###### ## ##### ## ## ### ###### ### ###### ###### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ###### ## ## ## ####### ######### ## ######### ###### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ###### ## ##### ## ## ## ## ###### ## ## ## ## ###### - D E A D L Y S I L E N C E - *********************************************************************** Resident Evil: Deadly Silence / Biohazard: Deadly Silence Available for the Nintendo DS A FAQ/Walkthrough by CVXFREAK Version 0.7 (incomplete) February 13, 2006 *********************************************************************** Table of Contents ----------------- 00. Introduction 01. Version Information 02. Resident Evil: Deadly Silence A. About The Game B. Rebirth Mode C. Classic Mode D. Easy Mode E. Characters 03. Controls A. Rebirth Mode B. Classic Mode C. Wireless Play 04. Game Basics 05. Rebirth Mode Walkthrough A. Jill Valentine B. Chris Redfield (not yet started on) 06. Classic Mode Walkthrough A. Jill Valentine (partially complete) B. Chris Redfield (not yet started on) 07. Wireless Play 08. Master of Knifing 09. Item Listing (not yet started on) A. Rebirth Mode B. Classic Mode C. Wireless Play 10. Weapon Listing 11. Puzzles and Codes A. Rebirth Mode B. Classic Mode (not yet started on) C. Wireless Play (not yet started on) D. Save Room Treasure Boxes 12. Enemies and Bosses A. Rebirth Mode B. Classic Mode (not yet started on) C. Wireless Play (not yet started on) 13. Decisions, Decisions 14. File Transcripts 15. Credits and Conclusion ======================================================================= 00. Introduction ======================================================================= This FAQ/Walkthrough is original work copyright 2006 by me, CVXFREAK, for use publicly on the following websites: GameFAQs (www.gamefaqs.com) GameSpot via GameFAQs IGN FAQs (faqs.ign.com) NeoSeeker (www.neoseeker.com) Resident Evil Fan (www.residentevilfan.com) Let me know if you want to host this document. But do not host it without permission. You can reach me at the e-mail address fireemblempride@gmail.com. Also, if you need something from this guide for your own piece of work, feel free to use it as long as my name is referenced somewhere. Resident Evil and Biohazard and all related to them are intellectual property of Capcom Co., Ltd. Resident Evil: Deadly Silence and Biohazard: Deadly Silence are copyright Capcom, and I do not own anything related to the rights of that property. This FAQ/Walkthrough aims to be the most complete and concise document out there for the Nintendo DS game, Resident Evil: Deadly Silence (Biohazard Deadly Silence in Japan). In this document you can find complete, thorough and accurate walkthroughs for both Rebirth and Classic Mode, information on items, file transcripts and enemy information. It's not a source for storyline information; you may find information on the storyline in plot guides written by Thomas Wilde and Marleone Torlen, available on GameFAQs and elsewhere. While I aim to make a complete, easy to read document, there will be occasions where I incorrectly explain something, leave something out, glance over a spelling and grammar error, or miss out on something while playing the game. If so, please kindly let me know of my errors so they can be fixed. I'm not perfect, never will be, but I do try my best. It should be noted that this FAQ only covers the DS version of the original Resident Evil, Deadly Silence. Please refer to coverage of any other version of Resident Evil if you need help in those. ======================================================================= 01. Version History ======================================================================= February 13, 2006 Completed part of Jill's Classic Walkthrough. Included discovery of Easy Mode. February 12, 2006 Big day today. Yesterday I got around to completing 65% of Jill's walkthrough for Rebirth Mode. Today, I will finish it off and submit it. Work on the rest of the guide continues. February 3, 2006 More work has been done to this walkthrough, such as Jill's rebirth adventure. Unfortunately, school has begun so I've begun to work at a slower than acceptable pace, so bear with me. I want to submit it when 80% of all sections are done. January 29, 2006 I received Biohazard Deadly Silence for the Japanese Nintendo DS yesterday, and finally beat it today on Rebirth Mode playing as Jill. Began her walkthrough for Rebirth Mode. December 28, 2005 I began the outline of this guide in preparation for the Japanese release of Biohazard: Deadly Silence in the middle of January. I created the table of contents, introduction, section about the game itself and this paragraph all on this day. ======================================================================= 02. Resident Evil: Deadly Silence ======================================================================= ----------------- A. About The Game ----------------- Known as Biohazard: Deadly Silence in Japan, Resident Evil: Deadly Silence is a Nintendo DS revision of the original Resident Evil title released almost ten years ago on the PlayStation. To celebrate the tenth anniversary of the Resident Evil series' debut, Capcom decided to port the original game to the unique Nintendo DS and adjust it to fit on that platform. The subtitle, Deadly Silence, has the acronym "DS" in fitting with the DS system. It contains the original PlayStation game with the addition of an always-available map, knife switching on the fly and the 180- degree auto turn first introduced in the third Resident Evil. Even more of an addition is the Rebirth Mode, which rearranges the original RE to use the bottom touch screen for solving puzzles and having knife battles. Another addition is the Wireless Play, which allows people to link up with their DS systems for some multiplayer Resident Evil action. It should be noted that Deadly Silence is only based on the original PlayStation Resident Evil. Features from the Sega Saturn version released in 1997, which contained an extra boss and battle mode, the Director's Cut editions released in 1997 and 1998, which contained arrange mode, and *especially* the 2002 GameCube remake of Resident Evil, which contained content almost completely different from the original version, are not to be found in Deadly Silence. Deadly Silence stands as a revision of its own, and does not stand to replace any other version. --------------- B. Rebirth Mode --------------- Rebirth Mode is the newest addition to the original Resident Evil. Do not get this confused with the GameCube version of Resident Evil, since that game is colloquially referred to as Resident Evil Rebirth to some fans. Rebirth Mode puts the Nintendo DS's unique features to work. There are new puzzles that involve the use of the stylus and touch screen, such as those involving input codes and selected first person combat sequences, where swiping or poking the touch screen corresponds to the swings or stabs of the knife. The DS's microphone is put to good use as well. Updated to conform to the standards of Resident Evil 3: Nemesis and onwards, the 180-degree auto turn has been added to making escaping enemies much easier. Introduced in Resident Evil 4, Rebirth Mode now contains knife switching on the fly by holding the L button. If you've beaten the original Resident Evil before on any system, GameCube excluded, you ought to try Rebirth Mode first since it offers new twists and features that people familiar to the series might not expect. If you've never beaten the original Resident Evil or have only beaten the GameCube version, then try the original version first to get a feel for the game. --------------- C. Classic Mode --------------- Classic Mode is the original Resident Evil from the PlayStation with a few tweaks. You get the additions from Rebirth Mode, which are getting the knife with the L button and the 180-turn. But the puzzle arrangement, story progression, monster placement and item placement remain the same as the original version. ------------ D. Easy Mode ------------ There is an Easy Mode in Deadly Silence, although it isn't easily discoverable like in the PSone/Saturn/GameCube editions of this game. In the title screen, access New Game, and then highlighting either Reirth Mode or Classic Mode, hold right on the D-Pad for a few seconds and the text should become green. If it's green, then select either mode will be Easy Mode. Easy Mode gives double the ammo, and double ink ribbons. Enemies take fewer bullets to kill, and Chris and Jill take more hits to die. Select this mode only if you truly suck at the game. :P ------------- E. Characters ------------- Here are character descriptions taken from the various instruction booklets of the original Resident Evil games, and the remake, as well as other games these characters have appeared in. ~~~~~~~~~~~~~~ Chris Redfield ~~~~~~~~~~~~~~ Age: 25 Height: 5ft 11in Weight: 177 lbs Blood Type: O CHRIS REDFIELD is a member of the S.T.A.R.S. Alpha Team. After being kicked out of the Air Force, Chris became a drifter until he met Barry Burton. Barry recruited him for the newly formed S.T.A.R.S. Now Chris has been reassigned to a smaller unit at Raccoon City headquarters to prove himself quickly. Chris is a tough guy who possesses both a strong mentality and great vitality. He is a seasoned veteran who possesses both intelligence and immense strength. He has completed various missions by overcoming critical situations and great danger. ~~~~~~~~~~~~~~ Jill Valentine ~~~~~~~~~~~~~~ Age: 23 Height: 5ft 5in Weight: 111 lbs Blood Type: B JILL VALENTINE is a member of the S.T.A.R.S. Alpha Team. She is a highly intelligent agent who possesses both quick reflexes and common sense. She has been decorated for her bravery in many dangerous situations where her cool judgment kept herself and others alive. Jill has strong moral convictions and fights for what she believes in. An intelligent soldier that has saved many S.T.A.R.S. members from danger in the past, Jill has just been reassigned to Raccoon City just like Chris. She is excellent with mechanical devices such as lockpicks. While she has a great capacity for holding items, her small vitality puts her at a small disadvantage. ~~~~~~~~~~~~~~~~ Rebecca Chambers ~~~~~~~~~~~~~~~~ Age: 18 Height: 5ft 3in Weight: 93 lbs Blood Type: AB REBECCA CHAMBERS is the newest member of the S.T.A.R.S. Team. She is a gifted woman who sped through school and graduated from her university at the age of 18. The youngest member of the group, Rebecca has been recruited for her knowledge of field medicine and First Aid. She is nervous around other members, both because of her age and lack of experience. Rebecca is eager to please and will take on any task assigned to her without hesitation. A highly organized agent, Rebecca knows how to control a situation without letting it control her. ~~~~~~~~~~~~ Barry Burton ~~~~~~~~~~~~ BARRY BURTON is a former SWAT team member with more than 16 years of experience. He is regarded as one of S.T.A.R.S. most exceptional members. He is a highly skilled weapons expert. Barry is very much a family man with strong values. Past experiences have made him wary of others. ======================================================================= 03. Controls ======================================================================= It's extremely important to learn the controls of Resident Evil Deadly Silence in order to master the game. Figure out how to move the characters, arm yourself with weapons, heal yourself, and move about the item screen. It's mostly self explanatory. These are the controls for the default Japanese version, Type A. --------------- A. Rebirth Mode --------------- - Start Button - Function: Skip Cutscenes, Go to the Item Menu - Select Button - Function: Go to the Options Menu - A Button - Function: Open doors, attack, confirm selections - B Button - Function: Dash, Cancel selections - Y Button - Function: Same as the A Button - X Button - Function: Inactive - R Button - Function: Draw weapon and target enemy - L Button - Function: Change target enemy, arm combat knife - Touch Screen with Stylus/Fingers - Function: Make selections, input codes, manipulate items, fight zombies --------------- B. Classic Mode --------------- - Start Button - Function: Skip Cutscenes, Go to the Item Menu - Select Button - Function: Go to the Options Menu - A Button - Function: Open doors, attack, confirm selections - B Button - Function: Dash, Cancel selections - Y Button - Function: Same as the A Button - X Button - Function: Inactive - R Button - Function: Draw weapon and target enemy - L Button - Function: Change target enemy, arm combat knife ======================================================================= 04. Game Basics ======================================================================= The advice in this section applies to all modes. -------------------- - General Controls - -------------------- To Shoot: Hold R and Press A or Y To Change Enemies: While aiming, press L To Use the Knife: Hold L To Auto-Turn: Press Down and B To Reload During Gameplay: Press R and B ----------------- - Avoid Enemies - ----------------- In the game, many enemies (in third person view) can be avoided by running around them before they can react and attack you. Not only does this save you ammo, it can avoid getting you injured and making you use up a precious healing item. ---------------------- - Keep Your Distance - ---------------------- Very important should avoiding an enemy not be an option. Keep your distance while you're attacking. Thankfully, unlike the other Biohazard games, weapons don't seem to noticeably lose their effectiveness when fired from afar (they might, but you'd probably at most lose a bullet or two). By keeping your distance, you have a smaller chance of injury. ----------------- - Conserve Ammo - ----------------- New to Deadly Silence is the ability to arm the combat knife by just holding the L button. This first appeared in Resident Evil 4. While the knife is still a relatively weak weapon, it does save a lot of ammunition. It works well against zombies that are on the ground, or "bottlenecked" in a position where they are trapped and cannot reach you. The knife is also the perfect weapon against smaller enemies like crows and wasps. You're probably better off not using it against Hunters, Chimeras or bosses, though. --------------------------- - Use Your Weapons Wisely - --------------------------- A more powerful weapon many times is the worst possible weapon to use. Don't use the Magnum on one lone zombie, and don't use the Handgun against a group of zombies. The Magnum needs to be saved for powerful foes, and the Handgun should be used for lone enemies a fair distance away. Thankfully, the Shotgun and BAZOOKA are flexible. The Shotgun will burn through groups of zombies in two or three shots, while the BAZOOKA, depending on the type of ammo, will kill most enemies in a shot or two. ---------------------------- - Make Multiple Save Files - ---------------------------- Admittedly this is less of a problem with the original Biohazard than it is with Deadly Silence, because Deadly Silence only has five save slots in the cartridge. What you should do is save on multiple save slots a few times in your adventure. If you make a mistake and become unable to proceed forward in the game due to that mistake (such as using up too much ammo or health), then reload an older save file and avoid making the mistake. --------------------------------- - Manage Your Item Slots Wisely - --------------------------------- Chris can only hold six items, and Jill can hold eight. For each character, keep a health item, weapon, ammo and a powerful weapon at your disposal. At least two spaces should be unoccupied for items you can pick up. Make frequent trips to the item box and drop things off that you won't need - the walkthrough will usually make note of this, but it should become something of your priority as you play. ------------------------------------------- - Use the Microphone in First Person Mode - ------------------------------------------- If a zombie is about to vomit on you, blow into the microphone to blow its vomit back, preventing you from getting damaged. ======================================================================= 05. Rebirth Mode Walkthrough ======================================================================= ------------------------------- A. Jill Valentine - Normal Mode ------------------------------- Jill Valentine's game is easier than Chris', and thus is labeled as Normal Mode. She has eight item slots, and has Barry assist her every now and then. It should always be played before Chris' game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~PART ONE: The Spencer Mansion~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dining Room ----------- After you watch or skip the first cut-scene, you'll end up in the dining room. Once you gain control, run to the opposite side of the room, around the big table. A cut-scene will occur with Barry, and then you will be free to explore again. Go through the door on the right. Kenneth Hallway --------------- You'll see why this is named as such soon. Turn left and run forward and a cut-scene will trigger. This is the first zombie of the game, and the first of many more to come. Rather than waste ammo fighting it, simply run back to the -Dining Room-. Dining Room ----------- Watch the cut-scene, and then return to the -Main Hall-. Main Hall --------- Watch yet another cut-scene, and then start your search for Wesker. You have two options: either go up the stairs of the main hall, or run behind them and then return to the main portion of the first floor. Once you do this, another cut-scene with Barry will be triggered, and as a result, he'll give you the LOCKPICK. After he leaves, we'll have to set ourselves up for a smooth journey. First, start by going up the stairs. Main Hall 2F ------------ Go up the left set of stairs. Then, go through the door straight ahead. Dining Room 2F -------------- Starting from the doors, run to Jill's left until you see a statue. Try to avoid the zombies in this room; they should be far enough so that they don't hurt you, but if they get close enough, shoot them a few times and then use the combat knife when they're done. As for the crows, try shooting them or slash them with the knife as they fly nearby. As for the statue, push it until you see a gap in the railing. Once the statue is next to the gap, push it onto the first floor. Now return to -Main Hall 2F-. Main Hall 2F ----------- Return to the -Main Hall- (first floor) by going down the stairs. Main Hall --------- Run over to the typewriter next to the stairs and take the INK RIBBONS, and you'll need these to save the game at a typewriter. Don't bother saving at this typewriter, though. Afterwards, go back to the -Dining Room-. Dining Room ----------- From here, run to the fireplace near the pool of blood, and grab the WOODEN EMBLEM. Afterwards, head back into the -Kenneth Hallway-. Kenneth Hallway --------------- Run back to Kenneth's body (Barry killed the zombie in that cut-scene, so there's no one here anymore). Examine his body several times to get two HANDGUN CLIPS. These serve as ammunition for your HANDGUN and should be conserved. Now run to the opposite end of the hallway, and go to the door on the left side. Piano Bar --------- Starting from the door, circle around the piano to an awkwardly placed bookshelf. Push it to the right of the screen and grab the MUSIC NOTES. Now, run to the piano, go to the item screen and select the MUSIC NOTES. Jill will play the piece, Moonlight Sonata, and then a portion of the wall will open up. Go into the newly revealed room, and at the opposite wall, grab the GOLD EMBLEM. The wall you opened up with the piano will shut again, but using the WOODEM EMBLEM will open it up again, so use it. Now, return to the -Kenneth Hallway-. Kenneth Hallway --------------- Return to the -Dining Room-. Pick up the ammo from Kenneth if you have not done so already. Dining Room ----------- Run over to the fireplace where you took the WOODEN EMBLEM. This time, place the GOLD EMBLEM above the fireplace, and then a puzzle will be revealed with the grandfather clock on the wall. However, we don't need to deal with it yet, so return to the -Main Hall-. Main Hall --------- Now that we've handled the left wing of the mansion, we can head into the right wing. Take the double doors on the right side of the room. Green Statue Hallway -------------------- In this room, we're going to have our first "first person knife battle." This isn't too hard. Just slash and stab the zombies until they're all dead. Slashing sideways generally works best, but if the zombie is about to spit acid onto you, a series of upward stabs should push it back. You might get an item if you're victorious. There's a map of the mansion in the green statue, so push the ladder so you can climb and acquire it. Look on the top screen to see the entire map appear. The ladder needs to be pushed left and then toward the statue. You'll then see two doors, one blocked by a piece of furniture. Push the furniture to the left and then enter the passage. You'll see a zombie munching on another, so kill it with the combat knife or the Handgun. Proceed around the turn and you'll see another floored zombie. Kill it however way you want, and then run to the shelf and grab another set of INK RIBBONS. Return to the blue-tiled area of the room and go through the right door, which you automatically unlock with the LOCKPICK. Glass Corridor -------------- Run forward here and do not stop. Eventually, two zombie dogs will burst through the windows and run after you. Avoid fighting them, as it isn't worth the ammo lost or the damage sustained. Go through the door at the end. Door Corridor ------------- There's a GREEN HERB to your right; pick it up if you have space. The first door near you is locked, so go down the hallway and go through the next door you see. Bathroom -------- In hear, go to the sink toward the sparkling item. In the mirror, a zombie will approach you, so get away from the sink, near the door and then kill it. Then grab the HANDGUN CLIP from the sink and then exit. Door Corridor ------------- Proceed down the corridor until you come across two doors. Go through the single door to Jill's left, and your right. Empty Room ---------- There's only another door here that you'll need to go through. Shotgun Room ------------ There are three zombies in here waiting to feast on you. Dispose of them with your HANDGUN; luckily, you'll probably get in a headshot with it. Approach the far wall and remove the SHOTGUN from the rack. Read the upcoming note BEFORE you exit the room the way you came in. [ Note: There is another way to acquire the SHOTGUN, and that's to get the BROKEN SHOTGUN from the -Study Room- after you unlock it with the ARMOR KEY and then place it where the SHOTGUN used to be. It changes around the progress of the story. See "Decisions, Decisions" for more information. Make your choice now. ] Empty Room ---------- Uh oh! Suddenly the ceiling will fall gradually. Examine both doors in this room and then wait for a cut-scene with Barry to trigger, which will take you back to the -Door Corridor-. Door Corridor ------------- Finish seeing the cut-scene (or skip it), and then go through the double doors in front of you. Door Corridor 2 --------------- Inside this room are several doors (hence the name of the room). Start by killing the two zombies that approach you, and then run to the end of the room, killing the zombie beyond the small hallway. The first door you should try is the door that faces the extending hallway, at the left side of the room from where Jill entered. Portrait Hallway ---------------- In here, you'll experience another knife battle, so win it and possibly win an item. The battle this time involves crows alongside zombies, so attack the crows before they begin to peck you with quick stabs. After you're done, you'll see a series of portraits along the walls. You'll need to press the buttons below them in order. Press the wrong order, and the crows will begin to attack you. The correct order is from the youngest aged person on the portrait first, and then working through the you, middle and old ages to the death on at the very end of the room. The order is listed here, and you can find the paintings by examining them. If you're playing it in Japanese or any other language you don't understand, here're the paintings' placements from the entrance to the end of the hall: 1. Newborn Child (2nd from the door) 2. Infant (4th from the door) 3. Lively Boy (5th from the door) 4. Young Man (3rd from the door) 5. Tired, Middle Aged Man (1st from the door) 6. Bold Looking Old Man (6th from the door) 7. The End of Life (7th from the door) The End of Life poster will fall, revealing the STAR CREST. After you acquire it, leave the room. Door Corridor 2 --------------- Starting from the door to the -Portrait Hallway-, run down the adjacent hallway toward a door at the end. Go through it. Garden Tunnel ------------- Kill the annoying crow and zombie dogs here, either with the Shotgun or the Handgun, depending on what gets you damaged the least. Then approach the end of the tunnel, and you'll see a locked door and a place in the wall to the left to insert four crests. Insert the STAR CREST into the wall and then return to the -Door Corridor 2-. Door Corridor 2 --------------- Run back into the main portion of the corridor, and then approach the first door to the left of the double doors you first entered this room through. Unlock it, and then go through. Stairway (Right) ---------------- Kill the zombie ahead, and then cautiously proceed down until the corner turns. Shoot the zombie next to the stairs. Afterwards, grab the GREEN HERB on the ground if you still have any space left. Then proceed through the door nearby. Storage Room ------------ This is a save room, where you can use the INK RIBBONS you've acquired to save your progress. Now would be a good time to save. Approach the item box and then deposit your INK RIBBONS inside. Inside the item box are two HANDGUN CLIPS, two boxes of SHOTGUN SHELLS, a GREEN HERB, a BLUE HERB and a RED HERB. If you're a good player, you'll still have the two FIRST AID SPRAYS you began the game with, so deposit one or both of them and carry a GREEN HERB if you like. For sure, take out the HANDGUN CLIPS and SHOTGUN SHELLS as you'll need them to mow down enemies. To the right of the item box is a CHEMICAL, which you should take with you. And lastly, you should examine the puzzle box next to the door. The solution I provide is this: from the five positions, the very top one is #1, and then it goes clock wise to #2, #3, #4 and #5. So: 1 5 2 4 3 So, you have the center pointers that point at two jewels at once. You'll notice that each jewel has a ring around it of a different color: the jewels must be switched to match the colors of their rings. The switched jewels are the two that are linked via the center pointers. So if the pointers are pointed at #1 and #2, then those colors will switch once you press the middle jewel of the center pointers with the stylus. You can change the pointer to point at two different things with the stylus. You have three tries as indicated by the number on the top right corner. If you make a mistake, click reset on the top left to start all over. So, with this, the solution to opening the box is: 1. #1 and #2 2. #1 and #5 3. #3 and #4 The box opens to reveal a RED HERB. You can mix it with a GREEN HERB you've found, or deposit it into the item box. Exit the room after you are finished. Stairway (Right) ---------------- Now go up the flight of stairs. Upper Right Stairway -------------------- Go up one more flight of stairs. At the top, there will be two zombies on both sides. Aim for the closest one, kill it (the HANDGUN should suffice) and then kill the other one. Run down the nearby adjacent hallway (it's a short one) and then go through the door by unlocking it. Red Hallway ----------- Once again, there will be two zombies on both sides of you, so kill one and then go after the other. Turn right from the door you entered, and then go through the door at the end. Reading Room ------------ Run forward, and then grab the BOTANY BOOK from the table. Read it if you want, and then return to the -Red Hallway-. (Note that the other door in this room, as you can see on the map, simply leads back to the Upper Right Stairway) Red Hallway ----------- Turn left and run down. Then turn the corner, and you'll see a zombie handing around the green double doors. Kill it and then proceed passed the locked green double doors. Turn the next corner and you'll see a zombie resting on the ground. Kill it by waking it with the knife or shooting it. Pass the locked single door to the door at the end of the hallway. Go through it. Main Hall 2F ------------ Welcome back to the main hall. You'll see a cut-scene with Barry, and he'll give you ACID ROUNDS. Hopefully you have space to store it; otherwise, you'll lose the item forever. After the cut-scene ends, you'll need a weapon to use these ACID ROUNDS with. Go through the door to the right of the one you just came through. Empty Hallway ------------- There's nothing to see here... except for blood to the right of the door ahead. Go through the door. Balcony ------- Run forward and you'll see a dead body of one of Jill's comrades, Forrest Speyer. As you approach him, he will awaken and begin attacking you. Since he's close by, either auto-turn and then run to the door and shoot him with the HANDGUN from there, or use the SHOTGUN to decapitate him. After you kill him, grab the BAZOOKA. It works with the ACID ROUNDS Barry gave you. Exit the room. Empty Hallway ------------- Now we know who's blood that isÉ but anyway, return to -Main Hall 2F-. Main Hall 2F ------------ From here, return to the -Dining Room 2F-. Dining Room 2F -------------- This time, head over to the opposite end of the room. To the right side is a door you should go through. If you didn't push the statue down into the first floor before, then you should do it now. Left Stairs 2F -------------- A zombie will immediately ambush you, so blow it to bits with the SHOTGUN as you'll likely get hit and lose tons of health. A crow also inhabits the entrance area, so kill it, too. Two more zombies are in the room as you move further in, but the HANDGUN should be able to take them out. After killing them both, go down the stairs. Left Stairs ----------- Walk away from the stairs and a zombie dog will bust in through the windows. Avoid it by ducking into the nearby door, which leads to another save room. Infirmary --------- This is another save room, so save up and drop off those ACID ROUNDS Barry gave you - you'll need them later, not now. If you decided to stow away the CHEMICAL, withdraw it now. On the bed are more ink ribbons. After solving it, approach yet another treasure box. 1 5 2 4 3 The solution for solving this puzzle is: 1. #2 and #3 2. #4 and #5 3. #3 and #4 4. #1 and #5 You'll once again receive a RED HERB for your success, so keep it or stow it away (we'll be running into a few GREEN HERBS soon). Exit the room after you've solved it. Left Stairs ----------- The zombie dog, now to your left, still inhabits this room if you didn't kill it earlier, so dispose of it. Moving forward, you'll see a zombie on the ground, so stab it to death since you move in from behind it. Another zombie dog will jump in, so kill that too. Turning the corner, yet a third zombie dog jumps through the window, so dodge it and then kill it. Go through the door at the very end. Green Hallway ------------- The room is named as such thanks to the color of the wallpaper. Kill the zombie approaching you, and then run forward. Two more zombies are between you and the door past the corner, so kill them and enter the next room. Fountain Room ------------- I hope you brought the chemical, because you'll need to use it here. Near the door is a machine you should use the CHEMICAL in. Once you use it, the vines of the fountain will die, giving you access to a whopping four GREEN HERBS and two RED HERBS. Sounds like a quantitative mismatch until you realize that opening the two treasure boxes yielded two RED HERBS total. If you have to, make sure you end up with three or four full-powered healing items by going back and forth between the save room and this room. Don't forget to leave an open space for the key on the shield of the wall, the MANSION KEY. Examine the MANSION KEY and rotate it in the item screen and you will realize it's really an ARMOR KEY. Nice find. Exit the room. Green Hallway ------------- Turn the corner, run down and then return to the -Left Stairs-. You'll see a door nearby, which you can unlock with the ARMOR KEY. Go through. Study Room ---------- Run ahead to the desk and open it with the LOCKPICK. Inside is a box of SHOTGUN SHELLS. The bookshelf to the right of the door contains a HANDGUN CLIP and a BROKEN SHOTGUN. Read this next note, and then exit the room: [Note: Remember the trap in the -Empty Room- after you got the SHOTGUN, where the ceiling proceeded to fall on you? Well, Barry saved you, but you could have gotten the SHOTGUN and avoided the trap altogether by bringing the BROKEN SHOTGUN to the rack, taking the working SHOTGUN off the rack, and then exchanging positions. The ceiling will fail to fall, and Barry won't have to save you. Using the BROKEN SHOTGUN takes a lot longer to do since you won't have a powerful weapon to kill the monsters that take up residence in the left side of the mansion. Chris, however, always must use the BROKEN SHOTGUN as Barry isn't around to bust the door down and Rebecca, if she actually showed up, probably wouldn't be able to bust it down either. Note that whichever choice you make affects what game you'll get. See "Decisions, Decisions." ] Left Stairs ----------- Go back to the -Green Hallway-. Green Hallway ------------- This time, you might get a first person battle sequence with three zombies, so kill them and collect a prize, if one is left. Afterwards, turn right and head down the hallway. You'll see a tiny adjacent hallway with a zombie inhabiting it. Run all the way to the door at the end and then kill it. You'll have passed a door on your way, so you can unlock it with the LOCKPICK. Enter. Bedroom ------- On the bed is a HANDGUN CLIP, which you should take. Now approach the desk, and read the file. When you try to read it, a zombie will pop out from the closet, so kill it. Grab the SHOTGUN SHELLS in the closet, and finally read the file. Afterwards, exit. Green Hallway ------------- Now, turn right and go through the door at the end by unlocking it. Kenneth Hallway --------------- Welcome back. If you recall, we dropped a statue from the -Dining Room 2F- onto the first floor, so head back over to the -Dining Room-. Dining Room ----------- Run over to the other side of the table, and in the broken ruins of the statue, grab the BLUE JEWEL. Now return to the -Kenneth Hallway-. Kenneth Hallway --------------- Return to the -Green Hallway-. Green Hallway ------------- Run to the tiny adjacent hallway the zombie emerged from earlier, and go through the door there. Tiger Statue Room ----------------- Go over to the Tiger Statue. You'll notice that its eyes are missing. Place the BLUE JEWEL you just acquired into its right eye, and it will rotate to reveal the WIND CREST, so take it and exit. Green Hallway ------------- Return to the -Left Stairs-. Left Stairs ----------- You might get a first person action sequence here, so beat it and claim your prize if you get one. Go to the -Infirmary-. Infirmary --------- Here, deposit the WIND CREST into the item box, and then leave. Right Stairs ------------ From here, go back up the stairs. Right Stairs 2F --------------- Head back over to the -Dining Room 2F-. Dining Room 2F -------------- From here, return to -Main Hall 2F-. Main Hall 2F ------------ Head down the stairs to the first floor. Main Hall --------- Head over to the right side of the room towards the blue double doors. Instead of going through those doors, this time go to the small brown door on the left and unlock with the ARMOR KEY. Go through. Antique Room ------------ Run forward, passed the globe and acquire the HANDGUN CLIP from the dresser. Turn left toward the narrow hallway and kill the zombie. Turn left, and run down until you see a desk, which you can use the LOCKPICK on. Grab the SHOTGUN SHELLS, turn around and then head down to the door on the other end. Dress Room ---------- Watch out for the zombie! Blast it with the SHOTGUN to avoid getting bitten. Afterwards, explore the rest of the room. There are two GREEN HERBS and an INK RIBBON near the red curtains on the right side. Read the note below and then return to the -Antique Room-.. [Note: You'll notice a door here that is locked. It can only be unlocked in a replay game when you have the SPECIAL KEY acquired and you use the SPECIAL KEY to unlock the door. This leads to the CLOSET, where you can change costumes. Jill can choose from two. One is a rather revealing policewoman costume and another is Jill in a casual outfit. This is optional. ] Antique Room ------------ You'll get a first person battle sequence, so kill the zombies and collect the prize if you get one. Return to the -Main Hall-. Main Hall --------- Proceed up the stairs to the second floor. Main Hall 2F ------------ Go up the right set of stairs, and through the door ahead. Red Hallway ----------- Run forward and unlock the first door to the right with the ARMOR KEY. Then go through. Richard Hallway --------------- Run forward and you'll see Richard. You'll be presented with an option: give him CPR, or don't. If you don't, then he'll automatically die. So, you might as well select "Yes". Now here's how you do CPR. Blow into the DS system's microphone LIGHTLY. When you blow, Richard's torso will pop up, so you should stop blowing when it gets too big. If you blow into the microphone too much (or too fast), then Richard will become injured. Do this too much, and he won't survive at all, ending the CPR sequence. If you blow softly enough and time yourself correctly, then Richard will survive long enough to give Jill his RADIO and an answer to the clock's riddle: 8:12. Yay! Grab the two GREEN HERBS if you want and then exit the room. Red Hallway ----------- Run down the hallway even further and then turn the corner. See the double doors? Unlock them with that wonderful ARMOR KEY and then go through the door. Knight Chamber -------------- Run forward. At the end is a puzzle you have to solve, which seemingly takes a nod from Biohazard 0. You have a weight scale, and five pieces of jewelry. You need to distribute the five pieces onto the two plates of the scale so they each balance each other out evenly. To do that, look at the jewelry you have. You have two emeralds (green), a sapphire (blue), a ruby (red) and a topaz (yellow) stone. Notice that the two emerald tones are the same, so using your stylus, place one of each on the two scales. Place the topaz on the left, and the ruby and sapphire on the right, and the scale will balance out. You'll get the SUN CREST for your efforts. Exit the room. Red Hallway ----------- Return to the -Main Hall 2F-. Main Hall 2F ------------ Go down the stairs onto the first floor. Main Hall --------- Run to the -Dining Room-. Dining Room ----------- Head over to the clock. You'll have to set the correct time. Using your stylus, the first time you should set is 3:00, which will cause the clock to slide over and reveal the SHIELD KEY. Note that to move the hands, you'll have to touch the pointed edge of the minute (long) hand. Go back to the clock and then enter the time Richard gave you, which was 8:12. You'll get a box of SHOTGUN SHELLS for your efforts. Return to the -Main Hall-. Main Hall --------- Return to the -Green Statue Hallway-, which is beyond the double blue doors. Green Statue Hallway -------------------- You'll probably run into a first person sequence, so finish the zombies off and claim the dropped item if there is one. Head over to the -Glass Corridor-, which is beyond the single door. Glass Corridor -------------- The zombie dogs that busted through the windows are still here, so try to kill them if you can do so, or dodge them and head for the -Door Corridor-. Door Corridor ------------- Run to the nearest door and unlock it with the ARMOR KEY. Go through the door after you unlock it. Side Garden ----------- Immediately you'll see two zombie dogs that you should kill. One is beyond the fence and it can't reach you just yet. Turn the corner and another zombie dog will jump you. Kill it without stepping too far, because there's a zombie on the floor up ahead that can take a bite out of Jill's leg. Kill the other zombie dog and then you are free to kill the zombie. Now you can collect the six GREEN HERBS available for you: make repeat trips to the item box so you have them all. Exit once you're done. Door Corridor ------------- Proceed to -Door Corridor 2-. Door Corridor 2 --------------- You'll probably get a first person sequence, so do your usual task of defeating enemies and collecting your prizes. Head over to the -Right Stairs-. Right Stairs ------------ Head over to the -Storeroom-. Storeroom --------- Save your game as a boss battle is coming up soon. Then, reshuffle your items so you take your powerful guns, the ARMOR KEY, the SHIELD KEY and a healing item or two with you. Then leave the room. Right Stairs ------------ Go up the stairs. Right Stairs 2F --------------- Go up the stairs, and turn left to the nearest door. Use the ARMOR KEY to unlock it, and you should be prompted to discard the ARMOR KEY as you've unlocked all doors that it'll unlock. Read the note and then go through the door. (If it doesn't prompt you to discard, then you've missed a door. The doors that the ARMOR KEY unlocks are: double doors and single door in - Red hallway-, single door in the -Left Stairs-, single door in -Door Corridor- and this door right here.) Empty Room 2F ------------- Nothing to see here, really. Turn to Jill's right and go through the door. Bedroom 2F ---------- Run over to the bookshelf and collect the LIGHTER. Beside the left bed is a RED HERB, which you should pick up and mix. Exit when you're done. Empty Room 2F ------------- Try the opposite door this time. Study Room 2F ------------- Run over to the desk and grab the file. Next, near the door is an insect display with a button. Press it and the fish tank in the room loses all its water. Now that its waterless, push the fish tank towards the desk, and then push the bookcase to the right. You'll get GRENADE ROUNDS. And lastly, the coat next to the door has INK RIBBONS in it. Leave the room once you have them. Empty Room 2F ------------- Return to the -Red Hallway-. Red Hallway ----------- Time to return to the -Richard Hallway-. Richard Hallway --------------- Arm the SHOTGUN, and then run passed Richard's body to the door beyond him. T-Hallway --------- Shoot the SHOTGUN immediately before the two zombies can get to you. Then run forward and go up the small stairs and use the SHIELD KEY to unlock the door (discard it after). However, don't go through just yet. Head back down the stairs, turn right and go through the door at the end. Small Dining Room ----------------- On the table are INK RIBBONS. On the other side of the table is a candle, which you should use the LIGHTER on. Once the room is lit, push the bookshelf to the right to reveal a secret room. Examine the shelf and collect the ACID ROUNDS. Return to the -T-Hall-. T-Hall ------ Now head for the door you unlocked with the SHIELD KEY. Arm your BAZOOKA or SHOTGUN, as a boss battle is coming up. Attic ----- Walk forward and a boss fight commences. ********************************************************* BOSS #1: Giant Snake DIFFICULTY: Medium SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB STRATEGY: This boss can be lethal, but it's not too hard, and there's plenty of room to maneuver. Take your BAZOOKA and shoot it several times while dodging its severe bite attacks. If you're hit once or twice, you will be poisoned in a way where a BLUE HERB will do no good against it. I actually recommend this, as it *might* save you a healing item assuming you had Barry save you from the Shotgun trap. If not, then avoid getting poisoned and just keep attacking it until it dies. You should have 12 EXPLOSIVE ROUNDS, more than enough, but if for some reason it's still alive, then use the SHOTGUN as a backup. Stay behind the snake while running circles around it, and shoot it. Eventually, it will retreat and you'll have won. ********************************************************* After that damn snake retreats, grab the SHOTGUN SHELLS from the top of one of the barrels. Then, go to the hole from where the snake came from and collect the MOON CREST. Exit the room. T-Hall ------ Go down the stairs, and depending on the situation, Jill will either collapse from poison, be poisoned and be on her own, or be fine. If it's the first option, Jill will end up in the -Infirmary-. If it's the second option, which should happen if you used the BROKEN SHOTGUN, then run over to the -Infirmary- ASAP. If it's the third option, head over to the Storeroom, gather up the WIND and SUN CRESTS and unlock the door in the -Garden Tunnel-. Meet us in the -Garden Tunnel- (below). If you're in the #2 situation and for whatever reason forgot where the -Infirmary- was, then follow these directions: from the -T-Hall-, run over to the -Richard Hall-, and then over to the -Red Hallway-. From there, cross -Main Hall 2F- to -Dining Room 2F-, and then to the -Left Stairs-. Down the stairs is the -Infirmary-. Infirmary --------- Jill will either have gotten here thanks to Barry, or will have come here. Take the SERUM if you came here, and use it before your health deteriorates. Heal if your health has fallen. Now that we're here, withdraw the STAR and WIND CRESTS, and travel over to the -Garden Tunnel-. To get there, go from the -Infirmary- to the -Left Stairs- and then the -Green Hallway-. From there, get to the -Kenneth Hallway-, and then the -Dining Room-, and finally to the -Main Hall-. Get to the second floor, and then the -Red Hallway- before reaching the -Right Stairs-. From there, go to -Door Corridor 2- and finally to the -Garden Tunnel-. Garden Tunnel ------------- Run to the end of the tunnel and place the SUN CREST, WIND CREST and MOON CREST into their appropriate slots. You may then exitÉ to freedom? ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~PART TWO: The Guardhouse~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ Shed ---- Apparently not. But it is nice to be out of the mansion. Directly ahead of you is a ladder. Walk over to the ladder and push it forward two or three paces, and then push it toward the shelf lining the adjacent wall. Then climb the ladder and grab the CRANK. Checking the CRANK in the inventory will reveal that it is a SQUARE CRANK. Once you have it, step down the ladder and go through the next door. Garden ------ You'll first be confronted with a first person sequence, so deal with the zombies and crows accordingly. Collect your prize when you're done. After you return to third person mode, you'll notice baby spiders on the ground. They'll damage you occasionally, but nothing a GREEN HERB can't heal. Stepping on them is easy. Nearby, you'll notice a few herbs, specifically three GREEN HERBS and two RED HERBS, with two more BLUE HERBS around the corner. If you want, grab them, but if you have plenty of healing items either with you or in the item, box, you probably won't need them just yet. Kill the zombie dog, and then run through the room to the gate at the end, and go through. Pond ---- Run forward, and to the left and you'll eventually run to a socket where you can slip a square crank in. Use the SQUARE CRANK to drain the pond of its water. Then return to the center, and go down the ladder. Cross the pond and go up the ladder to the other side. Proceed down the path, and you'll have snakes drop in on you. It's not worth fighting them, so ignore them, and run to the lift at the end of the path. Lower Garden ------------ Run forward immediately and kill the two zombie dogs. There's also a Neptune shark that's near the waterfall. Put it out of its misery with the COMBAT KNIFE. Afterwards, find a gate and go through it. Guardhouse Entrance Tunnel -------------------------- You'll see two RED HERBS and two GREEN HERBS on either side of you. As with the herbs you just ran into, take them if you need to, and otherwise, leave them for later. Run down the tunnel and kill the two zombie dogs. Go through the door at the end. Entrance Hallway ---------------- Welcome to the guardhouse. It's not as big as the mansion, nor does it take as long to explore, so we'll be here for a short while only. Straight ahead to the little area are a GREEN HERB and two BLUE HERBS. These you might need. Now go back to the entrance, and then push the gargoyle statue forward. Once you push it three paces, move to the right of it and push it into the adjacent hallway. Push it passed the two doors, until you reach another perpendicular hallway. Then push the gargoyle statue into the next hallway, and stop it at the hole in the floor. This will prevent vines from trying to strangle you. After you cover the hole completely, return to the previous part of the hallway and go through the door on the right. Guardhouse Storeroom -------------------- Here is the only save room in this part of the estate, but it's okay, since the guardhouse is relatively small anyway. Reshuffle your items the way you want. I suggest taking the BAZOOKA and all the ammo you have for it, as well as the HANDGUN. You can bring the SHOTGUN if you like, but you'll only need it in close encounters with zombies. Pack a healing item or two. You won't need the SQUARE CRANK for a long time, either. Now turn your attention to the top of the bookshelf, and grab the FIRST AID SPRAY. On the bottom of the shelf are EXPLOSIVE ROUNDS which you should take with you. Now focus on the treasure box, which you should solve. You have four clicks to solve it. 1 6 2 5 3 4 1. #1 and #5 2. #1 and #3 3. #6 and #2 4. #2 and #4 Your reward is a box of SHOTGUN SHELLS. After taking those, and dealing with them accordingly leave the room. Entrance Hallway ---------------- Go to the room straight across from you, with the number 001 written above it. 001 Room -------- Straight ahead is a sleeping zombie. Keep your distance and use the COMBAT KNIFE to kill it. Once that's done, head over to the bed, and near it is a desk. Unlock it with the LOCKPCIK and take the SHOTGUN SHELLS. There are three zombies having a feast on another zombie, so kill them with the HANDGUN or SHOTGUN. Afterwards, grab the RED BOOK (this goes in your inventory). Afterwards, head into the bathroom. 001 Bathroom ------------ The room seems empty minus the baby spiders (stomp on them). Approach the bathtub, and then drain it. A zombie will appear, so kill it. Grab the CONTROL ROOM KEY from the drained bathtub. Then exit the room. 001 Room -------- Return to the -Entrance Hallway-. Entrance Hallway ---------------- You'll engage for zombies in a first person sequence, so kill them and collect your reward. Afterwards, enter the double red doors to Jill's left. Pool Room --------- Immediately overhead is a Giant Spider. Kill it with the BAZOOKA, and then kill the other one to the left before it poisons you. If you're poisoned, one of those BLUE HERBS in the -Entrance Hallway- will heal you. To the right of the entrance door is an INK RIBBON on the table, and HANDGUN BULLETS on top of the barrels in the corner. On the other side of the room, to the left of the door, is a pool table. Examine it closely, as the balls and sticks are placed on the table as if it were a clock. Now exit the room. Entrance Hallway ---------------- Now go to the hallway where you left the gargoyle statue, and go through the door at the end. L-Shaped Hallway ---------------- Run down this long hallway, until you reach a door. Go through that door. Wasp Room --------- You'll face a few zombies in first person mode. Deal with them and collect anything they leave behind. Run into the room, and you'll notice several doors, all of which are locked. There's a little annex near the 003 door. It leads to a wasp hive, and on a table nearby, a DORMITORY KEY. Quickly examine the DORMITORY KEY so it becomes a 002 KEY. Now, the wasps will be going after you. So exit the room the way you came in as quickly as possible. L-Shaped Hallway ---------------- Turn right and move further down the hallway. You'll see another gargoyle statue that blocks you from two GREEN HERBS, which you may or may not need. Nearby is the 002 door, which is unlocked with the 002 KEY. Enter. 002 Room -------- Ahead of you is a zombie, and beyond it is a giant spider, so kill them both. On the bed is the PLANT 42 REPORT. You can pick the lock on the desk for a box of SHOTGUN SHELLS. Now toward the back of the room, you'll see two bookshelves. Push the one on the left forward until it touches the wall. For the one to the right, push it directly to the right. You'll expose a ladder that you should go down. (Note: You can explore the -002 Bathroom-, which has two zombies and HANDGUN BULLETS.) Crate Tunnel ------------ This tunnel is annoying because of the baby spiders and wasps that inhabit the place. Try to kill the wasp as soon as possible, so it doesn't harass you as you proceed through the room. You'll come to a dead end with two crates and a small pool of water. Push both crates into the pool of water. It seems you need three crates. You did pass a crate earlier, so we'll need to use that crate. Push it toward the tiny hallway with ladder you used to enter this room. It's hard to explain, so follow this pattern, taking the crate to the X: Ladder | | | |_________________________ | <---crate | | |_________________________ | |_________________________ | | | X | |___| Once all three crates are submerged in the water making a bridge, cross it. Grab the GREEN HERBS if you want, and then go into the water and through the double doors. Shark Tank ---------- Named for a reasonÉ Immediately, wading through the water, move forward. DO NOT TURN LEFT FROM THE DOOR. As you go down your path, pass one door and make a left turn. You'll come across two doors, one with the word ARMS to the right of it. Suddenly, a cut-scene will occur and a giant shark, named Neptune, will be right behind you. Quickly run to the door to the left, unlock it with the CONTROL ROOM KEY, and then enter. Control Room ------------ Examine the electronic panel, and you'll see a lever in the middle. Pull it, and suddenly a trap will occur where the water level will actually rise. The water will be poisonous, too! Run to the valve handle to the right of the lever, and then using the stylus, touch the edge of the valve handle at any point, and then make circles moving counterclockwise. The valve handle will turn, and the four light indicators must light up. Once all four are lit, the trap will stop. If you take too long to shut the sprinkler system off, you will be poisoned. If you fail to shut it off, you will drown and die. After you finish, examine the blinking pad next to the door, and you'll have another puzzle to solve. ******************** Control Room Puzzle ******************** _______________15________________ | __8__ __3__ | | | | | | | 9 ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | | | | | |___15__| |__15___| |___15__| The puzzle is fairly simple. You have 9 numbers and 9 slots. You need to insert the correct number in the correct space that satisfies the numbers that are added up when a line connects to two or three spots. The first and last spots add up to 15 as you can see by the line, so the two numbers in the two spots must add up to 15 (e.g. 9 + 6). The 5th and 6th spots are easiest, since adding those two up gives you 3. The only possible combination is 1 and 2. The first and last spots are a little less predictable, but still have few options. 6 and 9, or 8 and 7. Consider that 9 is already in the center. That means the first two slots have to be 7 and 8. The three middle slots add up to 15, so with 9 there, and the right space occupied by a 1 or a 2, that leaves you with 5 or a 4. It can't be 4, because in order to get 8 between the 3rd and 4th slots, you'll need two 4s, when there is only one. So that slot is a 5. With 1, 2, 5, 7, 8 and 9 occupied, we are left with 3, 4 and 6. For the third slot, we can add in 3 because it adds up to 5 to equal 8. If we used 7 on the first slot, then that would mean we need 5 to go into the middle slot, but 5 is already taken, so we need to put in 8 for the first slot, and 4 for the second slot. 7 thus goes into the last slot, and the second to last slot is occupied by a 6 to give us the complete solution! _______________15________________ | __8__ __3__ | | | | | | | 8 4 3 5 9 1 2 6 7 ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | | | | | |___15__| |__15___| |___15__| Once you solve the puzzle, exit. Shark Tank ---------- Head into the next door over. Arms Room --------- In here, you will find tons of ammo for your weapons, which is a good thing. You'll find two clips of HANDGUN BULLETS, two boxes of SHOTGUN SHELLS and another DORMITORY KEY, this time labeled as 003 KEY once you check. Exit the room. Shark Tank ---------- As you explore, you'll see the three Neptunes flailing on the ground, helpless since the water has been drained. Kill them with the COMBAT KNIFE, and then return to the -Crate Tunnel-. Crate Tunnel ------------ Return to the -002 Room-. 002 Room -------- Return to the -L-Shaped Hallway-. L-Shaped Hallway ---------------- Return to the -Wasp Room-. Wasp Room --------- Run forward and unlock the 003 door with the 003 KEY. Then step inside. 003 Room -------- Finish the zombies off in the first person sequence. Check out the bathroom if you like, which contains FLAME ROUNDS and two zombies. In the bedroom itself, you'll see a space for a book to put in after you acquire the V-JOLT REPORT, so use your RED BOOK. The next shelf will slide, revealing a door. Now, you need to decide whether or not you want Jill to make V-Jolt. If you don't, then skip the next section and go through the door. If you do want to make V-Jolt, do not go through the door yet and read the next section. ---OPTIONAL QUEST: V-JOLT--- Jill has the option of making V-Jolt or not. It takes longer, but it is there for you to do. Head to the door in the -Wasp Room- that has a keypad next to it. Using the stylus, enter the numbers 3, 4 and 5 in order to unlock the door. Go through, but make sure you have 4 spaces in your inventory available. You can always recover your weapons after. V-Jolt Room ----------- Follow instructions. Grab the 4 EMPTY BOTTLES. Ok, first put water into one bottle. Then look on a shelf and put UMB 2 into another bottle. Combine the WATER and UMB 2 to create something called NP-003. Then go to another shelf and collect UMB 4 in another empty bottle. Combine UMB 4 and NP-003 to make UMB 7. Now use another bottle and collect some more UMB. 2. Now go use another bottle and collect some UMB. 4. Combine UMB 2 and UMB 4 to create YELLOW 6. Then combine Yellow 6 and UMB 7 to create UMB. 13. Now put some water into another empty bottle. Put some UMB 2 into another bottle. Combine the water and UMB 2 to make NP-003 again. Combine NP-003 with UMB. 13 to make V-JOLT! Good, now return to the -Shark Tank-. Now go back to the -Shark Tank-. Shark Tank ---------- Go through the door you didn't go through (neither the -Arms Room- nor the -Control Room-. There, look for the plant root and apply the V- JOLT. The roots will shrivel up. Now go into the -Plant 42 Room- through the door in the -003 Room-. ---OPTIONAL QUEST: V-JOLT--- Plant 42 Room ------------- ********************************************************* BOSS #2: Plant 42 DIFFICULTY: Easy/Medium SUGGESTED WEAPON: BAZOOKA w/ FLAME ROUNDS SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB Whether or not you opted to make V-JOLT, shoot it with your BAZOOKA ammo. It uses vicious whips to "whip Jill into shape." These can be easily dodged if you shoot and are quick to get out of the way. Thankfully, being a plant, FLAME ROUNDS in particular are effective against Plant 42, so it should, at most, take about 4 to 6 rounds to get rid of it. After you damage it enough, if you used V-JOLT, it dies. If you didn't make V-JOLT, Barry will come in and finish the job. ********************************************************* Once you're finished, examine the fireplace and you will get the MANSION KEY. Checking it will turn it into the HELMET KEY, which is what you need to check out the rest of the Mansion. Exit the room. Wasp Room --------- Return to the -L-Shaped Hallway-. L-Shaped Hallway ---------------- You'll get a cut-scene with Wesker. Afterwards, return to the -Entrance Hallway- after you smash the three wasps Wesker shot. Entrance Hallway ---------------- Make sure you have the HELMET KEY with you, and the SHOTGUN and HANDGUN. Return to the -Guardhouse Entrance Tunnel-. Guardhouse Entrance Tunnel -------------------------- Don't forget to take the HERBS with you if you failed to take them. Return to the -Lower Garden-. Lower Garden ------------ You'll encounter a first person sequence, so as usual, beat it and move forward. Head back to the lift you used to get here and ride it up again. Pond Room --------- Avoiding the snakes again, cross the band and go back through the gate to the -Garden-. Garden ------ Once again you'll get a first person knifing sequence, so kill the zombies and crows. Don't forget to gather any HERBS you might've left here, and return to the -Shed-. Shed ---- Go through the door to the -Garden Tunnel-. Garden Tunnel ------------- Run all the way down and return to the Mansion, where we need to search just a few more rooms in order to find the escape route. Don't worry, as our revisit will be much shorter than our first visit. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~PART THREE: The Spencer Mansion Revisited~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Door Corridor 2 --------------- As you walk in, you'll get a cut-scene and you'll be introduced to the Hunter. The HANDGUN is usually no good against it, so use the SHOTGUN or BAZOOKA. It deals tons of damage, so try not to let it hit you, especially with its lethal jump slash attack. With your wonderful, new HELMET KEY, you can unlock the only locked door in here. Enter. Dark Office ----------- It's too dark to see much, but you can see part of the desk. On the desk is a lamp that you can turn on to illuminate the room. You'll find an MO DISK and some MAGNUM ROUNDS. Take them and then exit. Door Corridor 2 --------------- Head to the -Left Stairs-. Right Stairs ------------ Dispose of the Hunters with the SHOTGUN. And then read the sign near the -Storeroom-, which was written by Barry. Go through. Storeroom --------- You'll see that Barry has left you a FIRST AID SPRAY, SHOTGUN SHELLS and ACID ROUNDS. Take them and deposit anything into the item box that you don't need, especially the MO DISK, which isn't used until much later. Exit the room after you are finished. Right Stairs ------------ Climb up the stairs. Upper Right Stairs ------------------ This part is tricky. Climb up the stairs, and then automatically make an auto-180 turn and head back down. The Hunter nearby will then be in range so you can shoot it from below the stairs with your SHOTGUN. Go back up the stairs, and then dispose of the zombie nearby. Kill the other Hunter in the room, and then from the stairs, go all the way down the hallway to a door you've never been to yet. Furnace Room ------------ If you packed the LIGHTER, you can use it on the stove here to acquire a map, but at this point you probably don't need it. Use your HELMET KEY on the door nearby and then go through. Music Box Room -------------- Run to the corner and examine the phonograph. This puzzle can be difficult, so here's the solution: ****************** Phonograph Puzzle ****************** Using your finger, NOT the stylus, spin the record clockwise slow enough so you can hear a song playing, but fast enough so it sounds like a melody. You'll have to do this for about a minute, but once the dial on top reaches the end, Jill will say "Yes!" if you did it right, and "Damn" if she did it incorrectly. Try again until you get it. After solving the puzzle, you will be presented with another boss fight. ********************************************************* BOSS #3: Giant Snake Rematch DIFFICULTY: Medium SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB STRATEGY: It's the snake from earlier. If you've had the SERUM, it can't poison you again. But like before, this boss can be lethal, but it's not too hard. However, there's less room to maneuver than before. Like the previous fight, take your BAZOOKA and shoot it several times while dodging its severe bite attacks. Use the SHOTGUN as a backup. Stay behind the snake while running circles around it, and shoot it. Eventually, it will dissolve and you'll have won. ********************************************************* After beating that damn Giant Snake for good, examine the hole in the ground it created. Barry will come in, so watch the cut-scene or skip it. Barry will drop a rope into the hole, and you'll be able to explore. If you failed to properly give Richard CPR earlier, then Barry will give you the COMMUNICATION RADIO, which takes up no space in your inventory. Secret Grave ------------ You end up in the secret grave. Examine the grave, and you'll be presented with another puzzle. ***************** Hand Stab Puzzle ***************** This puzzle looks hard, but it's simple. There will be a series of points between Jill's fingers. Poke them all with the stylus as quickly as you can, in order from right to left, and without stabbing her hands. Otherwise, she loses health. Once you finish, the grave opens to reveal a ladder. Now, wait for Barry to come back with the rope before going down. Once he does, watch the cut-scene and he'll give you the PASS NUMBER. Read it, and then return to the Secret Grave. Then descend the ladder. Secret Tunnel 1 --------------- Run forward and then turn the corner. At the end, you'll see a FLAMETHROWER attached to the wall and SHOTGUN SHELLS, so grab both. Equip the FLAMETHROWER, and then move forward. A group of zombies are waiting for you, so use your trusty new FLAMETHROWER on them. You'll have it for a short time anyway. Go through the door at the end. Secret Tunnel 2 --------------- Moving forward, fry two zombies near you. As you proceed, you'll see two GREEN HERBS. Grab them if you like, and then finish your FLAMETHROWER on two feasting zombies. At the end is a door. Examine the rack and put the FLAMETHROWER on it. Then go through the door. Kitchen ------- Run toward the door straight ahead and you'll get a cut-scene. A zombie will then pop through, so kill it. The zombie is actually fast and tough, so kill it. Near the elevator in the annex is a sleeping zombie, so knife it to death. Then ride the lift down. Lift Hallway ------------ To the immediate right is a Hunter, so kill it. Beyond it is another Hunter, so kill that too. Go through the brown door nearby. Storage Room ------------ In here, you'll find two EXPLOSIVE ROUNDS and a BATTERY. At this point, you'll get a message stating that you can use it in the garden courtyard. This means that you certainly have the capability of leaving now, but if you do, you will miss out on the best weapon in the game, and an item needed for the best possible ending. Exit once you are done. Life Hallway ------------ Take the lift back up to the -Kitchen-. Kitchen ------- Go to the door the zombie came through, and go through it. Lift Stairs ----------- Go up the stairs, and turn the corner around the lift (it doesn't stop on this floor). Go through the double doors at the end after you unlock them. Kenneth Hallway --------------- We're back in familiar territory. I guess the room shouldn't be named as such anymore because Kenneth's body is goneÉ From here, kill or avoid the two Giant Spiders and head over to the -Green Hallway-. Green Hallway ------------- Up ahead are two Hunters, so kill them. Then go to the -Lower Left Stairs-. Lower Left Stairs ----------------- Ahead is yet another damn Hunter. Kill it, and the two zombies beyond it. Near the save room is a Hunter, so kill that, too. Go to the -Infirmary-. Infirmary --------- Drop off the BATTERY in the item box. You won't need it until later. Reshuffle your items as needed, and then leave the room. Lower Left Stairs ----------------- Go up the stairs. Left Stairs ----------- This will piss you off, because there's a crow and a Hunter in the room, which throws off the aiming. Kill the crow first, and then the Hunter. Afterwards, go to the door near the stairs in this room that's locked, and unlock it with the HELMET KEY. Discard the HELMET KEY after. Enter the room. Candle Room ----------- Run to the back wall and collect the ORDERS, SHOTGUN SHELLS and MAGNUM ROUNDS. Then, push the ladder left a little bit so it is aligned with the dear head on the far wall (not the statue on the wall with the door in it). Now examine the candles on the table and blow them out by blowing into the DS microphone. Blow them out one by one with three breaths, before they relight themselves up (for whatever reason O_O). Once they're out, climb the ladder, examine the deer head and grab the RED JEWEL. Then exit the room. Left Stairs ----------- Go down the stairs. Lower Left Stairs ----------------- Head to the -Green Hallway-. Green Hallway ------------- You might get a first person knifing sequence, so win it and collect your prize. Hopefully it's MAGNUM ROUNDS. Make your way back to the -Tiger Statue Room-. Tiger Statue Room ----------------- Attach the RED JEWEL to the tiger statue and claim the MAGNUM, which is a powerful weapon that you should save for later. Leave the room. Green Hallway ------------- Return to the -Lower Left Stairs-. Lower Left Stairs ----------------- You might get a first person sequence, so deal with it and then head up the stairs. Left Stairs -=--------- Go to the far door at the end of the hallway, and use the passcode Barry gave you to unlock it. Then go through the door. Marble Tunnel ------------- Kill the wasp in this room, and then proceed down. Go through the door. Lift Hallway ------------ Welcome back. Go passed the lift and collect the GREEN HERB in the little space next to it. Then go through the blue double doors at the end. Library ------- To the right of the door is a desk. Pick it with the LOCKPICK to get MAGNUM BULLETS. Proceed into the area with the shelves. Kill the three zombies and then grab the SCRAPBOOK. Backtrack a slight bit to a door with a sword in it. Use the touchscreen and your fingers. Touch the sword, and move your finger up and down until the sword comes out. Odd contraption, eh? Enter the door. Observation Room ---------------- The zombie was apparently stabbed with the sword through the door so it wouldn't go through and kill whoever survived. It's on the ground, but still alive. So stab it to death. On the center table is an INK RIBBON. On the shelf is a HANDGUN CLIP. Examine the window and three crows will bust through. Kill them. Then exit. Library ------- Go passed the shelves and through the next door. Library Annex ------------- You'll see a creepy shadow walk somewhere into the library, but we don't know what. Go to where it went, You'll see a red button on the wall between two bookshelves that you should press. It'll turn on a light that shines on the ground at a particular location, in this case the tiles in the corner. Run back to the door, and go ahead of it to a statue you can push. From there, push the statue toward the spot where the light is shining. It will cause a bookshelf to slide over and reveal a hidden room. Go to the desk and grab the file, ERIC'S LETTER, which is actually new to the DS version of Resident Evil. Read it. When you try to exit, a Chimera, our shadowy friend, will make an appearance, so kill it. Then leave. Library ------- Try to avoid wasting ammo on the Chimeras, perhaps stunning them with the SHOTGUN and then running away afterwards. Return to the -Lift Hallway-. Lift Hallway ------------ Take the life back to the -Kitchen-. Kitchen ------- Head back to -Secret Tunnel 2-. Secret Tunnel 2 --------------- Grab the FLAMETHROWER again. Then head over to -Secret Tunnel 1-. Secret Tunnel 1 --------------- Run all the way to the ladder and climb it. Secret Grave ------------ Climb the rope back to the -Music Box Room-. Music Box Room -------------- Go to the -Furnace Room-. Furnace Room ------------ Look at the rack near the other door. Place the FLAMETHROWER here. Then go through the door. Upper Right Stairs ------------------ Head back downstairs. Right Stairs ------------ Travel to -Door Corridor 2-. We're permanently leaving the mansion from here on out. So, if you left anything anywhere, now is the time to get it. Door Corridor 2 --------------- Head to the -Garden Tunnel-. Garden Tunnel ------------- There will be a Hunter here, so kill it and head for the -Shed-. Shed ---- Head for the Garden. Garden ------ You'll encounter a first person action sequence, so win and collect your prize. Then head over to the -Pond-. Pond ---- Cross the pond again and head down the lift. Lower Courtyard --------------- Head back into the -Guardhouse Entrance Tunnel-. Guardhouse Entrance Tunnel -------------------------- Head over to the -Entrance Hallway-. Entrance Hallway ---------------- Head over to the L-Shaped Room. It's highly advised that you stop in the save room and save your game, as well as pack a few healing items. L-Shaped Hallway ---------------- Kill the two Hunters in here and then head to the -Wasp Room-. Again, I warn that you save your game if you haven't. Wasp Room --------- You're better off running forward and avoiding the Hunters here. Head for the -Plant 42 Room- as soon as you can. Have your stylus in hand and ready to go. Plant 42 Room ------------- And we are presented with a new boss fight unique to Deadly SilenceÉ sort of. ********************************************************* BOSS #4: Giant Snake in First Person Mode DIFFICULTY: Hard SUGGESTED WEAPON: Combat Knife SUGGESTED HEALING ITEMS: a few full healing items STRATEGY: The Giant Snake in first person mode appears in the same room Plant 42 was in the Guardhouse. This boss battle is difficult because you may have limited healing items and the Giant Snake only gets hurt in certain circumstances. Stab the Giant Snake when it opens its mouth, and then when it backs its head to begin its lunge, try to predict where on the screen its mouth will be when it begins its attack, and then stab it in defense. If you hit it, the snake will stop its attack, and either wait or launch a second or third attack right away. If you pull off an "issen" (a powerful, flashing slash that kills any enemy once hit; name taken from Onimusha) in its mouth, it will roll its head back a little, leaving its underbelly exposed. Now, as fast as you can, stab the body of the Giant Snake while it isn't invincible. Eventually, if I had to guess, about 50 or so clean hits to its mouth or belly will kill the Giant Snake. ********************************************************* Grab the DOOM BOOK 1. Check it in the inventory screen, and rotate it so its pages show. Press A and you'll end up with the EAGLE MEDAL. Avoiding the Hunters, return to the save room. Storage Room ------------ Drop off the EAGLE MEDAL here as you won't need it for a little while. Then, gather the BATTERY and the SQUARE CRANK, and return to the -Lower Garden-. Lower Garden ------------ You'll be confronted with a first person sequence, so kill the zombies and zombie dog. Claim your prize. Then, find the lift in the room that DOES NOT lead back to the pond. It's further into the room, on the very opposite wall of the waterfall. Near the lift, you'll see a hole for the BATTERY, so use the BATTERY to restore power to the lift. Take the lift up. Garden ------ You're back in the Garden. Nearby is a MAP OF THE GARDEN that you don't need to take, but you might as well take it anyway. Run forward, and you're back in the main portion of the -Garden-. Return to the -Pond-. Pond ---- Run back to the mechanism you used the SQUARE CRANK on earlier, and once again use the SQUARE CRANK. It will refill the pool, and the waterfall in the -Lower Courtyard- will stop flowing. Return to the -Garden-. Garden ------ You might get a first person sequence, so like always, win it and collect your prize. Then take the lift back down to the -Lower Courtyard-. Lower Courtyard --------------- Run toward where the waterfall used to be. With the pond water no longer creating the waterfall, you have full access to the ladder beyond, so go down, into the tunnelsÉ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~PART FOUR: The Underground Tunnels~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section is even shorter than the others, but don't worry, we're closer to the end. U-Shaped Tunnel --------------- Checking your map, you'll see that the tunnel is shaped like an upside down U. Enter the door you see to Jill's right immediately. Fork Tunnel ----------- Watch the cut-scene with Barry, and you will be prompted with a choice. Whichever choice you pick will affect which ending you get, so if you want to experience them both, make a save in a new save slot so you can go back and experience the other ending later. Regardless of your choice, go forward, turn left and go through the door at the end. Pit Tunnel ---------- There's a pit in this room. Wonder what it was used for. (Play the Remake to find out.) Run passed the pit to a generator and grab the FIRST AID SPRAY and EXPLOSIVE ROUNDS. Turning to Jill's left from the generator, run through the door you see at the turn of the tunnel. If Barry's with you, you will see a cut-scene. Enrico Tunnel ------------- Run to the end of the tunnel and watch the cut-scene. Afterwards, examine Enrico's body for HANDGUN BULLETS. Then, leave the tunnel. On your way, you'll see a CRANK, which upon checking it in your inventory screen, becomes a HEX CRANK. Pit Room -------- You'll get a first person sequence against a zombie and two Hunters, so beat them and claim your prize. Then, turn to Jill's left and run through the door at the end. Fork Tunnel ----------- Watch out for the Chimeras here. You're better off avoiding them. Run down the tunnel, and then go through the door in the middle. U-Shaped Tunnel --------------- Back here, turn to Jill's right and run down until you come across a dead end. Luckily, the HEX CRANK can be used on the little crank hold on the left wall, so use it. Then, run to the door at the end. Boulder Tunnel -------------- Looks like a dead end, right? Well, from the door, turn to Jill's right. Run all the way down until you cannot run anymore. Then, turn around. Run down and then the boulder will start rolling. Quickly run as fast as you can toward the door. The boulder will roll passed you and you will escape death. Run toward where the boulder was earlier, and then a Hunter will enter the room, so kill it. In a little nook will be FLAME ROUNDS. Turn around and run to where the boulder crashed. You'll see it broke through the wall to expose a secret tunnel. Arm your BAZOOKA if you brought it and then go through the doors. Spider Room ----------- There's a Giant Spider in here that technically qualifies for a boss, but it's so simple to kill that I won't need to dedicate a boss section to it. But for the sake of formality, here goes: ********************************************************* BOSS #5: Giant Spider DIFFICULTY: Easy SUGGESTED WEAPON: BAZOOKA + FLAME ROUNDS SUGGESTED HEALING ITEMS: BLUE HERB, GREEN HERB STRATEGY: Two to five well placed hits with the BAZOOKA will finish it off. The FLAME ROUNDS from the previous room are perfect for it. Try to avoid getting poisoned. ********************************************************* After finishing the boss off, you can collect the INK RIBBON in the corner. Then, go to the door that's covered with spider web. You can use your FLAME ROUNDS to burn through it, or preferably the COMBAT KNIFE. If you use the KNIFE, aim straight and slash. Fork Tunnel 2 ------------- Immediately to Jill's right will be a charging zombie, so kill it before it deals major damage to you. Turn left from the door and go through the next door at the end. Tunnel Save Room ---------------- You'll find a FIRST AID SPRAY, a BLUE HERB and an INK RIBBON in here. There will also be another treasure box, so let's approach it. You have five clicks to solve it. 1 6 2 5 3 4 1. #5 and #4 2. #2 and #3 3. #3 and #4 4. #5 and #6 5. #1 and #2 You will get EXPLOSIVE ROUNDS for your efforts. You should bring along the EAGLE MEDAL, too. Exit the room. Fork Room 2 ----------- Run across the hallway to the door at the end. Boulder Room 2 -------------- From the door, turn right to a long tunnel. And then turn left and move down. On the left side of the room is another HEX CRANK hole, so use your HEX CRANK three times so a passage to the left is exposed. Run toward the boulder at the end, turn around and let it start rolling. Duck into the passage you exposed with the HEX CRANK. Once the boulder stops rolling, run to the area it had previously covered. Grab the map on the wall, and the MO DISK in the little compartment to the left. Now go back to the newly revealed passage and go through the door at the end. Hidden Room ----------- You'll encounter a first person fight here. After that's done and you claim your prize, run over to the gargoyle statue and push it toward the door eight paces (a pace is the amount of times you hear the sound). Then go to the crank hole and use your HEX CRANK twice. Afterwards, push the gargoyle statue rightward onto the light-patched tile on the ground. A secret compartment will open, revealing DOOM BOOK 2. Checking its middle pages will expose the WOLF MEDAL. Exit the room. Boulder Tunnel 2 ---------------- Return to the first door in this room, but rather than go through the door, run passed it to a lift. Ride the lift up. Garden Fountain --------------- Run passed the double doors (they can't be opened). You'll see two RED HERBS and two GREEN HERBS, so take them if you want. Run over to the fountain. On two opposite points of the circular fountain, there are two stones where you can use the WOLF MEDAL and the EAGLE MEDAL, depending on the description. So use the two medals. If you're playing the Japanese version, just use either one to see which one fits. Once you use both, the fountain will drain, revealing a stairway to a new place. Head on downÉ ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~PART FIVE: The Laboratory~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Laboratory Entrance ------------------- Run around the corner and go down the ladder. Laboratory Chest Room --------------------- In here is an item box and a puzzle treasure box. Deposit the HEX CRANK as you won't need it anymore, although bringing the MO DISKS is a good idea if you want the best ending. I suggest you bring the MAGNUM and MAGNUM ROUNDS along. You probably won't need the HANDGUN and HANDGUN BULLETS anymore, as long as you have 30 or more SHOTGUN SHELLS. Now approach the treasure box. You have 4 clicks to open it. 1 6 2 5 3 4 1. #1 and #2 2. #5 and #6 3. #1 and #6 4. #3 and #4 You'll get MAGNUM ROUNDS after you open it. Go through the door. Laboratory Stairs ----------------- You'll get a first person sequence with a bunch crows. Afterward, quickly aim your gun at the zombie charging toward you. The SHOTGUN is recommended. There are two more zombies approaching you, one on the ground, so kill them both. There's an adjacent hallway with another zombie in it. After getting rid of it, grab the third and final MO DISK at the end. Then go down the stairs. O-Shaped Room ------------- Be careful of the zombies in here, as they deal tons of damage and move fast. There is one ahead of you, and one to Jill's left. Get rid of them. Turn to Jill's left and run down the tunnel until you reach double doors to her left. Go through them. Computer Room ------------- A zombie will charge at you, so kill it. On the ground are SLIDES. Grab them if you want, although they're optional. Now examine the computer across from the door. Using your stylus, enter "JOHN" as the login name, and then "ADA" as the password (play RE2 to see the significance of this). Once you enter those, select B2. The password is "MOLE". After that, select B3 and then you'll have unlocked two doors. Quit the computer and then exit the room. O-Shaped Room ------------- Head back up the stairs. Laboratory Stairs ----------------- Go toward where you got the MO DISK, and enter the -Visual Data Room- that you unlocked with the computer. Visual Data Room ---------------- There's an annoying wasp in here, so try to kill it so it doesn't annoy you anymore. On the table is a projector. Use the SLIDES if you want. After watching the sequence, go to the wall on the left and examine the dark panel. After the panel slides, press the switch and you'll have to solve a puzzle. ************************ Visual Data Room Puzzle ************************ You have five blue buttons and five red lamps above. You need to light up all the buttons within five presses in order to beat the puzzle. The solution is, from left to right, with the buttons and lamps named A, B, C, D and E, actually quite simple once you learn the puzzle. Button A lights Lamp E. Button B lights no lamps. Button C lights Lamp A. Button D lights Lamp C. Button E lights Lamp B. 1. D 2. C 3. A 4. E 5. B Solving the puzzle exposes a hidden shelf on the opposite side of the room. Grab the LAB KEY there. Examine the key and it becomes the P. ROOM KEY. To the right of the door is the SECURITY FILE. Exit the room. Laboratory Staircase -------------------- Head back down the stairs. O-Shaped Room ------------- Run forward, and then turn the corner. Kill the two naked zombies. On the ground near the floor is an INK RIBBON. Moving forward, there are two doors ahead, one to the left side and one straight ahead. Go to the door straight ahead and unlock it with the P. ROOM KEY. Go through the door. T-Shaped Hallway ---------------- Go to the doors to the left of Jill. Gas Chamber ----------- Left of the door on a shelf is a RED HERB, and nearby are SHOTGUN SHELLS. Move to the end of the room until you get an overhead camera angle. The crate to the right should be pushed forward against the wall, covering the vent. The crate to the left is a little bit trickier. Push the ladder six or seven paces to the right (make sure there's enough space between the ladder and the wall for Jill to go through). Then push the left crate four paces to the right. Push the ladder down three paces, and then push the crate up three paces. Then, push the crate left four paces or so. Finish by pushing it above the vent on the ground. Now, for the ladder, push it up and then left, and then push it between the two crates, making sure if aligns with the ventilation hole at the top of the room. If gas leaks, exit the room immediately. If you're in danger mode, heal ASAP or the gas will kill you. Go through the air shaft at the top. Mortuary -------- There are a bunch of zombies here lying on the ground, so kill them. Toward the back of the room is an MO DISK reader. If you want the best ending, use the MO DISK. You'll obtain a code. On the shelf near the air shaft are MAGNUM ROUNDS. Unlock the doors and exit. O-Shaped Room ------------- Head back to the -T-Shaped Hallway-. T-Shaped Hallway ---------------- Run forward, and then head to the door straight ahead of you. Rest Room --------- This is a save room. On the shelf are FLAME ROUNDS and an INK RIBBON. Near the bed are a GREEN HERB and BLUE HERB. Now examine the final treasure box, in which you have four clicks to solve it. It's special since there are two needles, one each being a different color, so you'll be dealing with two exchange pairs at once. One of the needles are pointing on opposite ends, but there is no double dipping here in terms of needles and pairs, so the speak. 1 8 2 7 3 6 4 5 1. #1 and #3, #2 and #6 2. #5 and #7, #2 and #6 3. #6 and #4, #1 and #5 4. #2 and #8, #1 and #5 You'll get MAGNUM ROUNDS for your effort. Exit the room after you are finished. T-Shaped Hallway ---------------- Beat the first person sequence that arises. Then collect your prize, and turn to Jill's left. There's a door at the very end. Go through it. Generator Room 1 ---------------- Watch out for the first person sequence with a few zombies, a zombie dog and a Hunter. Afterwards, collect your prize. Then, avoiding the Chimeras that crawl on the ceilings in this room (they're hard to shoot), turn to Jill's left and turn the corner. Go through the door at the end. Generator Room 2 ---------------- Run straight down from the door, avoiding the Chimeras if they arrive (I never see them in here, so maybe this room is actually empty). You'll run into another MO Disk reader, so use another MO DISK to obtain PASS CODE 03. Then head back down, and turn the corner into the adjacent hallway and go through the door at the end. Generator Room 3 ---------------- Turn left, avoiding the Chimeras. In the center of the room is a huge power generator. Examine the computer you see and you'll be prompted with another puzzle. ************************ Generator Room 3 Puzzle ************************ You'll have to attach two wires to the wire set up in order to make all three bars on the top screen of equal length. Here is the set up so far: ||||||||| ||||||||| ||||||||| | | | | | | | |===========| | | | | | | | | | | | | | |=======| | | | | | | | | | | | | |=======| | |===========| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |=======| | | | | | | | | | | | |===========| |===========| | | | | | | | |=======| | | |=======| | | | | | | 5 6 3 2 4 7 Now add lines as indicated on the graph by the star symbols: ||||||||| ||||||||| ||||||||| | | | | | | | |===========| | | | | | | | | | | | | | |=======| | |***********| | | | | | | | | | |=======| | |===========| | | | | | | | | | | | | | | | |*******| | | | | | | | | | | | | | | |=======| | | | | | | | | | | | |===========| |===========| | | | | | | | |=======| | | |=======| | | | | | | 5 6 3 2 4 7 Power should be restored. Return to -Generator Room 2-. Generator Room 2 ---------------- Return to -Generator Room 1-. Generator Room 1 ---------------- Here, run passed the first door, and then make a left turn. Avoiding or killing the Chimeras, run down to the power console to solve yet another wiring puzzle. ************************ Generator Room 1 Puzzle ************************ ||||||||| ||||||||| ||||||||| | | | | | | | |===========| | | | | | | | | | | | | | |=======| | | | | | | | | | | | | |=======| | |===========| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |=======| | | | | | | | | | | | |===========| |===========| | | | | | | | |=======| | | |=======| | | | | | | 2 3 4 5 6 7 Now add the lines as indicated by the star symbols: ||||||||| ||||||||| ||||||||| | | | | | | | |===========| | | | | | | | | | | | |*******| |=======| | | | | | | | | | | | | |=======| | |===========| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |=======| | | |*******| | | | | | | | |===========| |===========| | | | | | | | |=======| | | |=======| | | | | | | 2 3 4 5 6 7 Now you'll have restored power to the elevator, so leave the room and head for the -T-Shaped Hallway-. T-Shaped Hallway ---------------- Before we take the elevator, head for the O-Shaped Room. O-Shaped Room ------------- Head for the door directly next to the staircase. Passcode Hall ------------- Three zombies crawl towards you on the floor, so get rid of them. Then go into the first door onto Jill's right. Book Room --------- There will be a first person sequence here, so do the usual and collect your prize. Run around the bookshelves, passed the poster with the bikini woman on it, and then approach the final MO Disk reader. Use the MO DISK and then get PASS CODE 01. Then exit the room. Passcode Hall ------------- Run to the end of the room and you'll see a locked door that requires three passcodes to unlock. If you got all three of them, they'll automatically be applied onto the console to the right of the door. Jail Cell Hallway ----------------- Run to the end of the room and watch the cut-scene. Then exit. Passcode hallway ---------------- Return to the -O-Shaped Room-. O-Shaped Room ------------- Head back to the -T-Shaped Hallway-. T-Shaped Hallway ---------------- Head down into the perpendicular hallway, and then turn left. At the end is the elevator. Reactivate it by pressing the button to the right of it. Watch the various cut-scenes, and then you'll be fighting a boss fight. Tyrant Room ----------- ********************************************************* BOSS #6: Tyrant DIFFICULTY: Easy SUGGESTED WEAPON: MAGNUM + MAGNUM ROUNDS SUGGESTED HEALING ITEMS: full healing item STRATEGY: This battle isn't that hard. Just run away from it, and then shoot it with the MAGNUM from a safe distance. It won't run after you, so you can keep running around the room in circles, shooting it until it falls. It should take a maximum of seven or so MAGNUM ROUNDS to down it (maybe more, maybe less). ********************************************************* After you finish the Tyrant off, the flow of the rest of the game differs slightly. If you chose NOT to go with Barry in the underground tunnels, then there will be a LAB KEY (MASTER KEY once examined) near Wesker for you to take. If you went with Barry, then there won't be a MASTER KEY for you to take and you'll have to wake Barry up. Examine the computer near the capsule the Tyrant came out of in order to lock the room (if you have the MASTER KEY). Then exit. B4 Hallway ---------- There might be a cut-scene here if Barry is with you. Take the elevator back down. T-Shaped Hallway ---------------- There should be another cut-scene if Barry is with you. Regardless, head for the -O-Shaped Room-. O-Shaped Room ------------- Chimeras have taken up residence here, so be careful. If you want to save Chris, then visit his cellblock again and free him. If Barry was with you during the Tyrant battle, his door should be unlocked. If Barry wasn't with you, use the MASTER KEY to unlock Chris' jail cell. Bring the SHOTGUN to take care of a pack of zombies that have appears outside his jail cell. Otherwise, or afterwards, head to the -Laboratory Stairs-. Laboratory Stairs ----------------- Kill the zombies here, and head for the -Laboratory Chest Room-. Laboratory Chest Room --------------------- If you have the MASTER KEY with you, then you'll see a cut-scene here. If you don't see the cut-scene here, pack the MAGNUM and all its ammo with you. Pack a few healing items with you as well, and a backup weapon like the BAZOOKA. Leave one space open whether you see the cut- scene or not. Head for the -Laboratory Entrance-. Laboratory Entrance ------------------- Approach the large double doors. Unlock them with the MASTER KEY if you have it. Otherwise, go through it. Escape Tunnel ------------- Run down the long tunnel, and you'll get a radio reception from Brad. Continue running down. You'll see another BATTERY on the ground, so use it next to the elevator. Another scene will occur, and then you'll will end up on the helipad. Helipad ------- Immediately to your right is a FLARE, so take it and use it. Now, if Barry is still alive, then you'll have to fight the Tyrant again. If not, then the game ends. ********************************************************* BOSS #7: Tyrant Rematch DIFFICULTY: Medium SUGGESTED WEAPON: MAGNUM + MAGNUM ROUNDS, ROCKET LAUNCHER SUGGESTED HEALING ITEMS: 2 full healing items STRATEGY: This rematch can be difficult if you have one or few healing items. Arm the MAGNUM, get as far away from the Tyrant as the MAGNUM's radius will allow, and shoot. It's difficult to avoid the Tyrant's slash attacks, and they do tons of damage. The timer is also ticking down. After you shoot between 7 to 14 MAGNUM ROUNDS into the Tyrant, and time is close to running out, Brad will drop a ROCKET LAUNCHER that has 4 rounds in it. Grab the ROCKET LAUNCHER, and shoot the Tyrant to destroy it. Try not to miss, since there are only 4 rounds. After it is destroyed, the game ends. ********************************************************* CONGRATULATIONS! You've beaten Resident Evil Deadly Silence as Jill in Rebirth Mode! Enjoy the ending, and try the other modes you've unlocked! When you restart a new game, you will have the CLOSET KEY with you. If you beat it under three hours, you'll have the INFINITE ROCKET LAUNCHER with you. Also, Barry will be unlocked in Wireless Play. ======================================================================= 06. Classic Mode Walkthrough ======================================================================= -------------------------- A. Jill Valentine - Normal -------------------------- ------------------------------- A. Jill Valentine - Normal Mode ------------------------------- Jill Valentine's game is easier than Chris', and thus is labeled as Normal Mode. She has eight item slots, and has Barry assist her every now and then. It should always be played before Chris' game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~PART ONE: The Spencer Mansion~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dining Room ----------- After you watch or skip the first cut-scene, you'll end up in the dining room. Once you gain control, run to the opposite side of the room, around the big table. A cut-scene will occur with Barry, and then you will be free to explore again. Go through the door on the right. Kenneth Hallway --------------- You'll see why this is named as such soon. Turn left and run forward and a cut-scene will trigger. This is the first zombie of the game, and the first of many more to come. Rather than waste ammo fighting it, simply run back to the -Dining Room-. Dining Room ----------- Watch the cut-scene, and then return to the -Main Hall-. Main Hall --------- Watch yet another cut-scene, and then start your search for Wesker. You have two options: either go up the stairs of the main hall, or run behind them and then return to the main portion of the first floor. Once you do this, another cut-scene with Barry will be triggered, and as a result, he'll give you the LOCKPICK. After he leaves, we'll have to set ourselves up for a smooth journey. First, start by going up the stairs. Main Hall 2F ------------ Go up the left set of stairs. Then, go through the door straight ahead. Dining Room 2F -------------- Starting from the doors, run to Jill's left until you see a statue. Try to avoid the zombies in this room; they should be far enough so that they don't hurt you, but if they get close enough, shoot them a few times and then use the combat knife when they're done. As for the statue, push it until you see a gap in the railing. Once the statue is next to the gap, push it onto the first floor. Now return to -Main Hall 2F-. Main Hall 2F ----------- Return to the -Main Hall- (first floor) by going down the stairs. Main Hall --------- Run over to the typewriter next to the stairs and take the INK RIBBONS, and you'll need these to save the game at a typewriter. Don't bother saving at this typewriter, though. Afterwards, go back to the -Dining Room-. Dining Room ----------- From here, run to the fireplace near the pool of blood, and grab the WOODEN EMBLEM. Afterwards, head back into the -Kenneth Hallway-. Kenneth Hallway --------------- Run back to Kenneth's body (Barry killed the zombie in that cut-scene, so there's no one here anymore). Examine his body several times to get two HANDGUN BULLETS. These serve as ammunition for your HANDGUN and should be conserved. Now run to the opposite end of the hallway, and go to the door on the left side. Piano Bar --------- Starting from the door, circle around the piano to an awkwardly placed bookshelf. Push it to the right of the screen and grab the MUSIC NOTES. Now, run to the piano, go to the item screen and select the MUSIC NOTES. Jill will play the piece, Moonlight Sonata, and then a portion of the wall will open up. Go into the newly revealed room, and at the opposite wall, grab the GOLD EMBLEM. The wall you opened up with the piano will shut again, but using the WOODEM EMBLEM will open it up again, so use it. Now, return to the -Kenneth Hallway-. Kenneth Hallway --------------- Return to the -Dining Room-. Pick up the ammo from Kenneth if you have not done so already. Dining Room ----------- Run over to the fireplace where you took the WOODEN EMBLEM. This time, place the GOLD EMBLEM above the fireplace, and then a key will be revealed with the grandfather clock on the wall. However, we don't need to take it yet, so return to the -Main Hall-. Main Hall --------- Now that we've handled the left wing of the mansion, we can head into the right wing. Take the double doors on the right side of the room. Green Statue Hallway -------------------- There's a map of the mansion in the green statue, so push the ladder so you can climb and acquire it. Look on the top screen to see the entire map appear. The ladder needs to be pushed left and then toward the statue. You'll then see two doors, one blocked by a piece of furniture. Push the furniture to the left and then enter the passage. Turning the corner, you'll see a floored zombie. Kill it however way you want, and then run to the shelf and grab another set of INK RIBBONS. Return to the blue-tiled area of the room and go through the right door, which you automatically unlock with the LOCKPICK. Glass Corridor -------------- Run forward here and do not stop. Eventually, two zombie dogs will burst through the windows and run after you. Avoid fighting them, as it isn't worth the ammo lost or the damage sustained. Go through the door at the end. Door Corridor ------------- There's a GREEN HERB to your right; pick it up if you have space. The first door near you is locked, proceed down the corridor until you come across two doors. Go through the single door to Jill's left, and your right. Empty Room ---------- There's only another door here that you'll need to go through. Shotgun Room ------------ Approach the far wall and remove the SHOTGUN from the rack. Read the upcoming note BEFORE you exit the room the way you came in. [Note: There is another way to acquire the SHOTGUN, and that's to get the BROKEN SHOTGUN from the -Study Room- after you unlock it with the ARMOR KEY and then place it where the SHOTGUN used to be. It changes around the progress of the story. See "Decisions, Decisions" for more information. Make your choice now.] Empty Room ---------- Uh oh! Suddenly the ceiling will fall gradually. Examine both doors in this room and then wait for a cut-scene with Barry to trigger, which will take you back to the -Door Corridor-. Door Corridor ------------- Finish seeing the cut-scene (or skip it), and then go through the double doors in front of you. Door Corridor 2 --------------- Inside this room are several doors (hence the name of the room). Start by killing the zombie that approaches you, and then run to the end of the room, killing the zombie beyond the small hallway. The first door you should try is the door that faces the extending hallway, at the left side of the room from where Jill entered. Portrait Hallway ---------------- In here, you'll experience another knife battle, so win it and possibly win an item. The battle this time involves crows alongside zombies, so attack the crows before they begin to peck you with quick stabs. After you're done, you'll see a series of portraits along the walls. You'll need to press the buttons below them in order. Press the wrong order, and the crows will begin to attack you. The correct order is from the youngest aged person on the portrait first, and then working through the you, middle and old ages to the death on at the very end of the room. The order is listed here, and you can find the paintings by examining them. If you're playing it in Japanese or any other language you don't understand, here're the paintings' placements from the entrance to the end of the hall: 1. Newborn Child (2nd from the door) 2. Infant (4th from the door) 3. Lively Boy (5th from the door) 4. Young Man (3rd from the door) 5. Tired, Middle Aged Man (1st from the door) 6. Bold Looking Old Man (6th from the door) 7. The End of Life (7th from the door) The End of Life poster will fall, revealing the STAR CREST. After you acquire it, leave the room. Door Corridor 2 --------------- Starting from the door to the -Portrait Hallway-, run down the adjacent hallway toward a door at the end. Go through it. Garden Tunnel ------------- Kill the annoying zombie dog here, either with the Shotgun or the Handgun, depending on what gets you damaged the least. Then approach the end of the tunnel, and you'll see a locked door and a place in the wall to the left to insert four crests. Insert the STAR CREST into the wall and then return to the -Door Corridor 2-. Door Corridor 2 --------------- Run back into the main portion of the corridor, and then approach the first door to the left of the double doors you first entered this room through. Unlock it, and then go through. Stairway (Right) ---------------- Kill the zombie ahead, and then cautiously proceed down until the corner turns. Afterwards, grab the GREEN HERB on the ground if you still have any space left. Then proceed through the door nearby. Storage Room ------------ This is a save room, where you can use the INK RIBBONS you've acquired to save your progress. Now would be a good time to save. Approach the item box and then deposit your INK RIBBONS inside. Inside the item box are two HANDGUN BULLETS. If you're a good player, you'll still have the FIRST AID SPRAY you began the game with, so deposit it and carry a GREEN HERB if you like. For sure, take out the HANDGUN BULLETS as you'll need them to mow down enemies. To the right of the item box is a CHEMICAL, which you should take with you. Exit the room after you are finished. Stairway (Right) ---------------- Now go up the flight of stairs. Upper Right Stairway -------------------- Go up one more flight of stairs. At the top, there will be a zombie on both sides. Aim for it and kill it (the HANDGUN should suffice). Run down the nearby adjacent hallway (it's a short one), kill the zombie there and then go through the door by unlocking it. Red Hallway ----------- Once again, there will be two zombies on both sides of you, so kill one and then go after the other. Turn right from the door you entered, and then go through the door at the end. Reading Room ------------ Run forward, and then grab the BOTANY BOOK from the table. Read it if you want, and then return to the -Red Hallway-. (Note that the other door in this room, as you can see on the map, simply leads back to the Upper Right Stairway) Red Hallway ----------- Turn left and run down. Then turn the corner, and then proceed passed the locked green double doors. Turn the next corner and you'll see a zombie. Kill it by. Pass the locked single door to the door at the end of the hallway. Go through it. Main Hall 2F ------------ Welcome back to the main hall. You'll see a cut-scene with Barry, and he'll give you ACID ROUNDS. Hopefully you have space to store it; otherwise, you'll lose the item forever. After the cut-scene ends, you'll need a weapon to use these ACID ROUNDS with. Go through the door to the right of the one you just came through. Empty Hallway ------------- There's nothing to see here... except for blood to the right of the door ahead. Go through the door. Balcony ------- Run forward and you'll see a dead body of one of Jill's comrades, Forrest Speyer. As you approach him, grab the BAZOOKA. It works with the ACID ROUNDS Barry gave you. If you examine Forrest's body, crows will appear and attack you. Exit the room. Empty Hallway ------------- Now we know who's blood that isÉ but anyway, return to -Main Hall 2F-. Main Hall 2F ------------ From here, return to the -Dining Room 2F-. Dining Room 2F -------------- This time, head over to the opposite end of the room. To the right side is a door you should go through. If you didn't push the statue down into the first floor before, then you should do it now. Left Stairs 2F -------------- Two zombies are in the room as you move further in, but the HANDGUN should be able to take them out. After killing them both, go down the stairs. Left Stairs ----------- From the stairs, head into the nearby door, which leads to another save room. Take out the zombie approaching the stairs and the one hanging out near the door. Infirmary --------- This is another save room, so save up and drop off those ACID ROUNDS Barry gave you - you'll need them later, not now. If you decided to stow away the CHEMICAL, withdraw it now. On the bed are more ink ribbons. Exit the room after you're done. Left Stairs ----------- Moving forward, you'll see a zombie as you turn the corner, so shoot it to death. Go through the door at the very end. Green Hallway ------------- The room is named as such thanks to the color of the wallpaper. Kill the zombie approaching you, and then run forward. Enter the next room at the very end of the hallway. Fountain Room ------------- I hope you brought the chemical, because you'll need to use it here. Near the door is a machine you should use the CHEMICAL in. Once you use it, the vines of the fountain will die, giving you access to a whopping four GREEN HERBS and two RED HERBS. Don't forget to leave an open space for the key on the shield of the wall, the MANSION KEY. Examine the MANSION KEY and rotate it in the item screen and you will realize it's really an ARMOR KEY. Nice find. Exit the room. Green Hallway ------------- Turn the corner, run down and then return to the -Left Stairs-. You'll see a door nearby, which you can unlock with the ARMOR KEY. Go through. Study Room ---------- Run ahead to the desk and open it with the LOCKPICK. Inside is a box of SHOTGUN SHELLS. The bookshelf to the right of the door contains a HANDGUN CLIP and a BROKEN SHOTGUN. Read this next note, and then exit the room: [Note: Remember the trap in the -Empty Room- after you got the SHOTGUN, where the ceiling proceeded to fall on you? Well, Barry saved you, but you could have gotten the SHOTGUN and avoided the trap altogether by bringing the BROKEN SHOTGUN to the rack, taking the working SHOTGUN off the rack, and then exchanging positions. The ceiling will fail to fall, and Barry won't have to save you. Using the BROKEN SHOTGUN takes a lot longer to do since you won't have a powerful weapon to kill the monsters that take up residence in the left side of the mansion. Chris, however, always must use the BROKEN SHOTGUN as Barry isn't around to bust the door down and Rebecca, if she actually showed up, probably wouldn't be able to bust it down either. Note that whichever choice you make affects what game you'll get. See "Decisions, Decisions." ] Left Stairs ----------- Go back to the -Green Hallway-. Green Hallway ------------- Turn right and head down the hallway. You'll see a tiny adjacent hallway with a zombie inhabiting it. Run all the way to the door at the end and then kill it. You'll have passed a door on your way, so you can unlock it with the LOCKPICK. Enter. Bedroom ------- On the bed are HANDGUN BULLETS, which you should take. Now approach the desk, and read the file. When you try to read it, a zombie will pop out from the closet, so kill it. Grab the SHOTGUN SHELLS in the closet, and finally read the file. Afterwards, exit. Green Hallway ------------- Now, turn right and go through the door at the end by unlocking it. Kenneth Hallway --------------- Welcome back. If you recall, we dropped a statue from the -Dining Room 2F- onto the first floor, so head back over to the -Dining Room-. Dining Room ----------- Run over to the other side of the table, and in the broken ruins of the statue, grab the BLUE JEWEL. Now return to the -Kenneth Hallway-. Kenneth Hallway --------------- Return to the -Green Hallway-. Green Hallway ------------- Run to the tiny adjacent hallway the zombie emerged from earlier, and go through the door there. Tiger Statue Room ----------------- Go over to the Tiger Statue. You'll notice that its eyes are missing. Place the BLUE JEWEL you just acquired into its right eye, and it will rotate to reveal the WIND CREST, so take it and exit. Green Hallway ------------- Return to the -Left Stairs-. Left Stairs ----------- Go to the -Infirmary-. Infirmary --------- Here, deposit the WIND CREST into the item box, and then leave. Right Stairs ------------ From here, go back up the stairs. Right Stairs 2F --------------- Head back over to the -Dining Room 2F-. Dining Room 2F -------------- From here, return to -Main Hall 2F-. Main Hall 2F ------------ Head down the stairs to the first floor. Main Hall --------- Head over to the right side of the room towards the blue double doors. Instead of going through those doors, this time go to the small brown door on the left and unlock with the ARMOR KEY. Go through. Antique Room ------------ Run forward, passed the globe and acquire the HANDGUN CLIP from the dresser. Turn left toward the narrow hallway and kill the zombie. Turn left, and run down until you see a desk, which you can use the LOCKPICK on. Grab the SHOTGUN SHELLS, turn around and then head down to the door on the other end. Dress Room ---------- Watch out for the zombie on the ground. Blast it with the HANDGUN to avoid getting bitten. Afterwards, explore the rest of the room. There are two GREEN HERBS and an INK RIBBON near the red curtains on the right side. Read the note below and then return to the -Antique Room-. [Note: You'll notice a door here that is locked. It can only be unlocked in a replay game when you have the SPECIAL KEY acquired and you use the SPECIAL KEY to unlock the door. This leads to the CLOSET, where you can change costumes. Jill can choose from two. One is a rather revealing policewoman costume and another is Jill in a casual outfit. This is optional. ] Antique Room ------------ Return to the -Main Hall-. Main Hall --------- Proceed up the stairs to the second floor. Main Hall 2F ------------ Go up the right set of stairs, and through the door ahead. Red Hallway ----------- Run forward and unlock the first door to the right with the ARMOR KEY. Then go through. Richard Hallway --------------- Run forward and you'll see Richard. You'll then be prompted to get him SERUM from the -Infirmary-, so run back there and get him the SERUM if you wish. You don't have to, but doing so will net you the radio. The -Infirmary- location will be flashing on the map. Grab the two GREEN HERBS if you want and then exit the room. Red Hallway ----------- Run down the hallway even further and then turn the corner. See the double doors? Unlock them with that wonderful ARMOR KEY and then go through the door. Knight Chamber -------------- Run forward. You'll see a knight statue and a drainage hole on the floor. Push the statue so it covers the hole. Move forward and do the same for the second statue and the second ventilation hole. Next, press the red button in the middle of the room on the floor. If you covered the vents correctly, gas shouldn't spew into the room and the cabinet in the back of the room should open up. You'll get the SUN CREST for your efforts. Exit the room. Red Hallway ----------- Return to the -Main Hall 2F-. Main Hall 2F ------------ Go down the stairs onto the first floor. Main Hall --------- Run to the -Dining Room-. Dining Room ----------- Head over to the clock you moved earlier, and grab the key in the compartment. Examining it will make it the SHIELD KEY, so return to the -Main Hall-. Main Hall --------- Return to the -Green Statue Hallway-, which is beyond the double blue doors. Green Statue Hallway -------------------- Head over to the -Glass Corridor-, which is beyond the single door. Glass Corridor -------------- The zombie dogs that busted through the windows are still here, so try to kill them if you can do so, or dodge them and head for the -Door Corridor-. Door Corridor ------------- Run to the nearest door and unlock it with the ARMOR KEY. Go through the door after you unlock it. Side Garden ----------- Immediately you'll see a zombie dog. It is beyond the fence and it can't reach you just yet. Turn the corner and another zombie dog will jump you. Kill it and then kill the other zombie. Now you can collect the six GREEN HERBS available for you: make repeat trips to the item box so you have them all. Exit once you're done. Door Corridor ------------- Proceed to -Door Corridor 2-. Door Corridor 2 --------------- Head over to the -Right Stairs-. Right Stairs ------------ Head over to the -Storeroom-. Storeroom --------- Save your game as a boss battle is coming up soon. Then, reshuffle your items so you take your powerful guns, the ARMOR KEY, the SHIELD KEY and a healing item or two with you. Then leave the room. Right Stairs ------------ Go up the stairs. Right Stairs 2F --------------- Go up the stairs, and turn left to the nearest door. Use the ARMOR KEY to unlock it, and you should be prompted to discard the ARMOR KEY as you've unlocked all doors that it'll unlock. Read the note and then go through the door. (If it doesn't prompt you to discard, then you've missed a door. The doors that the ARMOR KEY unlocks are: double doors and single door in - Red hallway-, single door in the -Left Stairs-, single door in -Door Corridor- and this door right here.) Empty Room 2F ------------- Nothing to see here, really. Turn to Jill's right and go through the door. Bedroom 2F ---------- Run over to the bookshelf and collect the LIGHTER. Beside the left bed is a RED HERB, which you should pick up and mix. Exit when you're done. Empty Room 2F ------------- Try the opposite door this time. Study Room 2F ------------- Run over to the desk and grab the file. Next, near the door is an insect display with a button. Press it and the fish tank in the room loses all its water. Now that its waterless, push the fish tank towards the desk, and then push the bookcase to the right. You'll get GRENADE ROUNDS. And lastly, the coat next to the door has INK RIBBONS in it. Leave the room once you have them. Empty Room 2F ------------- Return to the -Red Hallway-. Red Hallway ----------- Time to return to the -Richard Hallway-. Richard Hallway --------------- Arm the SHOTGUN, and then run passed Richard's body to the door beyond him. T-Hallway --------- Then run forward and go up the small stairs and use the SHIELD KEY to unlock the door (discard it after). Hopefully the zombie from the adjacent hallway will miss biting you Now, don't go through just yet. Head back down the stairs, turn right and go through the door at the end. Small Dining Room ----------------- On the table are INK RIBBONS. On the other side of the table is a candle, which you should use the LIGHTER on. Once the room is lit, push the bookshelf to the right to reveal a secret room. Examine the shelf and collect the ACID ROUNDS. Return to the -T-Hall-. T-Hall ------ Now head for the door you unlocked with the SHIELD KEY. Arm your BAZOOKA or SHOTGUN, as a boss battle is coming up. Attic ----- Walk forward and a boss fight commences. ********************************************************* BOSS #1: Giant Snake DIFFICULTY: Medium SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB STRATEGY: This boss can be lethal, but it's not too hard, and there's plenty of room to maneuver. Take your BAZOOKA and shoot it several times while dodging its severe bite attacks. If you're hit once or twice, you will be poisoned in a way where a BLUE HERB will do no good against it. I actually recommend this, as it *might* save you a healing item assuming you had Barry save you from the Shotgun trap. If not, then avoid getting poisoned and just keep attacking it until it dies. You should have 12 EXPLOSIVE ROUNDS, more than enough, but if for some reason it's still alive, then use the SHOTGUN as a backup. Stay behind the snake while running circles around it, and shoot it. Eventually, it will retreat and you'll have won. ********************************************************* After that damn snake retreats, grab the SHOTGUN SHELLS from the top of one of the barrels. Then, go to the hole from where the snake came from and collect the MOON CREST. Exit the room. T-Hall ------ Go down the stairs, and depending on the situation, Jill will either collapse from poison, be poisoned and be on her own, or be fine. If it's the first option, Jill will end up in the -Infirmary-. If it's the second option, which should happen if you used the BROKEN SHOTGUN, then run over to the -Infirmary- ASAP. If it's the third option, head over to the Storeroom, gather up the WIND and SUN CRESTS and unlock the door in the -Garden Tunnel-. Meet us in the -Garden Tunnel- (below). If you're in the #2 situation and for whatever reason forgot where the -Infirmary- was, then follow these directions: from the -T-Hall-, run over to the -Richard Hall-, and then over to the -Red Hallway-. From there, cross -Main Hall 2F- to -Dining Room 2F-, and then to the -Left Stairs-. Down the stairs is the -Infirmary-. Infirmary --------- Jill will either have gotten here thanks to Barry, or will have come here. Take the SERUM if you came here, and use it before your health deteriorates. Heal if your health has fallen. Now that we're here, withdraw the STAR and WIND CRESTS, and travel over to the -Garden Tunnel-. To get there, go from the -Infirmary- to the -Left Stairs- and then the -Green Hallway-. From there, get to the -Kenneth Hallway-, and then the -Dining Room-, and finally to the -Main Hall-. Get to the second floor, and then the -Red Hallway- before reaching the -Right Stairs-. From there, go to -Door Corridor 2- and finally to the -Garden Tunnel-. Garden Tunnel ------------- Run to the end of the tunnel and place the SUN CREST, WIND CREST and MOON CREST into their appropriate slots. You may then exitÉ to freedom? ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~PART TWO: The Guardhouse~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ Shed ---- Apparently not. But it is nice to be out of the mansion. Directly ahead of you is a ladder. Walk over to the ladder and push it forward two or three paces, and then push it toward the shelf lining the adjacent wall. Then climb the ladder and grab the CRANK. Checking the CRANK in the inventory will reveal that it is a SQUARE CRANK. Once you have it, step down the ladder and go through the next door. Garden ------ Move forward. Nearby, you'll notice a few herbs, specifically three GREEN HERBS and two RED HERBS, with two more BLUE HERBS around the corner. If you want, grab them, but if you have plenty of healing items either with you or in the item, box, you probably won't need them just yet. Kill the zombie dogs, and then run through the room to the gate at the end, and go through. Pond ---- Run forward, and to the left and you'll eventually run to a socket where you can slip a square crank in. Use the SQUARE CRANK to drain the pond of its water. Then return to the center, and go down the ladder. Cross the pond and go up the ladder to the other side. Proceed down the path, and you'll have snakes drop in on you. It's not worth fighting them, so ignore them, and run to the lift at the end of the path. Lower Garden ------------ Run forward immediately and kill the two zombie dogs. Afterwards, find a gate and go through it. Guardhouse Entrance Tunnel -------------------------- You'll see two RED HERBS and two GREEN HERBS on either side of you. As with the herbs you just ran into, take them if you need to, and otherwise, leave them for later. Run down the tunnel and kill the two zombie dogs. Go through the door at the end. Entrance Hallway ---------------- Welcome to the guardhouse. It's not as big as the mansion, nor does it take as long to explore, so we'll be here for a short while only. Straight ahead to the little area are a GREEN HERB and two BLUE HERBS. These you might need. Now go back to the entrance, and then push the gargoyle statue forward. Once you push it three paces, move to the right of it and push it into the adjacent hallway. Push it passed the two doors, until you reach another perpendicular hallway. Then push the gargoyle statue into the next hallway, and stop it at the hole in the floor. This will prevent vines from trying to strangle you. After you cover the hole completely, return to the previous part of the hallway and go through the door on the right. Guardhouse Storeroom -------------------- Here is the only save room in this part of the estate, but it's okay, since the guardhouse is relatively small anyway. Reshuffle your items the way you want. I suggest taking the BAZOOKA and all the ammo you have for it, as well as the HANDGUN. You can bring the SHOTGUN if you like, but you'll only need it in close encounters with zombies. Pack a healing item or two. You won't need the SQUARE CRANK for a long time, either. Leave the room. Entrance Hallway ---------------- Go to the room straight across from you, with the number 001 written above it. 001 Room -------- Straight ahead is a zombie. Keep your distance and use the HANDGUN to kill it. Once that's done, head over to the bed, and near it is a desk. Unlock it with the LOCKPCIK and take the SHOTGUN SHELLS. There are three zombies having a feast on another zombie, so kill them with the HANDGUN or SHOTGUN. Afterwards, grab the RED BOOK (this goes in your inventory). Afterwards, head into the bathroom. 001 Bathroom ------------ Approach the bathtub, and then drain it. Grab the CONTROL ROOM KEY from the drained bathtub. Then exit the room. 001 Room -------- Return to the -Entrance Hallway-. Entrance Hallway ---------------- Enter the double red doors to Jill's left. Pool Room --------- Immediately overhead is a Giant Spider. Kill it with the BAZOOKA, and then kill the other one to the left before it poisons you. If you're poisoned, one of those BLUE HERBS in the -Entrance Hallway- will heal you. To the right of the entrance door is an INK RIBBON on the table, and HANDGUN BULLETS on top of the barrels in the corner. On the other side of the room, to the left of the door, is a pool table. Examine it closely, as the balls and sticks are placed on the table as if it were a clock. Now exit the room. Entrance Hallway ---------------- Now go to the hallway where you left the gargoyle statue, and go through the door at the end. L-Shaped Hallway ---------------- Run down this long hallway, until you reach a door. Go through that door. Wasp Room --------- Run into the room, and you'll notice several doors, all of which are locked. There's a little annex near the 003 door. It leads to a wasp hive, and on a table nearby, a DORMITORY KEY. Quickly examine the DORMITORY KEY so it becomes a 002 KEY. Now, the wasps will be going after you. So exit the room the way you came in as quickly as possible. L-Shaped Hallway ---------------- Turn right and move further down the hallway. You'll see another gargoyle statue that blocks you from two GREEN HERBS, which you may or may not need. Nearby is the 002 door, which is unlocked with the 002 KEY. Enter. 002 Room -------- Ahead of you is a zombie, and beyond it is a giant spider, so kill them both. On the bed is the PLANT 42 REPORT. You can pick the lock on the desk for a box of SHOTGUN SHELLS. Now toward the back of the room, you'll see two bookshelves. Push the one on the left forward until it touches the wall. For the one to the right, push it directly to the right. You'll expose a ladder that you should go down. (Note: You can explore the -002 Bathroom-, which has two zombies and HANDGUN BULLETS.) Crate Tunnel ------------ Run forward. You'll come to a dead end with two crates and a small pool of water. Push both crates into the pool of water. It seems you need three crates. You did pass a crate earlier, so we'll need to use that crate. Push it toward the tiny hallway with ladder you used to enter this room. It's hard to explain, so follow this pattern, taking the crate to the X: Ladder | | | |_________________________ | <---crate | | |_________________________ | |_________________________ | | | X | |___| Once all three crates are submerged in the water making a bridge, cross it. Grab the GREEN HERBS if you want, and then go into the water and through the double doors. Shark Tank ---------- Named for a reasonÉ Immediately, wading through the water, move forward. DO NOT TURN LEFT FROM THE DOOR. As you go down your path, pass one door and make a left turn. You'll come across two doors, one with the word ARMS to the right of it. Suddenly, a cut-scene will occur and a giant shark, named Neptune, will be right behind you. Quickly run to the door to the left, unlock it with the CONTROL ROOM KEY, and then enter. Control Room ------------ Examine the electronic panel, and you'll see a lever in the middle. Pull it, and the water will drain. After you finish, examine the blinking pad next to the door, and press it to unlock the room next door. Exit. Shark Tank ---------- Head into the next door over. Arms Room --------- In here, you will find tons of ammo for your weapons, which is a good thing. You'll find two clips of HANDGUN BULLETS, two boxes of SHOTGUN SHELLS and another DORMITORY KEY, this time labeled as 003 KEY once you check. Exit the room. Shark Tank ---------- As you explore, you'll see the three Neptunes flailing on the ground, helpless since the water has been drained. Kill them with the COMBAT KNIFE, and then return to the -Crate Tunnel-. Crate Tunnel ------------ Return to the -002 Room-. 002 Room -------- Return to the -L-Shaped Hallway-. L-Shaped Hallway ---------------- Return to the -Wasp Room-. Wasp Room --------- Run forward and unlock the 003 door with the 003 KEY. Then step inside. 003 Room -------- Check out the bathroom if you like, which contains FLAME ROUNDS and two zombies. In the bedroom itself, you'll see a space for a book to put in after you acquire the V-JOLT REPORT, so use your RED BOOK. The next shelf will slide, revealing a door. Now, you need to decide whether or not you want Jill to make V-Jolt. If you don't, then skip the next section and go through the door. If you do want to make V-Jolt, do not go through the door yet and read the next section. ---OPTIONAL QUEST: V-JOLT--- Jill has the option of making V-Jolt or not. It takes longer, but it is there for you to do. Head to the door in the -Wasp Room- that has a keypad next to it. Using the stylus, enter the numbers 3, 4 and 5 in order to unlock the door. Go through, but make sure you have 4 spaces in your inventory available. You can always recover your weapons after. V-Jolt Room ----------- Follow instructions. Grab the 4 EMPTY BOTTLES. Ok, first put water into one bottle. Then look on a shelf and put UMB 2 into another bottle. Combine the WATER and UMB 2 to create something called NP-003. Then go to another shelf and collect UMB 4 in another empty bottle. Combine UMB 4 and NP-003 to make UMB 7. Now use another bottle and collect some more UMB. 2. Now go use another bottle and collect some UMB. 4. Combine UMB 2 and UMB 4 to create YELLOW 6. Then combine Yellow 6 and UMB 7 to create UMB. 13. Now put some water into another empty bottle. Put some UMB 2 into another bottle. Combine the water and UMB 2 to make NP-003 again. Combine NP-003 with UMB. 13 to make V-JOLT! Good, now return to the -Shark Tank-. Now go back to the -Shark Tank-. Shark Tank ---------- Go through the door you didn't go through (neither the -Arms Room- nor the -Control Room-. There, look for the plant root and apply the V- JOLT. The roots will shrivel up. Now go into the -Plant 42 Room- through the door in the -003 Room-. ---OPTIONAL QUEST: V-JOLT--- Plant 42 Room ------------- ********************************************************* BOSS #2: Plant 42 DIFFICULTY: Easy/Medium SUGGESTED WEAPON: BAZOOKA w/ FLAME ROUNDS SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB Whether or not you opted to make V-JOLT, shoot it with your BAZOOKA ammo. It uses vicious whips to "whip Jill into shape." These can be easily dodged if you shoot and are quick to get out of the way. Thankfully, being a plant, FLAME ROUNDS in particular are effective against Plant 42, so it should, at most, take about 4 to 6 rounds to get rid of it. After you damage it enough, if you used V-JOLT, it dies. If you didn't make V-JOLT, Barry will come in and finish the job. ********************************************************* Once you're finished, examine the fireplace and you will get the MANSION KEY. Checking it will turn it into the HELMET KEY, which is what you need to check out the rest of the Mansion. Exit the room. Wasp Room --------- Return to the -L-Shaped Hallway-. L-Shaped Hallway ---------------- You'll get a cut-scene with Wesker. Afterwards, return to the -Entrance Hallway- after you smash the three wasps Wesker shot. Entrance Hallway ---------------- Make sure you have the HELMET KEY with you, and the SHOTGUN and HANDGUN. Return to the -Guardhouse Entrance Tunnel-. Guardhouse Entrance Tunnel -------------------------- Don't forget to take the HERBS with you if you failed to take them. Return to the -Lower Garden-. Lower Garden ------------ Head back to the lift you used to get here and ride it up again. Pond Room --------- Avoiding the snakes again, cross the band and go back through the gate to the -Garden-. Garden ------ Don't forget to gather any HERBS you might've left here, and return to the -Shed-. Shed ---- Go through the door to the -Garden Tunnel-. Garden Tunnel ------------- Run all the way down and return to the Mansion, where we need to search just a few more rooms in order to find the escape route. Don't worry, as our revisit will be much shorter than our first visit. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~PART THREE: The Spencer Mansion Revisited~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Door Corridor 2 --------------- As you walk in, you'll get a cut-scene and you'll be introduced to the Hunter. The HANDGUN is usually no good against it, so use the SHOTGUN or BAZOOKA. It deals tons of damage, so try not to let it hit you, especially with its lethal jump slash attack. With your wonderful, new HELMET KEY, you can unlock the only locked door in here. Enter. Dark Office ----------- It's too dark to see much, but you can see part of the desk. On the desk is a lamp that you can turn on to illuminate the room. You'll find DOOM BOOK 1 (examining it will yield the EAGLE MEDAL) and some MAGNUM ROUNDS. Take them and then exit. Door Corridor 2 --------------- Head to the -Left Stairs-. Right Stairs ------------ Dispose of the Hunter with the SHOTGUN. And then read the sign near the -Storeroom-, which was written by Barry. Go through. Storeroom --------- You'll see that Barry has left you a FIRST AID SPRAY, SHOTGUN SHELLS and ACID ROUNDS. Take them and deposit anything into the item box that you don't need, especially the MO DISK, which isn't used until much later. Exit the room after you are finished. Right Stairs ------------ Climb up the stairs. Upper Right Stairs ------------------ Climb up the stairs, and then kill the Hunter nearby with your SHOTGUN. Then, from the stairs, go all the way down the hallway to a door you've never been to yet. Furnace Room ------------ If you packed the LIGHTER, you can use it on the stove here to acquire a map, but at this point you probably don't need it. Use your HELMET KEY on the door nearby and then go through. Music Box Room -------------- Run to the corner and examine the piano. Afterwards, you will be presented with another boss fight. ********************************************************* BOSS #3: Giant Snake Rematch DIFFICULTY: Medium SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB STRATEGY: It's the snake from earlier. If you've had the SERUM, it can't poison you again. But like before, this boss can be lethal, but it's not too hard. However, there's less room to maneuver than before. Like the previous fight, take your BAZOOKA and shoot it several times while dodging its severe bite attacks. Use the SHOTGUN as a backup. Stay behind the snake while running circles around it, and shoot it. Eventually, it will dissolve and you'll have won. ********************************************************* After beating that damn Giant Snake for good, examine the hole in the ground it created. Barry will come in, so watch the cut-scene or skip it. Barry will drop a rope into the hole, and you'll be able to explore. If you failed to properly give Richard CPR earlier, then Barry will give you the COMMUNICATION RADIO, which takes up no space in your inventory. Secret Grave ------------ You end up in the secret grave. Examine the grave, and it'll reveal a secret ladder. Now, wait for Barry to come back with the rope before going down. Once he does, watch the cut-scene and he'll give you the PASS NUMBER. Read it, and then return to the Secret Grave. Then descend the ladder. Secret Tunnel 1 --------------- Run forward and then turn the corner. At the end, you'll see a zombie and SHOTGUN SHELLS, so grab both. Return to the main portion of the hallway and then move forward. A zombie is waiting for you, so use your trusty HANDGUN on it. Go through the door at the end. Secret Tunnel 2 --------------- Moving forward, kill the two zombies munching on another zombie near you. As you proceed, you'll see two GREEN HERBS. Grab them if you like. At the end is a door. Go through the door. Kitchen ------- Run toward the door straight ahead and you'll get a cut-scene. A zombie will then pop through, so kill it. Near the elevator in the annex is a sleeping zombie, so knife it to death. Then ride the lift down. Lift Hallway ------------ To the immediate right is a Hunter, so kill it. Beyond it is another Hunter, so kill that too. Go through the brown door nearby. Storage Room ------------ In here, you'll find two EXPLOSIVE ROUNDS and a BATTERY. At this point, you'll get a message stating that you can use it in the garden courtyard. This means that you certainly have the capability of leaving now, but if you do, you will miss out on the best weapon in the game, and an item needed for the best possible ending. Exit once you are done. Life Hallway ------------ Take the lift back up to the -Kitchen-. Kitchen ------- Go to the door the zombie came through, and go through it. Lift Stairs ----------- Go up the stairs, and turn the corner around the lift (it doesn't stop on this floor). Go through the double doors at the end after you unlock them. TO BE CONTINUED ------------------------ B. Chris Redfield - Hard ------------------------ Coming soon. ======================================================================= 07. Wireless Play ======================================================================= NOTE: Wireless Play is called Multi-Card Play in the U.S. version, while Wireless Play is the name in the Japanese game. More information on this section coming soon. ======================================================================= 08. Master of Knifing ======================================================================= This mode is unlocked after beating one of the games once. You can control Chris or Jill, in five levels of first person knife action. They start off easy, but become progressively more difficult. You fight zombies, crows, Hunters and zombie dogs and you have to kill all of them before you lose too much health and die. Jill's game is easier as she faces fewer enemies that are less aggressive. Chris' game on the other hand is fairly difficult once you reach the fourth stage. The final boss is the Giant Snake in first person mode. Jill faces it alone, while Chris faces it along with a few crows. Refer to the Enemies and Bosses section for tips on how to kill the Giant Snake. Beating the mode as Jill will unlock Albert Wesker in Wireless Mode. Beating the mode as Chris will unlock Forest Speyer in Wireless Mode. ======================================================================= 09. Item Listing ======================================================================= The item listings for both Chris and Jill are coming soon. ======================================================================= 10. Weapon Listing ======================================================================= COMBAT KNIFE Characters: Chris, Jill, Rebecca Power: ** / ***** The Combat Knife is surprisingly powerful in Deadly Silence. It's always equipped and can be brandished by holding the L button much like in Resident Evil 4. It takes about three to six hits to kill a zombie, a hit or two to kill crows and wasps and two to four to put a zombie dog down, although the Combat Knife is not recommended for Hunters or Chimeras. HANDGUN Characters: Chris, Jill, Rebecca Power: *** / ***** Ammo: HANDGUN BULLETS The standard gun for all the Resident Evil games is the HANDGUN. With plentiful ammo and moderate power, it can kill zombies and lesser enemies with ease, but isn't powerful against bigger enemies and bosses. SHOTGUN Characters: Chris, Jill Power: **** / ***** Ammo: SHOTGUN SHELLS A powerful weapon with plenty of spread, the SHOTGUN can take care of most monsters and bosses in the game with relatively few shells. It can also take out multiple enemies at the same time thanks to its spread. SHOTGUN SHELLS are less frequent than the HANDGUN but fairly plentiful anyway. BAZOOKA Characters: Jill Power: ***** / ***** Ammo: EXPLOSIVE ROUNDS, FLAME ROUNDS, ACID ROUNDS This multipurpose weapon is only available to Jill. It accepts three types of ammo that have varying degrees of effectiveness against certain enemies. ACID ROUNDS take down Hunters with ease, while FLAME ROUNDS will make short work of Plant 42. Ammo is surprisingly plentiful, although it should not be wasted and instead saved for certain enemies. MAGNUM Characters: Chris, Jill Power: ***** / ***** Ammo: MAGNUM ROUNDS This is the ultimate gun in the game. It'll take out almost any non- boss enemy in one hit, and Chimeras usually take two. Unfortunately, it is found in the middle of the game and ammo isn't too plentiful, so the MAGNUM should be saved for the libratory and the fight against the Tyrant. ROCKET LAUNCHER (INFINITE) Characters: Chris, Jill Power: ********** / ***** Ammo: None This is technically the best gun in the game, since it'll kill anything, including bosses, in one or two hits. It uses powerful rockets as its name implies. In the main game, it is only used against the last boss before the game ends. Beating a game under three hours unlocks this gun and you can use it for the duration of the game, making it good for speed runs. ======================================================================= 11. Puzzles and Codes ======================================================================= --------------- A. Rebirth Mode --------------- **************************** Knight Chamber Scale Puzzle **************************** You have a weight scale, and five pieces of jewelry. You need to distribute the five pieces onto the two plates of the scale so they each balance each other out evenly. To do that, look at the jewelry you have. You have two emeralds (green), a sapphire (blue), a ruby (red) and a topaz (yellow) stone. Notice that the two emerald tones are the same, so using your stylus, place one of each on the two scales. Place the topaz on the left, and the ruby and sapphire on the right, and the scale will balance out. You'll get the SUN CREST for your efforts. Exit the room. ******************* Wasp Room Passcode ******************* Examine the pool table in the Guardhouse, and then enter the code 345 to unlock the door to the room where you mix V-JOLT. ******************** Control Room Puzzle ******************** _______________15________________ | __8__ __3__ | | | | | | | 9 ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | | | | | |___15__| |__15___| |___15__| The puzzle is fairly simple. You have 9 numbers and 9 slots. You need to insert the correct number in the correct space that satisfies the numbers that are added up when a line connects to two or three spots. The first and last spots add up to 15 as you can see by the line, so the two numbers in the two spots must add up to 15 (e.g. 9 + 6). The 5th and 6th spots are easiest, since adding those two up gives you 3. The only possible combination is 1 and 2. The first and last spots are a little less predictable, but still have few options. 6 and 9, or 8 and 7. Consider that 9 is already in the center. That means the first two slots have to be 7 and 8. The three middle slots add up to 15, so with 9 there, and the right space occupied by a 1 or a 2, that leaves you with 5 or a 4. It can't be 4, because in order to get 8 between the 3rd and 4th slots, you'll need two 4s, when there is only one. So that slot is a 5. With 1, 2, 5, 7, 8 and 9 occupied, we are left with 3, 4 and 6. For the third slot, we can add in 3 because it adds up to 5 to equal 8. If we used 7 on the first slot, then that would mean we need 5 to go into the middle slot, but 5 is already taken, so we need to put in 8 for the first slot, and 4 for the second slot. 7 thus goes into the last slot, and the second to last slot is occupied by a 6 to give us the complete solution! _______________15________________ | __8__ __3__ | | | | | | | 8 4 3 5 9 1 2 6 7 ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | | | | | |___15__| |__15___| |___15__| ****************** Phonograph Puzzle ****************** Using your finger, NOT the stylus, spin the record clockwise slow enough so you can hear a song playing, but fast enough so it sounds like a melody. You'll have to do this for about a minute, but once the dial on top reaches the end, Jill or Chris will say "Yes!" if you did it right, and "Damn" if she or he did it incorrectly. Try again until you get it. ***************** Hand Stab Puzzle ***************** This puzzle looks hard, but it's simple. There will be a series of points between Jill or Chris' fingers. Poke them all with the stylus as quickly as you can, in order from right to left, and without stabbing his or her hands. Otherwise, she loses health. Once you finish, the grave opens to reveal a ladder. ************************ Visual Data Room Puzzle ************************ You have five blue buttons and five red lamps above. You need to light up all the buttons within five presses in order to beat the puzzle. The solution is, from left to right, with the buttons and lamps named A, B, C, D and E, actually quite simple once you learn the puzzle. Button A lights Lamp E. Button B lights no lamps. Button C lights Lamp A. Button D lights Lamp C. Button E lights Lamp B. 1. D 2. C 3. A 4. E 5. B Solving the puzzle exposes a hidden shelf on the opposite side of the room. ************************ Generator Room 3 Puzzle ************************ You'll have to attach two wires to the wire set up in order to make all three bars on the top screen of equal length. Here is the set up so far: ||||||||| ||||||||| ||||||||| | | | | | | | |===========| | | | | | | | | | | | | | |=======| | | | | | | | | | | | | |=======| | |===========| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |=======| | | | | | | | | | | | |===========| |===========| | | | | | | | |=======| | | |=======| | | | | | | 5 6 3 2 4 7 Now add lines as indicated on the graph by the star symbols: ||||||||| ||||||||| ||||||||| | | | | | | | |===========| | | | | | | | | | | | | | |=======| | |***********| | | | | | | | | | |=======| | |===========| | | | | | | | | | | | | | | | |*******| | | | | | | | | | | | | | | |=======| | | | | | | | | | | | |===========| |===========| | | | | | | | |=======| | | |=======| | | | | | | 5 6 3 2 4 7 Power should be restored. ************************ Generator Room 1 Puzzle ************************ ||||||||| ||||||||| ||||||||| | | | | | | | |===========| | | | | | | | | | | | | | |=======| | | | | | | | | | | | | |=======| | |===========| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |=======| | | | | | | | | | | | |===========| |===========| | | | | | | | |=======| | | |=======| | | | | | | 2 3 4 5 6 7 Now add the lines as indicated by the star symbols: ||||||||| ||||||||| ||||||||| | | | | | | | |===========| | | | | | | | | | | | |*******| |=======| | | | | | | | | | | | | |=======| | |===========| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |=======| | | |*******| | | | | | | | |===========| |===========| | | | | | | | |=======| | | |=======| | | | | | | 2 3 4 5 6 7 Now you'll have restored power to the elevator. --------------------------- D. Save Room Treasure Boxes --------------------------- One of the new features to Resident Evil Deadly Silence's rebirth mode is the inclusion of puzzles present in every save room, probably thanks to the game's director, Minoru Nakai, who had a hand in the Onimusha series (note that Minoru Nakai directed Deadly Silence, while Shinji Mikami directed the original PlayStation and GC remake games). They're optional, but always yield nice prizes. They're fairly tricky to solve, but are fairly fun to do so I encourage you to solve them on your own, but if you don't want to, here are the solutions as well as an explanation on how the treasure boxes work. So, you have the center pointers that point at two jewels at once. You'll notice that each jewel has a ring around it of a different color: the jewels must be switched to match the colors of their rings. The switched jewels are the two that are linked via the center pointers. So if the pointers are pointed at #1 and #2, then those colors will switch once you press the middle jewel of the center pointers with the stylus. You can change the pointer to point at two different things with the stylus. You have a certain amount of tries as indicated by the number on the top right corner. If you make a mistake, click reset on the top left to start all over. So, with this, the solution to opening the boxes are: ************ 1. STOREROOM ************ Character: Jill Location: Mansion, right side Number of tries: 3 Number of rings: 5 From the five positions, the very top one is #1, and then it goes clock wise to #2, #3, #4 and #5. So: 1 5 2 4 3 1. #1 and #2 2. #1 and #5 3. #3 and #4 The box opens to reveal a RED HERB. ************ 2. INFIRMARY ************ Character: Jill Location: Mansion, left side Number of tries: 4 Number of rings: 5 1 5 2 4 3 The solution for solving this puzzle is: 1. #2 and #3 2. #4 and #5 3. #3 and #4 4. #1 and #5 You'll once again receive a RED HERB. *************** 3. STORAGE ROOM *************** Character: Jill Location: Guardhouse Number of tries: 4 Number of rings: 6 1 6 2 5 3 4 1. #1 and #5 2. #1 and #3 3. #6 and #2 4. #2 and #4 Your reward is a box of SHOTGUN SHELLS. ******************* 4. TUNNEL SAVE ROOM ******************* Character: Jill Location: Underground Tunnels Number of tries: 5 Number of rings: 6 1 6 2 5 3 4 1. #5 and #4 2. #2 and #3 3. #3 and #4 4. #5 and #6 5. #1 and #2 You will get EXPLOSIVE ROUNDS for your efforts. ************************ 4. LABORATORY CHEST ROOM ************************ Character: Jill Location: Laboratory Number of tries: 4 Number of rings: 6 1 6 2 5 3 4 1. #1 and #2 2. #5 and #6 3. #1 and #6 4. #3 and #4 You'll get MAGNUM ROUNDS after you open it. ************ 5. REST ROOM ************ CHARACTER: Jill Location: Laboratory Number of tries: 4 Number of rings: 8 It's special since there are two needles, one each being a different color, so you'll be dealing with two exchange pairs at once. One of the needles are pointing on opposite ends, but there is no double dipping here in terms of needles and pairs, so the speak. 1 8 2 7 3 6 4 5 1. #1 and #3, #2 and #6 2. #5 and #7, #2 and #6 3. #6 and #4, #1 and #5 4. #2 and #8, #1 and #5 You'll get MAGNUM ROUNDS for your effort. ======================================================================= 12. Enemies and Bosses ======================================================================= --------------- A. Rebirth Mode --------------- This section will apply to enemies as seen in the first person perspective exclusive to Rebirth Mode. For 3rd person view enemies, please check out the Classic Mode section. Zombie ------ Here is our standard Resident Evil enemy (well, it was standard before RE4, anyway). While slow, they do provide a reasonable amount of damage. One, two and especially three bites, vomits or slashes will definitely reduce the character's health down one level. When attacking, sideswipes with the knife are the most effective way to deal damage to them, especially when you are up against a few of them. When they back their heads to prepare to vomit or bite you, a few uppercuts or fast, constant stabs will cause them to stumble and cancel their attack. Keep the knife going and they'll all eventually die after 10 - 15 slashes. Crow ---- The crow is probably the easiest enemy to defeat. It takes relatively little effort to stab or slash them as they get up close. It takes quite a few hits for them to reduce your health one level, perhaps as many as five or six, but when you're fighting them alongside other enemies, get rid of them first as they're also somewhat easy to miss. Hunter ------ Even though these bastards wouldn't normally be susceptible to the knife, in first person mode it works well against them. Slashing sideways works best, while stabs are almost ineffective in stopping them from attacking. One strong hit (especially when the Hunter leaps into the air and slashes), or two to three slashes will bring your health down. Slash the Hunters sideways and keep the attacks going. Don't let them hit you. When jumping at you, wait until they land and then uppercut them or constantly slash sideways (although slashing might not stop their attack). I'd guess about 15 to 20 powerful slashes are required to down them, maybe more, maybe less. Zombie Dogs ----------- Perhaps the most frustrating enemies in first person mode are the zombie dogs. They follow one pattern: howl like a wolf, and then run to bite you. Two to three bites take off health by one level. To kill them, you'll need to employ the stab. When they charge at you, time yourself right so you poke the screen before the dog bites your character's arms. This will severely injure and maybe kill the dog. JILL BOSS STRATEGIES: --------------------- ********************************************************* BOSS #1: Giant Snake DIFFICULTY: Medium SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB STRATEGY: This boss can be lethal, but it's not too hard, and there's plenty of room to maneuver. Take your BAZOOKA and shoot it several times while dodging its severe bite attacks. If you're hit once or twice, you will be poisoned in a way where a BLUE HERB will do no good against it. I actually recommend this, as it *might* save you a healing item assuming you had Barry save you from the Shotgun trap. If not, then avoid getting poisoned and just keep attacking it until it dies. You should have 12 EXPLOSIVE ROUNDS, more than enough, but if for some reason it's still alive, then use the SHOTGUN as a backup. Stay behind the snake while running circles around it, and shoot it. Eventually, it will retreat and you'll have won. ********************************************************* ********************************************************* BOSS #2: Plant 42 DIFFICULTY: Easy/Medium SUGGESTED WEAPON: BAZOOKA w/ FLAME ROUNDS SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB Whether or not you opted to make V-JOLT, shoot it with your BAZOOKA ammo. It uses vicious whips to "whip Jill into shape." These can be easily dodged if you shoot and are quick to get out of the way. Thankfully, being a plant, FLAME ROUNDS in particular are effective against Plant 42, so it should, at most, take about 4 to 6 rounds to get rid of it. After you damage it enough, if you used V-JOLT, it dies. If you didn't make V-JOLT, Barry will come in and finish the job. ********************************************************* ********************************************************* BOSS #3: Giant Snake Rematch DIFFICULTY: Medium SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB STRATEGY: It's the snake from earlier. If you've had the SERUM, it can't poison you again. But like before, this boss can be lethal, but it's not too hard. However, there's less room to maneuver than before. Like the previous fight, take your BAZOOKA and shoot it several times while dodging its severe bite attacks. Use the SHOTGUN as a backup. Stay behind the snake while running circles around it, and shoot it. Eventually, it will dissolve and you'll have won. ********************************************************* ********************************************************* BOSS #4: Giant Snake in First Person Mode DIFFICULTY: Hard SUGGESTED WEAPON: Combat Knife SUGGESTED HEALING ITEMS: a few full healing items STRATEGY: The Giant Snake in first person mode appears in the same room Plant 42 was in the Guardhouse. This boss battle is difficult because you may have limited healing items and the Giant Snake only gets hurt in certain circumstances. Stab the Giant Snake when it opens its mouth, and then when it backs its head to begin its lunge, try to predict where on the screen its mouth will be when it begins its attack, and then stab it in defense. If you hit it, the snake will stop its attack, and either wait or launch a second or third attack right away. If you pull off an "issen" (a powerful, flashing slash that kills any enemy once hit; name taken from Onimusha) in its mouth, it will roll its head back a little, leaving its underbelly exposed. Now, as fast as you can, stab the body of the Giant Snake while it isn't invincible. Eventually, if I had to guess, about 50 or so clean hits to its mouth or belly will kill the Giant Snake. ********************************************************* ********************************************************* BOSS #5: Giant Spider DIFFICULTY: Easy SUGGESTED WEAPON: BAZOOKA + FLAME ROUNDS SUGGESTED HEALING ITEMS: BLUE HERB, GREEN HERB STRATEGY: Two to five well placed hits with the BAZOOKA will finish it off. The FLAME ROUNDS from the previous room are perfect for it. Try to avoid getting poisoned. ********************************************************* ********************************************************* BOSS #6: Tyrant DIFFICULTY: Easy SUGGESTED WEAPON: MAGNUM + MAGNUM ROUNDS SUGGESTED HEALING ITEMS: full healing item STRATEGY: This battle isn't that hard. Just run away from it, and then shoot it with the MAGNUM from a safe distance. It won't run after you, so you can keep running around the room in circles, shooting it until it falls. It should take a maximum of seven or so MAGNUM ROUNDS to down it (maybe more, maybe less). ********************************************************* ********************************************************* BOSS #7: Tyrant Rematch DIFFICULTY: Medium SUGGESTED WEAPON: MAGNUM + MAGNUM ROUNDS, ROCKET LAUNCHER SUGGESTED HEALING ITEMS: 2 full healing items STRATEGY: This rematch can be difficult if you have one or few healing items. Arm the MAGNUM, get as far away from the Tyrant as the MAGNUM's radius will allow, and shoot. It's difficult to avoid the Tyrant's slash attacks, and they do tons of damage. The timer is also ticking down. After you shoot between 7 to 14 MAGNUM ROUNDS into the Tyrant, and time is close to running out, Brad will drop a ROCKET LAUNCHER that has 4 rounds in it. Grab the ROCKET LAUNCHER, and shoot the Tyrant to destroy it. Try not to miss, since there are only 4 rounds. After it is destroyed, the game ends. ********************************************************* ======================================================================= 13. Decisions, Decisions ======================================================================= So I took the name of this section from the final scenario in the first Biohazard Outbreak game. :P In Resident Evil Deadly Silence, there are several occasions where gameplay decisions affect how your game will play out, what ending you'll receive, and who you will celebrate that ending with. Read the following passages to see how the game goes with what decision: -------------- Jill Valentine -------------- 1. The Shotgun Decision ----------------------- Almost immediately is Jill confronted with a choice to make with how her game proceeds. She can either use the BROKEN SHOTGUN to get the working SHOTGUN, or she can take the SHOTGUN and have Barry save here. There's really no difference in Deadly Silence. 2. The Chris Decision --------------------- Towards the end of the game, you have the option to save Chris before you escape. In the laboratory, he's situated in a jail cell with no way to escape, except for the MO DISKS. Throughout the game, you will need to get three MO DISKS and use them in three MO DISK readers in the laboratory in order to find Chris. Then, you either need the MASTER KEY or the self-destruct sequence in order to free him from the jail cell. The MO DISKS can be found in the -Office- in the mansion, the -2nd Boulder Tunnel- in the tunnels, and one in the -Laboratory Stairs-. Remember that after you get the MASTER KEY or the self-destruct sequence begins, you need to visit Chris in order to escape. Don't do so, and Chris will be left behind. Saving Chris is simply a story mechanic of the game and doesn't actually change Jill's course of events. Chris will either be there at the end of the game or not. It's Barry's job to change the endings. 2. The Barry Decision --------------------- When you meet Barry in the tunnels, he will ask you if you want to explore with hi. Say Yes or No. If you pick Yes, Barry will not be killed, and the mansion will explode. Pick No, and later on, Barry will die. The mansion also won't explode. If you're going for a speed game, you best let Barry get killed as it prevents you from fighting the Tyrant a second time. -------------- Chris Redfield -------------- 1. The Rebecca Decision ----------------------- Coming soon. 2. The Jill Decision -------------------- Towards the end of the game, you have the option to save Jill before you leave the mansion. In the laboratory, she's situated in a jail cell with no way to escape, except for the MO DISKS. Throughout the game, you will need to get three MO DISKS and use them in three MO DISK readers in the laboratory in order to find Jill. Then, you either need the MASTER KEY or the self-destruct sequence in order to free her from the jail cell. The MO DISKS can be found in the -Office- in the mansion, the -2nd Boulder Tunnel- in the tunnels, and one in the - Laboratory Stairs-. Remember that after you get the MASTER KEY or the self-destruct sequence begins, you need to visit Jill in order to escape. Don't do so, and Jill will be left behind. Saving Jill is simply a story mechanic of the game and doesn't actually change Chris' course of events. Jill will either be there at the end of the game or not. It's Rebecca's job to change the endings. ======================================================================= 14. File Transcripts ======================================================================= ------------------ FILE: BONTANY BOOK ------------------ ~ About Medical Herbs ~ As you may know, there are many plants that have medicinial qualities. Since ancient times, humans have been healing wounds and diseases using various plants. In this book, we're going to explore three such herbs that grow around the Arklay mountains and provide information on those plants with medical properties. Each herb has a different color and a different effect as a medical plant: the green one recovers physical strength, the blue one neutralizes natural toxins, while the red herb does not have any effect by itself. The red herb is only effective when it is mixed with other herbs. For example, if you mix the herb with the herb that recovers physical strength, the recovery effect will be tripled. By adjusting the amount and experimenting with these three herbs, you can create various kinds of medicines but I'll leave the details in your hands because that's the best way to acquire true knowledge. -------------------- FILE: KEEPER'S DIARY -------------------- May 9th 1998 At night, I played Poker with Scott the guard, Alias and Steve the researcher. Steve was really lucky, but I think he was cheating. What a scumbag! May 10th 1998 Today, a high ranking researcher asked me to take care of a new kind of monster. They look like gorillas without any skin. They told me to feed them live food. When I threw in a pig, they were playing with it... tearing off the pig's legs and pulling out the guts before they actually ate it. May 11th 1998 Around 5 o'clock this morning, Scott came in and woke me up suddenly. He was wearing a protection suit that looks like a space suit. He told me to put one on as well. I heard there was an accident in the basement lab. It's no wonder, those researchers never rest, even at night. May 12th 1998 I've been wearing this annoying space suit since yesterday. My skin grows musty and feels very itchy. By way or revenge, I didn't feel those dogs today. Now I feel better. May 13th 1998 I went to the medical room because my back is all swollen and itchy. They put a big bandage on my back and the doctor told me I did not need to wear the space suit any more. I guess I can sleep well tonight. May 14th 1998 When I woke up this morning, I found another blister on my foot. It was annoying and I ended up dragging my foot as I went to the dog's pen. They have been quiet since morning, which is unusual. I found that some of them escaped. I'll be in real trouble if some of the higher-ups find out. May 15th 1998 Even though I didn't feel well, I decided to go see Nancy. It's my first day off in a long time. But I was stopped by the guard on the way out. They say the company has ordered that no one leaves the grounds. I can't even make a phone call. What kind of joke is this?! May 16th 1998 I heard a researcher who tried to escape from this mansion was shot last night. My entire body feels burning and itchy at night. When I was scratching the swelling on my arm, a lump of rotten flesh dropped off. What the hell is happening to me? May 19th 1998 Fever gone but itchy. Hungry and eat doggie food. Itchy itchy Scott came. Ugly face so killed him. Tasty. 4 Itchy. Tasty. ----------------------- FILE: RESEARCHER'S WILL ----------------------- My dear Alma, The fact that you have received this letter is both a joy and sadness for me. I could not even talk to you because of that guy in the sunglasses. Alma, be calm and read this. I think I've told you that I moved to pharmaceutical company's lab. They headhunted me. Last month, there was an accident in the lab and the virus we were studying escaped. All my colleagues who were infected by the virus are dead. To be accurate, they've become living dead. They still wander around. Some of them are knocking on my room door desperately right now. But there's no sign of intelligence in their eyes. That cursed virus takes away all humanity from the human brain. Love, Joy, sorrow, fear, humor,... eternally. And Alma, even the memories of the days I spent with you... [Yes, I'm infected. I did everything I could, but I could only delay the progress by a few days. The most frightening thing is, that I forget more about you by the day. So I chose a peaceful death, rather than become the living dead. Within an hour, I will have entered my eternal sleep. I do hope you'll understand my decision... Goodbye and Forever Yours, Martin Crackhorn] ------------ FILE: ORDERS ------------ TOP SECRET July 22nd 1998 2:13 To the Head of the Security Department "X-Day" is approaching. Complete the following orders within the week. 1. Lure members of S.T.A.R.S. into the lab and have them fight with the B.O.W. in order to obtain data of actual battles. 2. Collect two embryos per B.O.W. type making sure to include all species except for Tyrant. 3. Destroy the Arklay lab including all researchers and lab animals in a manner, which will seem accidental. U.C. ----------------- FILE: PASS NUMBER ----------------- 8108310 --------------------- FILE: PLANT 42 REPORT --------------------- 4 days have passed since the accident and the plant at point 42 is growing amazingly fast. It has been effected [sic] by the T-virus differently than other plants have been and shows unique shape in addition to its size. Looking at the way it behaves, it is now difficult to determine what kind of plant it was originally. There are two ways in which Plant 42 gathers nutrition. The first is through its root that reaches into the basement. Immediately after the accident, a scientist went mad and broke the water tank in the basement. Now the basement is filled with water. It is easily imaginable that some chemical elements were blended in the water and promotes the incredibly fast growth of Plant 42. Another part of Plant 42 from the basement grows through the duct and hangs down like so many bulbs from the ceiling of the first floor. Many vines come out of those bulbs and they are the second resource for its nutrition. Upon sensing movement, Plant 42 shoots its vines around the prey and restrains it. Then it starts sucking up blood, using the suckers located at the back of its vines. It also appears to have some intelligence. It has been witnessed using its vines to block doorways when it has either captured prey or is I a state of rest. Several staff members have already fallen victim to this. May 21st 1998 Henry Sarton --------------------- FILE: "V-JOLT" REPORT --------------------- As I stated in the last report, there are some common features found in the cells of the plant infected by the Tyrant virus. We also have found another interesting fact through some experiments. We found an element that destroys these plant cells rapidly in "UMB No.16", one of the series of UMB chemicals that we used for that experiment. We named this "UMB No.16" as "V-JOLT". According to our calculations, it will take less than 5 seconds to destroy Plant 42 if we put the "V-JOLT" directly on its roots. You need to mix some of the UMB series chemicals in a specific order to create a "V-Jolt". But the UMB series chemicals may generate a poisonous gas which is harmful to the human body. Extreme caution should be taken when handling these chemicals. Following are the types of UMB series chemicals and their brief characteristics. UMB No.2 Red NP-003 Purple UMB No.4 Green Yellow-6 Yellow UMB No.7 White UMB No.13 Blue (stimulating smell) V-JOLT (UMB.No 16) Brown --------------- FILE: SCRAPBOOK --------------- Raccoon Times May 27th 1998 Animal Attack? Woman Mutilated May 20th. Around 10pm a 20-year-old young woman's body was found by a baser-by on the left bank of Marble River in the Cider District of Raccoon City. Raccoon police assume it to be a grizzly or other animal's doing because there are teeth marks along the woman's arms and a severed left foot which suggests considerable power. Police speculate that the woman was hiking in the Arklay mountains when the attack occurred. Police have no leads on the identity of the woman at this time. Raccoon Weekly June 16th 1998 Monsters in Arklay Mountains? Some people claim they've seen monsters in the Arklay Mountains. The monsters are allegedly about the same size as large dogs and usually run in packs as wolves do. It may sound like a group of ordinary wild dogs, but these monsters are surprisingly fierce and very resistant to attacks. It is said that they won't bother people unless they are provoked, so it may be advisable to remain out of the Arklay Mountains for the time being until this issue has been cleared up. But for all you thrill-seekers out there, this may be your chance for some adventure! Raccoon Times Mystery On Arklay Mountains: Mountain Road Blocked Due to successive disasters in the Arklay Mountains, the city authorities have decided to block the road leading to the foothills. At the same time, Raccoon police intend to begin the search for lost people with the help of S.T.A.R.S. team members. They expect great difficulty because of the vast size of the Arklay Mountains and the primeval forest that covers most of the area. Also people are still reporting sightings of grotesque monsters in the mountains. ------------------- FILE: ERIC'S LETTER ------------------- David, I have a favor to ask. Can you look for a book I misplaced? Actually, it appears I lost it somewhere around the Guardhouse Quarters when I had a little too much to drink. It's very important to me. Please find it. Thank you. Eric ------------------------- FILE: RESEARCHER'S LETTER ------------------------- June 8th 1998 Dear Ada, By the time you read this, I'll be something... different. Today's test turned out to be positive, just as I expected. I feel like going crazy when I think about becoming one of them. Ada, you're not infected and I hope you never will be. In case you are the last one left, take the material in the Visual Data Room and go to the Power Room to operate the Triggering System before you escape. And please don't let them get away with this, let the world know. If everything is in order, all the locks can be opened by the security system. You can access the system if you log in with my name from the terminal in the small lab and enter the password. The password is your name. To unlock the door at B2 where the Visual Data Room is located, you'll need to access with our name first and then enter another password. I've written the code below. I'm sure you'll understand it. And this is my last request - if you find me completely changed, please kill me yourself. Password : (It's a weird symbol) Yours, John --------- FILE: FAX --------- To: General Manager of Sanitation Division From : Special Committee on Disasters Raccoon Special Research Dept This memorandum is strictly confidential and must be destroyed as soon as it is understood. Regarding the "T-virus" outbreak which occurred recently, this Committee conducted a field survey. According to the results, estimates on the amount of damage caused by the accident are considerably greater than reported earlier. First, although it is very difficulty to obtain accurate data in terms of actual numbers, it is thought that more than half of the researchers died after exposure to the "T-virus". The body count will almost likely increase since nearly all of the survivors show symptoms peculiar to the "T-virus". Second, our security system is still in operation. However, our special security guard squad has been nearly destroyed. Because of that, research information considered by our company to be top secret has been made available to outsiders. Counter-measures should be taken as soon as possible. Finally, many of the "subjects" from the experiments have escaped and are out of control. We believe that some of the researchers were killed by these "subjects" and their bodies were mutilated. By a curious coincidence, these events are proof of the success of our research. However, there is also a very high risk that his news may be leaked to the press if we don't act immediately. The condition is very serious. Our operation to cover-up the situation is difficult to attain, however we hope the problem will be solved quickly. We are especially concerned that the State Police and S.T.A.R.S. are intervening too quickly. We need to act on this situation as well. -------------------- FILE: PASS CODE NO.1 -------------------- "I swear by myself", declares the Lord, "that because you have done this and have not withheld your son, your only son, (Genesis 22:16) -------------------- FILE: PASS CODE NO.2 -------------------- I will surely bless you and make your descendant as numerous as the stars in the sky, and as the sand on the seashore. Your descendants will take possession of the cities of their enemies, (Genesis 22:17) -------------------- FILE: PASS CODE NO.3 -------------------- And through your offspring all nations on earth will be blessed, because you have obeyed me." (Genesis 22:18) ---------------------------- FILE: SECURITY SYSTEM MANUAL ---------------------------- Basement Level 1 Helicopter Port Executive and Government Officials only on helicopter port. This restriction may not apply in case of an accident. Passage To The Helicopter No one is allowed to enter unless they are attended by a Research Consultant or Security Director. All others will be shot on sight. Elevator The elevator stops during all emergencies. Basement Level 2 Visual Data Room Visual Data Room is within the control of Special Research Division. Keith Arving, the Room Manager, is designated to have jurisdiction over room usage. Basement Level 3 Prison Sanitation Division controls the usage of the prison. Consultant Researchers (E.Smith, S.Ross, A.Wesker) must be present if virus is used. Triple Lock Door No one is allowed to enter unless he presents all pass code documents. The Chief Researcher of each block must create pass code documents on the specialized output machine. Power Room Only Headquarters Supervisors may enter. This restriction may not apply in the Consultant Researcher has received special instructions. Pass-code Output Machine No one is allowed to use the pass code output machine but the Chief Researchers. Basement Level 4 Top Secret Regarding the progress of "Tyrant" after the use of T-virus... (Remaining document is unreadable) ------------ FILE: SLIDES ------------ 1. "Umbrella Bio-Organic Weapon Official Report" 2. "MA-39 Cerberus" 3. "FI-3 Neptune" 4. "MA-121 Hunter" 5. "T-002 Tyrant" 6. (none) 7. "Bio-Weapon Research Institute. R and D Staff" --------------------- FILE: BARRY'S PICTURE --------------------- Something is written on the back of the picture. "My dearest Moira and Poly. I hope you will grow up to be strong and beautiful woman and help to cheer up mother. Your father will be watching you all from heaven. Dad" ======================================================================= 15. Credits and Conclusion ======================================================================= Big thanks to: - Friends and Family as always - Jonnyram for ordering me the Japanese limited edition so I could avoid paying hefty import makup - CJayC for hosting this on GameFAQs - Capcom, for making this game - Nintendo, for making the DS If your questions are unanswered, please drop an email. I do not accept questions over AIM. CVXFREAK fireemblempride@gmail.com