident happened.

I know that if I must die, I want to die as a human...

June 24th, 1997

The supervisor here called Morpheus, is so annoying.  He drives me nuts.  He
must pay more attention to worker health management and biological weapons than
anyone I have ever met.  This facility belongs to Umbrella, but he obviously
doesn't think so...

I have no idea how long I've been here.  I don't wanna stay in this facility,

But I can't move.

My body won't move...

===========================================================
BIOLOGICAL REPORT 1

                         Biological Report 1

This is a survey report on the changes to the B.O.W.S, which have been
considered failures and have been disposed of in this facility.

         (pictures of Torpedo Kid and Torpedo Kid Mother)

April 7th

The unknown water creatures are increasing rapidly, primarily in the drainage
ditch.  Since their body fluid contains strong acids, they are extremely
dangerous to touch.  I named them "Torpedo Kids", since they swim like
torpedoes.

April 9th

I have learned that there is a mother that spawns all of the "Torpedo Kids". 
If I can find this mother and kill her, I will be able to exterminate all
creatures in this area.

April 16th

I decided to try and exterminate the "Torpedo Kids", and so I explored the
drainage ditch in order to destroy their mother.  However, the "Torpedo Kids"
appeared to try and protect their mother and badly injured me.  Now they've
extended their territory to my place, so I must find a way to get rid of
them...

===========================================================
BIOLOGICAL REPORT 2

                         Biological Report 2

This is a survey report on the changes to the B.O.W.S, which have been
considered failures and have been disposed of in this facility.

                         (picture of a glimmer)

May 18th

Today I will relocate the observation area to be underground.  This area is low
on power and so most areas are very dark.  I assume creatures fond of dark
places must inhabit this area.

May 19th

We saw red shining objects.  They look like the eyes of some creature but we
have not confirmed the entity yet.  It moves extremely quickly and runs away as
soon as we approach.  I named this creature "Glimmer", for its glimmering eyes.

May 20th

In order to collect samples, I had some workers go and try to capture a
"Glimmer".  However, the plan did not work out and instead, the target attacked
them and two people are now dead.

May 22nd

I increased the number of workers in order to try and capture a "Glimmer". 
This time they succeeded in shooting down one of them.  According to the
workers, the "Glimmer" will open itself up just before it goes to attack. 
Although it is dead, I have gained valuable samples.

June 1st

I have been examining the collected samples but I don't have any idea as to how
the "Glimmer" evolved and transformed into this figure.  It seems it is a
subspecies of "Hunter".  I, however, need to research this further...

===========================================================
EXPERIMENT ALPHA LOG

                       Experiment Alpha Log

                        (picture of Pluto)

Sep. 26, 1996

Today we will begin the experiment.  The subject is a condemned criminal called
"Alpha".  It has been one month since the subject was transported to this
facility.  He is not exactly aware of what is going to happen to him.  However,
he seems very frightened...

Day 1:
Commence Experiment

We hammered a metal rod into the subject's frontal lobe in order to alleviate
some of the pain.  This was done only for humanitarian reasons.

Day 4:
Removal of Eyeballs

We have removed the eyeballs in order to observe its reactions to external
stimulation.

Day 14:
Dose of Muscle Booster

After administering the muscle booster, we confirmed the unusual development of
the muscles.  It gained a drastic amount of weight before the treatment.  In
the future we will consider using hampering items...

Day 36:
Sharpened Hearing

An effect of the eyeball removal procedure has been an enhanced sense of
hearing.  It recognizes precisely where a sound originates from and its
distance from that sound.

Day 41:
Experiment Suspended

The experiment has been suspended due to the fact that the subject has escaped.
 Even without its vision, the subject is quite dangerous.  We should use
extreme care not to make sounds when we try to capture it.

===========================================================
TRANSPORT ORDERS

                            Transport Orders

We will commence experiments at the Bio-Sphere.  Therefore, transfer a couple
of subjects immediately.  This should be done quietly, so please do not use the
side entrances.

We recommend you use the goods elevator to the laboratory, which is located on
the 5th floor of the basement.  Also, this shaft reaches 300 meters below the
surface of the sea.  Therefore, please make sure to pack the subjects tightly
since they are quite dangerous when stimulated.  Always remember to respect the
subject's muscle strength.

The caretaker has the starter key for the elevator.  Show a copy of this notice
and you will be able to obtain the key.  Please note that you must begin this
operation ASAP.

Regards,

                                                              Bio-Sphere
                                                       Research Division

===========================================================
ARCHITECT'S MEMO

                          Architect's Memo

We have completed construction on the missile base.  I assume that HQ doesn't
know that this facility is operating and is under Morpheus's control.

Furthermore, even though I am only an architect, I'm concerned about how this
facility will be used.  Morpheus tends to go too far after the Raccoon
incident.

===========================================================
RESEARCH REPORT #220120

                        Research Report #220120

                     (pictures of bees and Halberd)

A being that has an external skeleton of a horseshoe crab and the survival
power of a cockroach.  We ahve confirmed that its ecology is sim to ants and/or
bees, which have been know to work in groups.

===========================================================
ORDERS FROM MORPHEUS

                          Orders from Morpheus

I have arrived and have begun the plan.

I need you to make sure all of the instrument panels work properly.  The
facility is on strict alert and you will need to input my voice to the voice
recognition panel at the entrance of the clean room in order to enter the
Research area and check the instrument panels.

I've sent an e-mail containing my voice.  You can receive it on a terminal in
the residence area.  Be sure to delete the e-mail after your work is complete
and remember to keep this confidential.

                                                           Morpheus

===========================================================
CHARGED PARTICLE RIFLE USER'S MANUAL

                 Charged Particle Rifle User's Manual

                 (picture of charged particle rifle)

A Charged Particle Rifle that was developed to cope with any biohazard that was
caused by "t-virus".

It is based on a particle acceleration device, which virus researchers use for
gene manipulation and decomposing molecules.  By hitting accelerated particles,
it induces physical destruction on the molecular level.

This weapon can penetrate barriers of electrical discharge and give damage to
the target.  Currently we have confirmed this on animal experiments only. 
However, we are confident that this weapon can damage "tG" charged beings. 
Remember that this weapon has limited usage because it requires a lot of power.
 Maks sure that you properly charge it before you decide to use it.

===========================================================
MORPHEUS'SS JOURNAL

                         Thoughts on My Kingdom

The symbol of power is in Africa...

The symbol of knowledge is here in the Bio-Sphere...

The symbol of beauty is mine...

The beauty controls everything and I shall dominate it...

Establishing a kingdom where beauty has absolute authority is the dream, which
I must make a reality.  I was disappointed by Umbrella's betrayl, but that's
fine, I'll just use them in return.  If I secure enough funds,

I will materialize the construction of my kingdom deep in Africa.

                                                   Morpheus D. Duvall

________________________________________________________________________
========================================================================

8: ITEM LISTS

With the exception of items carried by zombies, these lists will tell you in
what room to find every item on every difficulty level.

===============================================
EASY
===============================================
--------------------------------
PART ONE - EASY
--------------------------------
ROOM 104
Handgun Rounds, Green Herb

ROOM 102
Green Herb

ROOM 101
Shotgun Rounds, Green Herb, Upper Decks Map, 1st Class Key.

VIP ROOM
2 Green Herbs, Emergency FAX from Paris Branch, Guest Keycard

SPIRAL STAIRCASE HALL
Handgun Rounds, Lower Decks Map

ROOM 201
Green Herb, Handgun Rounds, Regular Report NO.1162

NORTH GUEST ROOM 2
Green Herb

ROOM 206
Silencer Handgun, Shotgun Rounds, Green Herb

LOUNGE
2 Green Herbs

ROOM 203
ID Card

KITCHEN
Handgun Rounds, 2 Green Herbs

FREEZING ROOM
Assault Rifle, Assault Rifle Rounds

RESTAURANT CORRIDOR
Handgun Rounds

POOL DECK
Medicinal Spray, Shotgun Rounds, Maintenance Key, Admin Report

ROOM 302
Green Herb, Semi-Auto Handgun

ROOM 305
Green Herb, Handgun Rounds

BAR SEVEN SEAS
Green Herb, Waiter's Letter, 2 Handgun Rounds boxes

STORE HOUSE
Freight Crewman's Diary, Handgun Rounds, Handle, Shotgun Rounds, Green Herb

ROOM 308
2 Green Herbs

BOILER ROOM
Green Herb

ZOMBIE CORRIDOR
Green Herb

MONITOR ROOM CORRIDOR
Handgun Rounds

PRESENTATION ROOM
Green Herb, Research Report #220329, Crowbar

CARGO ROOM
Crewman's Keycard, 2 Herbal Medicine boxes

ENGINE ROOM
Handgun Rounds, Assault Rifle Rounds

ROOM 003
Shotgun Rounds

ROOM 006
2 Green Herbs

ROOM 008
Shotgun Rounds

MONITOR ROOM
Medicinal Spray, Recreation Room Key, Restructuring Notice

STAIRS ROOM A
Green Herb

CAPTAIN'S ROOM
2 Shotgun Rounds boxes, Ship's Log, Magnum, Magnum Rounds, 2 Green Herbs

STAIRS ROOM B
Shotgun Rounds, Green Herb

BRIDGE
2 Shotgun Rounds boxes

HELIPORT
2 Handgun Rounds boxes

--------------------------------
PART TWO - EASY
--------------------------------
SEWER PASSAGE A
Groundwater Ways B1 Map, Grenade Launcher, Shotgun Rounds

SEWER SAVE ROOM
2 Green Herbs, Operator's Notebook, Biological Report 1

WATERWAY A
Assault Rifle Rounds

WATERWAY C
Grenade Launcher Rounds

RADIO ROOM
Green Herb

SEWER PASSAGE D
Green Herb, Assault Rifle Rounds, Groundwater Ways B2 Map

WATERWAY D
Sector Admin Key

CONTROL ROOM
Assault Rifle Rounds

WATERWAY E
Handgun Rounds, Medicinal Spray

FREIGHT PASSAGEWAYS SAVE ROOM
Grenade Launcher Rounds, Medicinal Spray, Freight Passage Map, Biological
Report 2, Experiment Alpha Log

FREIGHT PASSAGEWAY E
Green Herb

FREIGHT PASSAGEWAY G
Elevator Keycard, Magnum Rounds, Transport Orders, 2 Shotgun Rounds

FREIGHT PASSAGEWAY J
Medicinal Spray

FREIGHT PASSAGEWAY K
Green Herb

ELEVATOR ROOM
MANY Handgun Rounds

--------------------------------
PART THREE - EASY
--------------------------------
LEVEL 1 CORRIDOR
2 Green Herbs

LAB STORAGE ROOM
Architect's Memo, Benthic Laboratory Map, Shotgun Rounds, 2 Handgun Rounds
boxes, Pod Bay Keycard

POD LANDING PLACE
Medicinal Spray, Digital Recorder

ROOM 2B-01
Orders from Morpheus

ROOM 2D-02
Shotgun Rounds, Research Report #220120

PLANT
Assault Rifle Rounds, Handgun Rounds

LABORATORY
Charged Particle Rifle User's Manual, C.P. Rifle, Backyard Key

MORPHEUS'S OFFICE
Morpheus's Journal

FINAL SAVE ROOM
Medicinal Spray, Green Herb, Assault Rifle Rounds, Shotgun Rounds, Grenade
Launcher Rounds, Magnum Rounds

MAZE CORRIDOR A
Green Herb, 3 Handgun Rounds, Medicinal Spray

MAZE CORRIDOR B
2 Handgun Rounds boxes, Magnum Rounds, Assault Rifle Rounds, Medicinal Spray

===============================================
NORMAL
===============================================
--------------------------------
PART ONE - NORMAL
--------------------------------
ROOM 104
2 Handgun Rounds boxes

ROOM 102
Handgun Rounds

ROOM 101
1st Class Key, Upper Decks Map

STAIRS HALL
Green Herb

VIP ROOM
Guest Keycard, Emergency FAX from Paris Branch, Green Herb

SPIRAL STAIRCASE HALL
Handgun Rounds

NORTH GUEST ROOM 2
Green Herb

ROOM 201
Handgun Rounds, Regular Report

ROOM 206
Silenced Handgun

ROOM 203
ID Card

KITCHEN
Handgun Rounds, Green Herb

FREEZING ROOM
Shotgun, Shotgun Rounds

RESTAURANT CORRIDOR
Handgun Rounds

POOL DECK
Medicinal Spray, Handgun Rounds, Maintenance Key, Admin Report
(NOTE: the Handgun Rounds will not be at the Pool Deck until the second time
you visit the area with Fongling)

ROOM 302
Semi-Auto Handgun, Green Herb

ROOM 305
Handgun Rounds, Green Herb

BAR SEVEN SEAS
Green Herb, Waiter's Letter, 2 Handgun Rounds

STORE HOUSE
Freight Crewman's Diary, Handgun Rounds, Handle, Shotgun Rounds, Green Herb

ROOM 308
Green Herb

BOILER ROOM
Green Herb

ZOMBIE CORRIDOR
Green Herb

MONITOR ROOM CORRIDOR
Handgun Rounds

PRESENTATION ROOM
Green Herb, Research Report #220329, Crowbar

CARGO ROOM
Crewman's Keycard, 2 Herbal Medicine boxes

ENGINE ROOM
2 Handgun Rounds boxes

ROOM 003
Handgun Rounds

ROOM 006
Green Herb

ROOM 008
Shotgun Rounds

MONITOR ROOM
Medicinal Spray, Recreation Room Key, Restructuring Notice

CAPTAIN'S ROOM
Shotgun Rounds, Ship's Log, Magnum, Magnum Rounds

STAIRS ROOM B
Handgun Rounds

BRIDGE
Shotgun Rounds

HELIPORT
2 Handgun Rounds boxes

--------------------------------
PART TWO - NORMAL
--------------------------------
SEWER PASSAGE A
Groundwater Ways B1 Map, Grenade Launcher

SEWER SAVE ROOM
Green Herb, Operator's Notebook, Biological Report 1

WATERWAY C
Grenade Launcher Rounds

SEWER PASSAGE D
Green Herb, Groundwater Ways B2 Map

WATERWAY D
Sector Admin Key

CONTROL ROOM
2 Handgun Rounds boxes

WATERWAY E
Handgun Rounds, Medicinal Spray

FREIGHT PASSAGEWAYS SAVE ROOM
Grenade Launcher Rounds, Medicinal Spray, Freight Passage Map, Biological
Report 2, Experiment Alpha Log

FREIGHT PASSAGEWAY E
Green Herb

FREIGHT PASSAGEWAY G
Elevator Keycard, Magnum Rounds, Transport Orders, Shotgun Rounds

FREIGHT PASSAGEWAY J
Green Herb

FREIGHT PASSAGEWAY K
Green Herb

ELEVATOR ROOM
MANY Handgun Rounds

--------------------------------
PART THREE - NORMAL
--------------------------------
LAB STORAGE ROOM
Architect's Memo, Benthic Laboratory Map, 2 Handgun Round boxes, Pod Bay
Keycard

POD LANDING PLACE
Green Herb, Digital Recorder

LEVEL 2 CORRIDOR
Green Herb

ROOM 2B-01
Orders from Morpheus

ROOM 2D-02
Research Report #220120

ENVIRONMENT SUIT ROOM
Assault Rifle

PLANT
Assault Rifle Rounds

LABORATORY
Charged Particle Rifle User's Manual, C.P. Rifle, Backyard Key

MORPHEUS'S OFFICE
Morpheus's Journal

FINAL SAVE ROOM
Medicinal Spray, Green Herb, Assault Rifle Rounds, Shotgun Rounds, Grenade
Launcher Rounds

MAZE CORRIDOR A
Green Herb, 3 Handgun Rounds boxes, Medicinal Spray

MAZE CORRIDOR B
2 Handgun Rounds boxes, Magnum Rounds, Medicinal Spray

===============================================
HARD
===============================================
--------------------------------
PART ONE - HARD
--------------------------------
ROOM 102
Handgun Rounds

ROOM 101
1st Class Key, Upper Decks Map

VIP ROOM
Guest Keycard, Emergency FAX from Paris Branch, Green Herb

ROOM 201
Handgun Rounds, Regular Report

ROOM 206
Silenced Handgun

ROOM 203
ID Card

KITCHEN
Handgun Rounds

FREEZING ROOM
Shotgun, Shotgun Rounds

RESTAURANT CORRIDOR
Handgun Rounds

POOL DECK
Medicinal Spray, Maintenance Key, Admin Report

ROOM 302
Semi-Auto Handgun

ROOM 305
Handgun Rounds

BAR SEVEN SEAS
Waiter's Letter, Handgun Rounds

STORE HOUSE
Freight Crewman's Diary, Handgun Rounds, Handle

PRESENTATION ROOM
Research Report #220329, Crowbar

CARGO ROOM
Crewman's Keycard, 2 Herbal Medicine boxes

ENGINE ROOM
2 Handgun Rounds boxes

ROOM 003
Handgun Rounds

ROOM 008
Handgun Rounds

MONITOR ROOM
Medicinal Spray, Recreation Room Key, Restructuring Notice

CAPTAIN'S ROOM
Ship's Log, Magnum, Magnum Rounds

STAIRS ROOM B
Handgun Rounds

BRIDGE
Shotgun Rounds

HELIPORT
Handgun Rounds

--------------------------------
PART TWO - HARD
--------------------------------
SEWER PASSAGE A
Groundwater Ways B1 Map, Grenade Launcher

SEWER SAVE ROOM
Operator's Notebook, Biological Report 1

WATERWAY C
Grenade Launcher Rounds

SEWER PASSAGE D
Groundwater Ways B2 Map

WATERWAY D
Sector Admin Key

CONTROL ROOM
Handgun Rounds

WATERWAY E
Handgun Rounds

FREIGHT PASSAGEWAYS SAVE ROOM
Medicinal Spray, Freight Passage Map, Biological Report 2, Experiment Alpha Log

FREIGHT PASSAGEWAY G
Elevator Keycard, Magnum Rounds, Transport Orders

ELEVATOR ROOM
MANY Handgun Rounds

--------------------------------
PART THREE - HARD
--------------------------------
LEVEL 1 CORRIDOR
Green Herb

LAB STORAGE ROOM
Architect's Memo, Benthic Laboratory Map, 2 Handgun Round boxes, Pod Bay
Keycard

POD LANDING PLACE
2 Green Herbs, Digital Recorder

LEVEL 2 CORRIDOR
Green Herb

ROOM 2B-01
Orders from Morpheus

ROOM 2D-02
Shotgun Rounds, Research Report #220120

ENVIRONMENT SUIT ROOM
Assault Rifle

PLANT
Assault Rifle Rounds

LABORATORY
Charged Particle Rifle User's Manual, C.P. Rifle, Backyard Key

MORPHEUS'S OFFICE
Morpheus's Journal

FINAL SAVE ROOM
Medicinal Spray

MAZE CORRIDOR A
Medicinal Spray

MAZE CORRIDOR B
Medicinal Spray

________________________________________________________________________
========================================================================

9: THANKS...

- to all websites that host this document (with my permission that is!).
- to everyone who takes the time to read this document, including you!
- to Capcom for creating the Resident Evil series and for continuing it to this
day.

________________________________________________________________________
========================================================================

10:  E-MAIL POLICY

Please DO:
--------------------

- put the name of the game you're talking about in the subject title and/or in
the message itself.  This is VERY IMPORTANT, because I will need to know what
game you're talking about when you ask questions.  Also, this will reduce the
chance that I'll mistake your message for spam and delete it rather than look
at it.

- read the guide BEFORE you send an email.  At least read the sections that
could probably answer your question.  Use Ctrl + F to help you seek out
specific items.  Emailing me should be only a last resort.

- use proper spelling and grammar.  You may not think it's a big deal, but I
appreciate it when somebody takes the time to type out a message correctly.

- send a message in English.  English is the only language I can use fluently.

Please DO NOT:
--------------------

- send emails in excess of 40KB without prior notice.  Most messages I receive
that are that big are either spam or virus emails, so I'll probably mistake
your big emails for one of those.

- ask me to send you a copy of my guide.  If you want a copy of my guide,
just go to an address where it's being displayed, click "File" on top of
your screen, and then click "Save As."

- send three or more messages at once.  I would rather you put everything you
need to talk about in one email.

EMAIL
===========================
minesweeper2(at)hotmail(dot)com

(Replace "(at)" with "@", and "(dot)" with ".")
________________________________________________________________________
========================================================================

11: COPYRIGHT

This document is the intellectual property of Nathan Norris.  This document
is only for private use.  You may save it to your hard drive, and print it
out without permission.  What you may NOT do without permission is distribute
it to others in any way.  This document may not be sold or bought for any
reason.  It must be accessible free of charge on any website it is displayed
on.  Only these sites have permission to use this document:

www.gamefaqs.com
www.neoseeker.com
www.psxcodez.com
www.gameadvice.com
www.faqs.ign.com

If you find this guide on some other site, and it is incomplete, go to
www.gamefaqs.com. before requesting help from me.  www.gamefaqs.com is the
first place I send every piece of my work, so they are sure to have the most
up-to-date version of my guides.

WWW.CHEATCC.COM IS FORBIDDEN FROM HOSTING THIS DOCUMENT UNDER ANY
CIRCUMSTANCES.

________________________________________________________________________
========================================================================