Disk 01

Appearance

I might keep this one, honestly. I've had a difficult time getting any of these disks to read at all. I think some of them were formatted for Windows 95, which had a different way that disks booted, and which cannot be read with this gaming PC even with the A:\ drive. So to get those I'll have to run them through a virtual machine running Windows 95. That might be fun.

This disk is light blue and unlabeled, though it looks like it was written on at one time, but then someone used white out to block what was written and I can't make it out.

It is, according to the information on the metal part, Fujifilm MF2HD FORMATTED for IBM PS/2 and compatibles (1.44mb). Double Sided and High Density.

Contents

This disk contains 3 files

antarchy.wps

The first file actually had nothing associated with it on my computer, so I figured it would take some sleuthing to open. I tried everything I could think of to get to this, including downloading a program specifically to load wps files. Nothing worked. The other 2 files open fine, so I think this one is just corrupt.

resident_evil_walkthrough.doc

This is exactly what it says on the tin, and will be presented here without further comment.
Lunabean's Resident Evil Guide Lunabean.com - Resident Evil Guide (GCN) - 05.06.02
© 2002-2003 lunabean.com
Lunabean's Resident Evil Guide Notes:
This guide was one of our earliest. We were still trying to figure out how to write walkthroughs when we put this one together. This guide does work, but not in the traditional walkthrough way of being in chronological order. Although it is written loosely in chronological order, it's more written as "in order to solve the giant RE puzzle, you need to get all of these pieces". Each section is "piece". EW = East Wing WW = West Wing Any other abbreviations, like "NE," are compass directions...NE = North East FAQs/Sticking Points
Q. I can't find a SAVE ROOM! Help!
A. There are two save rooms in the Mansion. You'll need the SWORD KEY to get to them.
(1) EAST WING, EAST STAIRS SAVE ROOM - From the entry way, go right, into the room with the statue and paintings. Use your sword key to go through the door into the next hallway. You'll go through another couple of doors if you just stay along the hallway. (You are heading toward the north stair case in the east wing of the building). After passing through this door, there will be a door on your right (if you get to an outdoor area or the door with the Spencer Family symbol on it, you've gone too far). Go through this door. You'll see stairs in front of you. The save room is under the stairs.
OR
(2) WEST WING, DRUG ROOM SAVE ROOM - Get to the second level of the dining hall, go to the western most door on the north wall of the room. Use your sword key to enter. Take the hallway around, go down the stairs. There's another save room under these stairs, too.
Q. How do I burn zombies?
A. If you are playing as Jill, you need both the fuel canteen and the lighter. Pour the fuel on the zombie, and he will ignite. With Chris, you just need to use the fuel, as he is carrying the lighter with him.
Q. Why do I burn zombies?
A. You burn zombies to make sure they don't come back to life and scare the bejeebies out of you again and again. You can also blow their heads off to make sure they don't return. This works best if you aim the shotgun at the zombie's head as he gets close to you. Chris can use the FLASH GRENADE (defensive weapon) to blow their heads off, as well.
Q. How do I get my daggers back (defensive weapon)?
A. You have to blow off the zombie's head to retrieve your dagger. You'll have to wait for him to come back to life, then off with his head!
Weapon Locations
SHOTGUN Go to the BROKEN SHOTGUN room (WW, 1st Fl., adjacent to the Drug Room Save Room). Grab the BROKEN SHOTGUN. Bring the BROKEN SHOTGUN to the room in the EW 1st Fl., where there is a real SHOTGUN hanging on the wall. Switch the guns.
ASSAULT SHOTGUN
Jill: If you get the serum back in time to save Richard. He'll leave behind the ASSAULT SHOTGUN. Chris: In the AQUA RING B2, lying on the ground near where you electrocuted the mean shark.
MAGNUM REVOLVER
See "WIND CREST and MAGNUM" in the Guide Below.
GRENADE LAUNCHER (Jill Only)
You'll need the ARMOR KEY Go to the EW, 2nd Fl. Balcony and find another S.T.A.R.S. team member. He'll turn on you and you'll get his
GRENADE LAUNCHER.
SELF DEFENSE PISTOL
Really quite worthless, but it does hold 1 Magnum bullet. Found in Room 001 of the Residence.

MAPS
MAP OF MANSION, FLOOR 1 - At the top of the "Woman Drawing Water" Statue in the Statue/Art room (first room you can enter on the 1st floor East Side of the Mansion). Push the chest over to reach it. MAP OF MANSION, FLOOR 2 - Use your lighter to ignite a fire in the East Wing Second Floor Fireplace. Use the WOODEN MOUNT (found on a table by a lamp in the East Wing 2nd Floor Hallway) above the fireplace to imprint the map.
MAP OF MANSION, BASEMENT - After you defeat the Statue Puzzle Room, EW 2nd Floor, a pathway and a "hole" opens up. Take the ladder down. You will find the MANSION BASEMENT MAP. In this area, you will also be able to power the Kitchen Elevator.
MAP OF RESIDENCE - End of Residence Hallway, to the left of Room 002.
MAP OF AQUA RING - On the wall next to the white dry erase board in the Control Room, Aqua Ring, B2.
MAP OF COURTYARD B1- Located in southern hallway of Courtyard B1, after defeating the big spiders.
OLD KEY LOCATIONS (Used only when playing as Chris) OLD KEY #1 - Located in the Kitchen (West Wing, B1, accessed with SWORD KEY). OLD KEY #2 - Located in the East Wing Second Floor Bathroom. Drain the tub. OLD KEY #3 - Located in the East Wing Stairs Save Room. OLD KEY #4 - Located in the bedroom directly across from the Bee Lure/Fishing Room on the East Wing, Second Floor. OLD KEY #5 - Located in the closet of the bedroom across from the Tiger Room on the West Wing First Floor.
SWORD KEY Get the GREEN ARROW found in the Second Floor West Side Hall (lined with golden swords). "Examine" the arrow. You will get the GREEN ARROWHEAD. Go to the Backyard Cemetery (this is accessed through the main mansion foyer...go up the first small flight of stairs, and open up the door hidden by the design). Place the GREEN ARROWHEAD in the cupid stone fresco. This opens the Mask Room. Get the BOOK OF CURSE in the Mask Room. "Examine" the back cover of the BOOK OF CURSE. Embedded in the back is the SWORD KEY.
ARMOR KEY Grab the DOG WHISTLE in the East Wing Second Floor Gramophone/Study Room. Go to the West Wing Second Floor Balcony, located above the West Wing Drug/Save Room. (Chris will need an OLD KEY to get through the door). Blow the DOG WHISTLE. Kill the dogs. Pick up the flickering COLLAR. "Examine" the COLLAR to get the FAKE KEY. Bring the FAKE KEY to the West Wing Third Floor Booby Trapped Knight Room. Trade the FAKE KEY for the ARMOR KEY (Indiana Jones Style).
SHIELD KEY Use the ARMOR KEY to enter Small Dining Room, EW 1st Floor, just past where you found Richard poisoned. Use your LIGHTER to light the candles at the end of the table. Push the bookcase to the side. This reveals a small alcove. Pick up MUSIC SCORE #1. Go to the Piano/Music Room, WW 1st Floor. Need ARMOR KEY to enter. Push the bookcase in the back area, reveal MUSIC SCORE #2. Combine MUSIC SCORE #1 and MUSIC SCORE #2. Try to play the COMBINED MOONLIGHT SONATA SCORE on the piano. If you are playing as Jill, you should be able to play it and open up the secret area. If you are playing as Chris, Rebecca will come in and try to play it. Rebecca needs some practice time. Come back, and she will open the secret area. In the secret area, take the GOLD EMBLEM. Replace it with the WOODEN EMBLEM (located above the fireplace, in the Dining Hall). Go to the Dining Hall. Insert the GOLD EMBLEM where the WOODEN EMBLEM once was, on top of the fireplace. Solve the Clock Puzzle by moving the hands of the clock to read 6:00. You can figure out why by looking at the painting next to the clock. Grab the SHIELD KEY.
DEATH MASK LOCATIONS
MASK WITHOUT EYES Get the HERBICIDE in the Outdoor Area, EW 1st Floor (If you are playing with Chris, you will need an OLD KEY to access this area). Go to the Greenhouse, WW 1st Floor. Put the HERBICIDE in the water pump. Turn the lever to "Red". This will kill the scary octopus/plant thing. Grab the MASK WITH NO EYES on the other side of the room.
MASK WITHOUT A NOSE Use the SHIELD KEY to enter the Large Snake Room, EW 2nd Floor, just beyond where you found Richard poisoned. Fight the Snake. He will eventually slither away. The MASK WITH NO NOSE is located at the far end of the room.
MASK WITHOUT MOUTH Use ARMOR KEY to enter the Portrait Hallway Room, EW 1st Floor. Solve the stained glass and light puzzle by making sure the Portrait of a Saint with a Bracelet glows orange, the Portrait of a Saint with a Crown glows green, and the Portrait of a Saint with a necklace glows purple. Go to the Portrait of Lisa at the end of the hall. Press the switch. Pick up the MASK WITH NO MOUTH. If you are playing with Chris, use an OLD KEY on the gate. Jill can pick the lock.
MASK WITHOUT EYES, NOSE, AND MOUTH Use the ARMOR KEY to enter the Knight/Armor Room, EW 2nd Floor. Push the Armor Displays in this order: Back Right, Front Left, Front Right. Push the button in the middle of the room. Get the JEWELRY BOX. "Examine" the JEWELRY BOX. Open up the JEWELRY BOX by pressing the two pieces which would form a heart. The MASK WITHOUT EYES, NOSE, AND MOUTH is in the JEWELRY BOX. STONE AND METAL OBJECT #1 Go to the MASK ROOM, below the backyard cemetery area, earlier opened up by the placement of your GREEN ARROWHEAD into the cupid stone fresco. Place the four DEATH MASKS on their corresponding stone heads. Fight the big, scary, bloody, chained mummy/zombie guy. Get the STONE AND METAL OBJECT from inside his coffin. Use STONE AND METAL OBJECT initially at the Courtyard Entrance, located at the end of the fat curving corridor, EW 1st Floor. Place it in octagonal setting, the door will unlock. Use STONE AND METAL OBJECT later when inserting it into main elevator (underneath the main foyer staircase...with the two octagonal inserts).
SQUARE CRANK Use the STONE AND METAL OBJECT to open the door which will lead you to the Cabin, which leads you to the Courtyard. Exit the Cabin's downstairs door. Solve the Wind Vane Puzzle, by pointing the Red Wind Vane to the West and the Blue Wind Vane to the North. (Solved by reading dog statues and directional sign). If you care to do so now, insert the WIND CREST into the grave in exchange for the MAGNUM (see below). Continue ahead and you will reach Lisa's Cabin. The SQUARE CRANK is located in the cabin across from the ITEM BOX. You have to press "A" to jump down into the area where the SQUARE CRANK is. Use SQUARE CRANK initially to drain the pool so you can get across the Courtyard. The SQUARE CRANK is used a second time, later in the game, to refill the pool, and stop the waterfall, after you have recovered the BATTERY to the elevator.
WIND CREST AND MAGNUM Go to the BEE LURE room, above the EW Stair Save Room. You will need the ARMOR KEY to get to the hall just outside the room. If you are playing with Chris, you will also need an OLD KEY to enter the room. Take the BEE LURE out of the Insect Specimen case. Grab a FISHING HOOK from the hooks next to the aquarium. Combine the FISHING HOOK and the BEE LURE. Take the BEE SPECIMEN from the fishing lure case. Place the combined BEE LURE HOOK in the BEE SPECIMEN's spot. Place the BEE SPECIMEN where the BEE LURE originally was. Press the switch. Grab the WIND CREST. Watch out for the bee. Go to the two graves in the Courtyard, on the path to the Cabin. Use the WIND CREST on the right grave. Three CRESTS will be revealed. Fit the three CRESTS into the grave on the left. Once you appropriately match them up, you will be given the MAGNUM.
HELMET KEY (or everything I need to do in the Residence and Aqua Ring) In the bathroom of Room 002 (Residence), get the RESIDENCE KEY TO ROOM 001. In the bathroom of Room 001, get the CONTROL ROOM KEY In Room 002, push the bookcases to reveal a ladder. Enter the AQUA RING
DRAIN WATER PUZZLE, AQUA RING B2
1)Look at dry erase board, to find out which pressure valve you will need to hit.
2)Attempt to drain water...this won't work.
3)Release Safety.
4)Run across, opposite from you, and hit pressure shield switch...the shield will only deploy half way.
5)Run outside of room, hit the valve the dry erase board tells you to hit.
6)Re-release Safety.
7)Lower Pressure Shields.
8)Now drain the water.

KILL PLANT 42 After you electrocute the nasty shark, you'll find the GALLERY KEY next to him. Use GALLERY KEY and get the INSECTICIDE SPRAY from the dead guy in the Gallery Room, Residence. Spray the beehive through the hole in the hallway next to Room 002 with INSECTICIDE SPRAY. KEY TO ROOM 003 is located where the beehive was. In Room 003, put the RED BOOK (found in game room/bar area of Residence) in the bookcase. Align it with the rest of the RED BOOKS. This opens a bookcase to PLANT 42. If you're playing as CHRIS, fight PLANT 42. You'll find the HELMET KEY in the fireplace. If you're playing as JILL, you can kill PLANT 42 at it's roots with some V-JOLT
How to make V-JOLT:
Light the OIL LAMPS and count how many eyelashes/ticks are on each shadow and their corresponding color (bar/game room of Residence).
Check out the billiards table and note the number of the Orange, Red, and Green billiard balls.
In the Gallery Room, enter your findings into the keypad. This unlocks a chemical room.
Mix the chemicals as follows:
1) Mix UMB3 with WATER. You'll get UMB4.
2) Mix UMB4 with UMB6. This makes UMB10.
3) Mix UMB6 with WATER to get UMB7.
4) Mix UMB7 with UMB10. You now have UMB17.
5) Mix UMB17 with UMB3. You have successfully made V-JOLT! This puzzle can be figured out by looking at the math equations on the wall in the Chemical Room. Go down to AQUA RING B2 and use the V-JOLT on the roots of PLANT 42. Go back to the Gallery Room, where PLANT 42 used to be, and grab the HELMET KEY from the Fireplace.
TAXIDERMY ROOM EAGLE PUZZLE Use HELMET KEY to unlock Taxidermy Room, which is located on the WW 2nd Floor, above the WW Drug/Save Room. Push the two chests. One, so it is underneath the Mounted Bull, the other so it is underneath the Mounted Deer. Turn off the lights in the room. Go toward the bull, and walk to the back wall (where the Eagle is mounted). Make sure you hear the Eagle click/thunk into place. Walk along the back wall toward the Deer Mount, where the Eagle can't "see" you. Quickly, get on top of the chest under the Deer Mount, and grab the RED GEMSTONE out of the eye. To get the YELLOW GEMSTONE, just do what was explained above in the opposite direction.
GEMSTONES BLUE GEMSTONE - On the balcony overlooking the Dining Hall, push the statue down into the Dining Hall. Collect the BLUE GEM in the Dining Hall. Insert it into Right Eye of Tiger in the Tiger Room. You will receive SHOTGUN SHELLS. YELLOW GEMSTONE - In the Taxidermy Room. Used in the Right Eye of the Tiger. You will receive the 1st MO DISK. RED GEMSTONE - In the Taxidermy Room. Used in the Puzzle Jewelry Box.
MEDAL OF WOLF Use HELMET KEY on door just past the key switcheroo spot you used earlier in the game, WW 3F. Kill the Large Snake. Upon death, the Large Snake shatters a bookcase. Pick up the LAST BOOK, VOL II. Examine LAST BOOK, VOL II. Inside of it is the MEDAL OF WOLF. This Medal is used later on a statue, which drains your access to the Lab.
MEDAL OF EAGLE Use your HELMET KEY on the door leading out of the Fireplace Room, EW 2F. Move the statue into its appropriate position without getting yourself killed or trapped. Jump down the hole. You will receive the LAST BOOK, VOL. 1. Examine the book. Inside is the MEDAL OF EAGLE. This Medal is used later on a statue, which drains your access to the Lab.
COURTYARD ELEVATOR BATTERY Located in a small room, WW 2F. The room is accessible after you have powered up the Kitchen Elevator through the basement (which you do after receiving the MEDAL OF EAGLE), and have taken it to the second floor. Used on Courtyard Elevator in order to access the area/caves behind the waterfall.
EMBLEM KEY Use HELMET KEY to enter NE 1st Floor Door in Mansion Entryway. In the Mirror Room, EW 1st Floor, get the JEWELRY BOX #2. Insert/Combine the RED GEMSTONE and JEWELRY BOX #2. Solve the Octagon Puzzle on top of JEWELRY BOX #2. Grab the Broach. This will turn into the EMBLEM KEY.
METAL OBJECT Located in the small EW 1st Floor room with the Spencer Family Seal on the door. Across from the Portrait Hallway Room. Use EMBLEM KEY to access the room. Turn on the light to be able to pick it up. Combine with STONE RING. This will create the second MEDAL AND STONE OBJECT needed to insert into the door beneath the Mansion staircase.
Waterfall Puzzle Bring along your COURTYARD ELEVATOR BATTERY and SQUARE CRANK. Cross the drained pool you initially drained by using your SQUARE CRANK. Insert COURTYARD ELEVATOR BATTERY into broken Courtyard Elevator. This will restore power. Take the Elevator up. Go back to the previously drained pool, and use your SQUARE CRANK to fill up the pool again. Go back to the Elevator and go down. The Waterfall is no longer running, and you can get to the caves behind/underneath the Waterfall.
STONE RING Get HEXAGONAL CRANK from Enrico, Courtyard B1. Use it to work your way to the Statue Room, Courtyard B1. Get the CYLINDER when you push the statue into the appropriate slot in the Statue Room, Courtyard B1. After Big Spider Room. Give power to elevator by inserting the combined CYLINDER and SHAFT in the original CYLINDER position. On the CYLINDER and SHAFT there are Roman Numerals. Press the buttons as they are written: 4231. Use elevator. In Courtyard B2, transport the big box in the east room to the dock area below. Push the transported box into the trash compactor. Get the BROKEN FLAME-THROWER. Use the BROKEN FLAME-THROWER in the levers which pop out next to the door when you flip the switch in the circular hallway where Lisa chases you. The STONE RING is located in JEWELRY BOX #3, which is found in the room past the watersnake area, still in Courtyard B2. Combine the STONE RING with the METAL OBJECT to form STONE AND METAL OBJECT #2. Use both STONE AND METAL OBJECTs in the octagonal grooves in thedor beneath the mansion entryway/stairway. STONE AND METAL OBJECT #2 Combine METAL OBJECT (located in the small EW 1st Floor room with the Spencer Family Seal on the door, accessed with EMBLEM KEY) and the STONE RING (located in JEWELRY BOX #3, in the caves). Use both STONE AND METAL OBJECT #1 and STONE AND METAL OBJECT #2 in the octagonal grooves in the door underneath the Mansion main stair way.
MEDAL OF WOLF AND MEDAL OF EAGLE After using both STONE AND METAL OBJECTS, defeat Lisa by pushing off the four stone pillars located on the platform where you are being attacked. You will find yourself around a circular pool. Place the MEDAL OF WOLF and MEDAL OF EAGLE medals in their corresponding statues. This will drain the pool, granting you access to the lab.
X-RAY ROOM AND X-RAY PUZZLE Near the X-Ray board, there is a LETTER OF A RESEARCHER. In the letter, you will discover some computer password information. Username: JOHN , Password: ADA. But it speaks of another password needed, and coded in the X-Rays. Find the other two X-RAYs in the room, and line them up alphabetically. Turn the red light on, and examine the alphabetized X-RAYS. Note the order of the specific organs highlighted: Colon, Esophagus, Liver, Lung. This gives you the additional password: CELL. Go to the computer terminal in the body bag room, Lab B3. Log on with Username: John, Password: Ada. Unlock the Lab Doors on B3 and B2. This will require the additional password: CELL.
LAB KEY After unlocking the doors with the computer, head to the Film Room, Lab B2. Use your SLIDE FILTER (picked up Lab B3, same room as the fuel chamber, down the hall from X-Ray Room) on the projector. This will highlight the number: 8462. Use this code on the password terminal, located near the projector. This will open the film editing room. If you are a sucker for gore, view the tape you found on Kenneth's body at the beginning of the game. On the table, you will find the LAB KEY.
MO DISK LOCATIONS MO DISK #1 - Acquire this disk by placing the YELLOW GEMSTONE in the tiger's eye, Tiger Room, WW 1st Floor. MO DISK #2 - Located outside of the Film Room, Lab B2. MO DISK #3 - Located inside the Film Room, Lab B3.
MO DISK USES/UNLOCKING THE THREE LEVERED DOOR Place MO DISK #1 in the GameCube looking console, opposite the fuel tank, Lab B3 (near the X-Ray Room). Place MO DISK #2 in the GameCube looking console, in the central room, Lab B3. You need the LAB KEY to access this room. Once in the room you need to crawl through the vents to access the area where you need to place MO DISK #2. Place MO DISK #3 in the GameCube looking console, in the red lit room, Lab B3. You need the LAB KEY to access the hallway which leads to this room. Using these disks releases the 3 levers needed to unlock the door which leads to your fellow S.T.A.R. comrade.
FUEL SUPPLY CAPSULE Get the EMPTY FUEL SUPPLY CAPSULE from the winding hallway room, Lab B3. Near the red lit room, you need the LAB KEY to access the hall which leads to this room. Go to the room where you placed MO DISK #1. Opposite the Gamecube console looking thing, is a fuel source. Fill your EMPTY FUEL SUPPLY CAPSULE here. Now it is you FUEL SUPPLY CAPSULE. Walk...do not run or jar the capsule in any way, back to where you got the EMPTY FUEL SUPPLY CAPSULE. Place the FUEL SUPPLY CAPSULE into position. Go to the southernmost room, Lab B3, and turn on power to the elevator.
LAB MASTER KEY/ELECTRONIC DOOR RELEASE Take elevator to Lab B4. Fight the Tyrant in the Experiment Room. The LAB MASTER KEY is located in this room if you're playing as Chris. If you're playing as Jill, use the Electronic Emergency Door Release on the computer in the room. Go back through the three levered door, and get your S.T.A.R. comrade out of prison. Work your way out of the lab. Use the LAB MASTER KEY on the Emergency Doors, Lab B1. You won't need the key as Jill.
FUSE UNIT After going through the emergency doors, you will find a FUSE UNIT. The FUSE UNIT is used on the elevator, located in the same room. Take the elevator up. Either you'll be immediately rescued, or you'll have to fight the Tyrant again, depending on how you played the game.

Cheats and Ending Bonuses
These cheats are originally from GameWinners.com (http://www.gamewinners.com). Unfortuenately, their list has a few mistakes, and aren't too clear. We have put together these, based on their cheats, but have been edited by us. If you notice any problems or innaccuracies, please let us know. Successfully complete the game as Jill or Chris and save the game. You will notice a new background on the main menu. Select the "Once Again" option. You may now select a new difficulty setting. You will also get a key that will allow the character that completed the game to get a new costume. Enter the first room on the right out of Main Hall (with the statue and 1st floor map). Push the crate, go into the supply area, unlock the closet. Select your character's new costume.
Successfully complete the game in Normal or Hard Mode as Jill or Chris under five hours. Save the game at the end, then start a new game, "Once Again". You will start with the Samurai Edge gun.
Successfully complete the game in Normal or Hard Mode as Jill or Chris under three hours. Save the game at the end, then start a new game, "Once Again". You will start with the Rocket Launcher with unlimited ammo.
Successfully complete the game in "Once Again" mode in normal difficulty under five hours. This unlocks the "Real Survivor" option. Item boxes will not transfer to eachother, aiming will be manual, you will get an unlimited ammo S & W gun, and there will be bonus costumes.
Successfully complete the game two times as Jill or Chris to unlock the "Invisible Enemy" option. All enemies will be, well, invisible, in this mode. Be sure when you do this that once you beat the game, save it, play in the "Once Again" option, then you overwrite the "Clear" file when, and only when, you beat it again and overwrite it with another "Clear" file.
Successfully complete the game as both Jill and Chris one time to unlock the "One Dangerous Zombie" option. This cause a special zombie to follow you around during the first part of the game. Shooting this zombie will end the game, so your goal is to simply ignore it. Be sure when you do this that once you beat the game, save it, play in the "Once Again" option, then you overwrite the "Clear" file when, and only when, you beat it again and overwrite it with another "Clear" file.
Successfully complete the game in "Invisible Enemy" mode under five hours to unlock a "Special Features" option that displays a message from the game developers and a gallery of pre-production costumes.
Grenade Launcher Glitch - Get 240 Grenade Rounds. You can use this method to get any of the ammo used for your Grenade Launcher, we recommend using it to get Incendiary Rounds.

1) Place all of your items in the Item Box.
2) Place your Grenade Launcher in top left item slot.
3) Place your Incendiary Rounds in top right item slot.
4) Close the Item Box.
5) Open your inventory.
6) Equip your Grenade Launcher.
7) Open the Item Box.
8) Select Incendiary Rounds from your inventory.
9) Press ''A'' twice, make sure you swapped your Incediary Rounds for something, and the right item slot is not empty.
10) Move cursor to Incendiary Rounds in your Item Box.
11) Press ''A'' twice. Voila.

zelda_link_to_past_walkthrough.txt

OK, here's the thing. This one won't open either. But unlike the other one, I have a pretty good idea of what this was before it was corrupted. It was probably a walkthrough of A Link to The Past, if I'm being real honest. Like that is just what I believe in my heart of hearts.