--------------------------------------------- Resident Evil: Deadly Silence strategy guide Platform: Nintendo DS Author: Kylohk Version: 1.0 Date: 3-9-2008 --------------------------------------------- Table of contents: ===I. PREFACE=== 2. Story 3. Basics 4. Weapons ===II. JILL VALENTINE'S EASY STROLL=== 5. Initial investigation 6. This isn't just any guardhouse 7. Back to the mansion 8. The great outdoors and underground 9. Fresh out of the lab ===III. CHRIS REDFIELD'S HARD DAY'S FIGHT=== 10. Initial investigation 11. This isn't just any guardhouse 12. Back to the mansion 13. The great outdoors and underground 14. Fresh out of the lab ===IV. MASTER OF KNIFING=== ===V. CONCLUSION=== +-------------------------------------------------------------------------+ | I. PREFACE | +-------------------------------------------------------------------------+ Resident Evil is arguably the signature game series of the survival horror genre. Released in 1996 for the PlayStation, the original game was well received and gained a large following. More sequels and spinoffs were churned out, and a remake of the first Resident Evil game was made exclusively for the Nintendo GameCube in 2002. That remake featured new areas, improved cinematics and a brand new boss. Let's move on to late 2004. The newest Nintendo handheld, the Nintendo DS, was launched in the United States. Featuring two screens, one of them touch sensitive, this portable device offered a new way to play games. Despite initially looked down by the gaming media, the Nintendo DS has successfully held off Sony's PlayStation Portable and taken over two-thirds of the handheld gaming market. In 2006, Capcom released a portable version of its original Resident Evil game for the Nintendo DS. This version is more or less faithful to the original, down to the clumsy control scheme, albeit with some extra features added. But still, it's great that people who've never played the original (me included) can finally experience it anywhere they wish. One more thing, this guide is copyright 2008-2011 by Kylohk. It's to be posted exclusively on GameFAQs, so don't even bother asking for permission to host it in your site. Now that's dealt with, let's begin. ***************** About the author ***************** I, Kylohk, am a Chinese gamer born in the year of the Tiger. The name Kylohk is a reference to my real name K. Y. Lo and my city of origin (HK, short form for Hong Kong). I've been playing Nintendo systems since the age of 9 and have owned all Nintendo games consoles from the SNES onwards. It may also interest you that I'm an exclusively Nintendo gamer: I've never bought a single Sega, Sony or Microsoft system ever (although I was tempted to buy an Xbox 360 soon after its launch). Of course, I've learnt to live without many big name franchises many GameFAQs users take for granted (Final Fantasy, Metal Gear Solid etc.)! When it comes to handhelds, I own a Gameboy Color, Gameboy Advance and Nintendo DS. I have been writing guides for GameFAQs since 2002, when I posted my guide for the GameCube remake of the first Resident Evil. Since then, I've posted over 20 comprehensive guides for various games, having uploaded over 11MB of data. My first honour came in May 2008, when my Super Mario Galaxy guide was awarded a star, having received enough recommendations from the readers. Therefore I must thank you for all your support over time! I do not have any MySpace or Facebook pages, since I do not believe in social networking websites. What I have is a YouTube channel that can be found at: http://www.youtube.com/kylohk If you like my guides and/or videos, PLEASE SUBSCRIBE and I'll take that as a vote of confidence. --------------- 2. Story --------------- It was July 1998. A series of mysterious murders have occurred in the Arklay Mountains outside Raccoon City. Reports emerged about families being attacked by a group of about 10 people; victims were apparently eaten. The Special Tactics and Rescue Service (S.T.A.R.S. for short) of the Raccoon Police Department sent their Bravo Team to investigate the area. However, all contact was lost. As a result, the Alpha Team, comprised of Chris Redfield, Jill Valentine, Barry Burton, Joseph Frost, Brad Vickers and Albert Wesker were sent in as well. That was when things went severely wrong. For once, Joseph was attacked by a pack of vicious hounds and killed shortly after. To make matters worse, Brad took off in the team helicopter upon seeing Joseph die. The four remaining S.T.A.R.S. members had to flee from the dogs and take shelter in a nearby mansion, but it turned out to be more than just any mansion. That was when the survival horror kicks in. *************** Characters *************** Chris Redfield Chris is one of the two main playable characters in the game. As a veteran of the air force, Chris is the brawn of the two characters. He is tougher than Jill and can take more damage. Jill Valentine She is the second of the two main characters. Jill is much more intelligent than Chris and acts as the brains of the two. Not only is she the "master of lockpicking", she can also play the piano very well. But still, she can take less damage than Chris. Barry Burton Barry is the weapons expert of S.T.A.R.S. Alpha Team. He appears only in Jill's game and will be providing loads of support for her. Barry's signature weapon is his magnum revolver. You'll be seeing him kill various things with his weapon along the way. Brad Vickers He is the helicopter pilot of the Alpha Team. Dubbed "Chickenheart" by his team mates, Brad really is a coward as you can see in the beginning. He ditches his team when the evil hounds attacked in the beginning and left them in the mess they are in the first place! Albert Wesker Wesker is the leader of the Alpha Team. He's a cool and shady fella, always sporting a pair of sunglasses. You'll eventually find that Wesker has some other plan up his sleeve as you play on. Rebecca Chambers: She is the definitive Rookie of the S.T.A.R.S. team. She's joined the Bravo Team only a month before the incident in the mansion and will appear only in Chris' game. Despite being a rookie, Rebecca is quite a good medic, and an awful sight reader in piano (just like me!), and will be helping Chris in the early parts of the game. --------------- 3. Basics --------------- This is where I list the basics of the game. This guide assumes that you'll be sticking with the Type B control scheme. Type B control scheme: Directional Pad: Moves your character around. Aims your weapon when it is drawn. L button: Press and hold the L button to draw your knife. Shifts between targets when your equipped weapon is drawn. R button: Press and hold the R button to draw your equipped weapon. Y button: Press and hold it while moving to run. While navigating through menus, press Y to cancel the selection or exit the menu. A/B button: This is the main action button of the game. Press it to open doors, inspect objects, climb stairs and so on. Fires your weapon/knife when it is drawn. Start button: Enters the item screen. Select button: Enters the option screen. Touch screen: Use it to select different items on menus with the stylus, as well as solving puzzles. When playing the game in Rebirth Mode, get ready to fight off enemies using your knife during Knife Battles. Movement: Resident Evil is famous (or notorious) for its unintuitive control scheme, which has the character moving like a tank. Press and holding Up on the directional pad will cause your character to move forward in the direction he is facing, while holding Down will cause him to back step. Holding Left and Right will turn the character in the corresponding direction while staying on the same spot. Pressing and holding Y while moving will make the character run. For smoother movement, consider holding either Left or Right on the D-pad along with Up whenever you have to turn your character. Interacting with the environment: Over the course of the game, your character can interact with various objects. Whenever you see a shiny or interesting item, move close to it, press the B button and you'll get to pick it up. Certain machines can be examined with the B button, and sometimes you get to use it too! If that happens, you are recommended to take out the stylus and use the touch screen to operate the mechanisms. Some heavy objects can be pushed around. To do so, walk into the object and hold down the Up key on the directional pad. Your character will start pushing the object. To stop pushing the object, release the Up key. The B button can also be used to climb up certain objects, go up and down stairs as well as opening doors to enter new rooms. Combat: In Resident Evil, your character can't shoot and move at the same time. In order to fight enemies, you must first stop moving and hold down the R button. Your character will draw his equipped weapon and automatically aim at the nearest enemy. Now, press the B button and he will fire his weapon. If you want to aim your weapon up or down, press and hold Up or Down on the directional pad. If you need to switch targets, press the L button. To reload your weapon, press the Y button. The knife works in a similar way, only that you have to hold down the L button. You can't switch targets while using the knife, so be careful. Release the R button when you've finished fighting and you can move your character again. Game Interface: In Resident Evil DS, all the action takes place on the touch screen of the Nintendo DS. The map is always shown on the top screen. Rooms that you have visited will be shown in green while the ones that you haven't will be shown in grey, provided that you have found a map of the area. Your character's current location is denoted by a yellow dot, while the room he is currently in is shown in red. Furthermore, your currently equipped weapon is shown at the lower right corner of the screen, along with the number of bullets that are currently loaded. Inventory: Press the Start button to bring up the item menu, You'll get to view your inventory (in a grid of blue boxes) as well as your current health and equipped weapon to the right. You can navigate through this menu with either the directional pad or the touch screen. Select an item and press B (or touch it with the stylus) and you'll be presented with 3 options: Use/Equip, Combine and Check. If you select the first option, the character will try to use the item on the spot, if it can be used. If not, you'll be notified. When it comes to weapons, your character will equip it. Certain items can be combined with others, in particular ammunition and herbs. Select Combine and move the cursor over the item you'd like to combine the current item with. Press B and the items will be combined. This trick is most useful for reloading your gun in tight situations. Note that once items are combined, they can't be separated. Choosing Check allows your character to have a closer look at the selected item. You get to rotate the item using the directional pad. If you see something interesting about the item, press the B button and your character might confirm that discovery (and change the name of the item in the process). Once you are done, press the Y button repeatedly until you exit the menu. More on the item menu: You'll find 4 buttons at the top of the item menu: Map, Files, Radio and Exit. Choosing Map will bring up an overhead view of the entire mansion complex. The area you are currently in will be flashing. Sometimes, you'll have to receive radio transmissions. To do so, enter the item menu and select the Radio button. You'll then see a scene in which the character attempts to receive a call. Item boxes: Your character can only hold a limited number of items at any time. Any excess items must be placed inside large red item boxes, found in certain rooms. To open an item box, walk close to it and press the B button. You'll see a menu at the top of the touch screen showing what items are currently stored in the box. You can use the directional pad to scroll through that menu. To deposit an item, scroll along until you find an empty space. Select that space and then select the item in your inventory that you want to deposit. To withdraw an item, scroll to the item you'd like to withdraw and select it. Then, select an empty space in your inventory and the item will be taken out. It's possible to withdraw an item and deposit another at the same time. All you have to do is to first select the item you'd like to withdraw in the box before selecting the item in the inventory you'd like to deposit. The two items will exchange places. Puzzle boxes: A new feature of the game are the puzzle boxes, often located right next to an item box. Examine the blue box and you'll be shown a puzzle. To solve the puzzle, move the coloured circles so that they are the same colour as the ring around them. You'll be using the stylus to move the pronged pointer on the device. Whenever you press the red button in the centre, the two circles that are currently pointed at will swap places. You can perform a limited number of swaps to solve the puzzle. If you have run out of steps, the puzzle will reset. You can also reset the puzzle by pressing the reset button on the touch screen. Once the puzzle is solved, the box will be unlocked, revealing the item inside, which can be either a healing item or ammunition. Saving the game: You'll be using typewriters to save the game. In order to use a typewriter, you must have an ink ribbon in hand. Each save costs 1 unit of ink from the ink ribbon, hence you can only save a limited number of times in this game. Whenever you save the game, you'll enter a save menu. Select 1 of the 5 slots you'd like to save the game into and the game will be saved. Ink ribbons can often be found near typewriters, and each ribbon that you pick up gives you an extra 3 units of ink (which means 3 saves). Since typewriters are often located next to an item box, always keep your ink ribbon in the item box to save inventory space. Files: Files are a staple of the Resident Evil series. While you are running around the mansion, you'll find many documents that can be picked up. They contain valuable information that could help you progress through the game, or just background information about the mansion incident. Each file will be automatically read the first time you pick it up. To reread a file, enter the Item Menu and select the Files button. You can now shift through the files to find the one you'd like to reread. Press the B button when you've selected the desired file to start reading. Option menu: Press the Select button to enter the Option menu, where you can change the control scheme, blood colour and the sensitivity of the microphone. Note that the blood colour is set to green by default (god knows what they are thinking). I suggest that you change it to red the first time you start the game. Health system: There are many enemies in the game, and they can all hurt your character. Your health is represented by an electrocardiogram on the item menu, along with a one-word description of your current condition. Here are the possible conditions: Green fine: You have between 75-100% of your total health Yellow fine: You have between 50-75% of your total health Orange caution: You have between 25-50% of your total health Red danger: Your character is near death: He has less than 25% of his total health left! Poison: Your character is steadily losing health. The colour of the electrocardiogram indicates how much health he has left. In addition, the top screen helps to indicate your character's health if he's taken enough damage. If he is poisoned or has less than 75% of his total health, the background of the top screen will be flashing in the corresponding colour of his condition (Yellow for "not so fine", Orange for Caution and so on). Healing items: As you take damage, you can heal yourself using various items. In Resident Evil, the main ways of healing are First Aid Sprays and herbs which come in 3 different colours. First Aid Sprays heal your character to full health when used, whereas herbs can be combined for different effects. Up to three herbs can be combined at once. A green herb restores a third of your total health while a single blue herb neutralises any poisons you may have. A red herb is useless on its own, but serves to triple the effects of a single green herb when combined to it. There are many possible combinations of herbs, but the following combinations are recommended for the greatest healing efficiency. Green + Red: Restores full health Green + Blue: Restores one third health and cures poison Green + Green + Green: Restores full health As you can see, a combination of Green and Red does the same thing as three Greens. Red herbs should always be combined with green ones as soon as possible to avoid wastage. Knife battles: This is yet another new feature of Resident Evil DS. When playing in Rebirth Mode, you might encounter such battles right after you have gone through a door. During a knife battle, your character enters first person mode and enemies will be approaching you at different directions. Your goal is to fend them off with your knife. As soon as the battle begins, take out the stylus. When the enemies come close, sweep the tip of the stylus left and right over the part of the screen with the enemies. Your character will slash the enemies with the knife in the same directions you sweep the stylus in. Slashing is the safest way to deal with enemies since it almost always stops the enemy from doing whatever he was originally planning to do. (The only exception are the vomiting zombies, which take 3 slashes to stop them from vomiting) Tapping the screen will cause your character to repeatedly stab his knife at the corresponding part of the screen. This is a much riskier trick since it takes 5 stabs to stop a zombie in his tracks. Once the battle is over, you'll be rewarded with a small gift if you managed to not take any damage over the course of the battle. The gift can be either a green herb or a small amount of ammunition for your handgun, shotgun or magnum. --------------- 4. Weapons --------------- Resident Evil Deadly Silence features a number of weapons which can be used to fend off the enemies. In this section, I'll list them out and give you some basic strategies with each weapon. Knife The combat knife is the weakest weapon in the game. You draw it out by holding down the L button. After that, you can aim by holding down the directional pad in the required direction before pressing the B button to slash your enemy. The knife has a very short range, hence it is quite difficult to use. However, it's very important in the early stages of the game when you have to save handgun bullets. When using the knife against zombies, walk up close and slash the zombie once before backing off a short distance. Wait until the zombie has entered slashing range before attacking again. Repeat this once or twice more and the zombie should fall to the ground. At this point, walk up close and aim your knife downwards. Slash the zombie once and he will get up. Wait until he's completely upright before repeating the stab and retreat technique. (NOTE: Don't attempt this trick when you don't have enough room to manoeuvre!) Crows can be killed by slashing downwards at them right after they land on the floor. Handgun (Clip capacity: 15 Ammo: Handgun bullets) The handgun is the first firearm you'll be using in this game. It deals moderate damage and is recommended against zombies and Cerberus dogs. I'd suggest you learn to use the knife to save ammo in the early stages in the game. If you are lucky, you may even blow certain zombie's head off with this gun. The good thing about the handgun is that it has quite a fast rate of fire. In fact, it's possible to go through the first half of the game using only the handgun and knife. Shotgun (Barrel capacity: 7 Ammo: Shotgun shells) This is one step about the shotgun. It packs a greater punch, if the enemy is close enough that is. You'll be using this weapon much more often while playing Chris' game, since Chris can't get the bazooka. When fighting zombies with this weapon, wait until one gets close before firing upwards. The zombie's head will be blown clean off! Use this tactic to save ammo. This weapon is recommended against most enemies in the game, barring the ones that are so weak that a handgun would suffice against them. Bazooka (Barrel Capacity: 6 Ammo: Explosive rounds, acid rounds, flame rounds) The bazooka is a weapon found only in Jill's game. It fires 3 types of rounds which are effective against different enemies, especially the tough ones. Acid rounds are effective against Hunters while flame rounds are effective against Chimeras. The only gripe I have with this weapon is that you cannot reload this weapon until all the currently loaded rounds have been fired. So, if you even have 1 single explosive round left in the weapon, you can't load acid rounds inside until you've fired that remaining weapon. Flamethrower The flamethrower is a weapon found only in Chris' game. It fires a short range blast of flames that incinerate enemies given enough time. You have to hold down the B button to keep the flames going. Flamethrowers have limited fuel and no refills are provided. However, this is no ordinary weapon. You have to use flamethrowers to trigger locks at two instances in Chris' game (by placing the used flamethrower onto the racks provided on the wall by the locked doors). As a result, this weapon won't stay in your inventory for long, and you don't really have to worry about running out of ammo. Magnum Revolver (Barrel capacity: 6 Ammo: Magnum rounds) This is the most powerful weapon in the game. Since ammo is scarce, use it only against bosses. No special tactics are required for this weapon. Just fire away! +-------------------------------------------------------------------------+ | II. JILL VALENTINE'S EASY STROLL | +-------------------------------------------------------------------------+ This is where I start to cover the main game itself. Please note that I'll be assuming that you are playing the Rebirth Mode. In addition, this guide will help you get the best possible ending for the game. Anyway, at the main menu, select New Game and then Rebirth Mode, then select Jill's ID card. "Alpha Team is flying about the forest zone, situated in Northwest Raccoon City, where we are searching for the helicopter of our compatriots, Bravo Team, who disappeared in the middle of our mission. Bizarre murders have recently occurred in Raccoon City, there have been outlandish reports about families being attacked by a group of about 10 people. Victims were apparently eaten. The Bravo Team went to the hideout of the group and disappeared." Now, we have Jill spotting some smoke in the forest. "Look Chris!" She cries. The team lands and checks the area. "It was Bravo Team's helicopter, most of the equipment was still in it. But soon, we discovered why." The team searches the surrounding area, in which Joseph Frost soon discovers a severed hand! But then, he's ambushed by some Cerberus dogs and brutally killed on the spot. And all Jill could do was yell, "Joseph!" in a horrible tone of voice. If you think things couldn't get any worse, Brad has taken off in the team helicopter, and Chris yells, "No! Don't go!" in a way that would make horror B-movies look Oscar worthy! So, the team has to run through the woods, shooting at the dogs that are in hot pursuit. Chris offers a quick solution, "Jill, run towards that house!" And so they did. ------------------------- 5. Initial investigation ------------------------- And so, Jill, Wesker and Barry are safely in the mansion lobby. But where's Chris? It's time to look for him, and Barry will come with you. The two go through the double doors and arrive at, "The dining room," as Barry puts it. --------------- Dining room --------------- Move towards the other end of the dining room. Barry exclaims, "What! What is this?" "What is it?" Jill asks. "Blood," Barry replies, "Jill, go look for other clues. I'll be examining this, let's just hope it's not Chris' blood." If you decide to play with default options, the blood is green. Since when do humans have green blood? Either way, do as Barry says and go through the door to his right. ------------------------ First encounter hallway ------------------------ Move downwards and you'll find a rather gruesome scene. It seems some undead person in a green suit is busy devouring one of the Bravo Team members! He spots you, so back off. Take out your knife and start slashing. Slash the zombie once, retreat a few steps, wait for the zombie to come close, slash again and retreat a bit more. Keep doing this along the corridor until the zombie is dead. You can tell when blood spurts out from the zombie's body. With the zombie killed, go and examine your team mate's body. It's Kenneth Sullivan, and now he's a mere shadow of his former self. Examine his body again for some handgun bullets. Return to the dining room now. --------------- Dining room --------------- "Barry!" Jill cries. Barry asks, "What is it?" The zombie comes in. Jill cries, "Watch out it's a monster!" "Let me take care of it." Barry fires a few rounds at the zombie and blasts his head off. "What is it?" he exclaims. Jill says, in a rather squeaky voice, "Kenneth was killed too, maybe by this creature. Anyway, let's report to Wesker." Let's return to the mansion lobby. --------------- Mansion lobby --------------- "Wesker!" Barry cries, but he's not here. "Help me look for him Jill, and don't leave this hall for the time being." Run around the hall. I suggest you search the back of the hall, behind the stairs. When you've done so, you'll trigger another scene. But he's not there. Barry suggests that you and him go search for him separately. Jill offers to try the door on the other side, while Barry checks the dining room again. Before leaving, Barry gives Jill a lockpick, which "might come handy if you, the master of lockpicking". Man, those script writers are awful with their typos! Either way, pick up the Ink Ribbon by the typewriter and go through those blue double doors that lead to the east side of the first floor. ---------------- Map statue room ---------------- As soon as you enter the room, you'll be treated to a knife battle. It's quite easy, you only have to fend off two zombies in lab coats. Once they are killed, you'll be rewarded with 3 handgun bullets. You'll find a set of brown steps by the door. Push the steps so that they face the statue. Climb up the steps to reach the First Floor Map in the statue's jug. You hear the sound of a zombie biting on something. Push aside the brown chest to the left to enter the alcove in which he's having his meal. Draw his attention and use the same slash and retreating tactic on him. It seems this zombie will stop coming after you when you are standing slightly outside the alcove. Once he's dead, walk around the other zombie that's lying on the ground and get the ink ribbon at the dead end. You can now aim downwards and kill the zombie from behind with 5 or so slashes. Use your lockpick to unlock the other door in this room to reach the next corridor. ------------------- Southeast corridor ------------------- Stay alert. Walk along the corridor and a Cerberus will burst in through the window behind you. Quickly aim at the dog and fire one round. The dog will be floored. Run over to the dog and slash downwards with your knife. The knife is enough to keep the dog floored, thus allowing you to kill it easily. Turn around the corner to be ambushed by another dog, which can be killed with the same tactic. With the dog killed, check the dark brown chest to the right. Push it aside to reveal some handgun bullets underneath. With the ammo in hand, make your way to the next hallway. ---------------- Twisted hallway ---------------- The first door to Jill's right is locked, so don't bother with it yet. Get the green herb in the corner and go through the next door you see. You are in a bathroom. Try to pick up the handgun bullets and you'll cause a zombie to stand appear behind you. Quickly run back to the door and shoot him down. Once he's dead, grab the ammo and head back out. Continue along this hallway and go through the next single door. --------------- Shotgun area --------------- You are in a small square room. Go through the other door to enter a tea room, in which 3 zombies are hanging around. I guess Jill's the tea time snack. It may still be possible to use the knife in this room, although you may have to be bitten once. As soon as you have control of Jill, turn to her left and slash at the zombie closest to you. 2-3 slashes should be enough to floor him. Move clockwise around the coffee table to floor the next zombie you see. Run past his body and turn around. At this point, all 3 zombies should be approaching Jill from the same direction, allowing you to use the slash and retreat tactic against them. With the zombies killed, check the far wall for a shotgun. But don't take it just yet or you'll trigger a trap in the small square room as you leave. Leave the shotgun for now and return to the hallway. Go through the double doors at the other end. ------------------------- Hallway before courtyard ------------------------- There may be a knife battle at this point. No matter. A zombie will run towards you as soon as you enter. Quickly shoot him down! When he falls, move away from his body (just in case he tries to grab your leg) and shoot down his pal. One last zombie is around the corner and can be killed by slashing and retreating. Go through the door leading south when you are done. -------------------- Picture puzzle room -------------------- There is a knife battle in which you have to fend off crows and zombies. Crows can be killed by a single stab. Once a crow gets up close, you have half a second to kill it before it starts pecking at you. With the battle dealt with, let's examine the pictures in this room. Puzzle time! From the cradle to the grave Your objective is to press the switches underneath the paintings in this room in the order of the age of the person in the picture. As you move along the corridor, you'll find pictures of: A tired middle aged man (1), a newborn baby (2), a young man (3), an infant (4), a lively boy (5) and a bold looking old man (6). (NOTE: While grammatically correct, I bet Capcom wanted to say "bald looking old man"!) Press the switches from the painting with the youngest person to the one with the oldest. So, the order will be 2 -> 4 -> 5 -> 3 -> 1 -> 6. Once the switches are pressed, examine the painting at the end of the corridor and press the switch there and the painting will fall down, revealing a crest. CAUTION: If you press that switch, having pressed the first 6 switches in the wrong order, the crows on the perches above will attack you! Take the Star Crest and leave, ignoring the crows. Go through the door at the end of the corridor to reach an open walkway. ------------------------- Walkway to the courtyard ------------------------- Walk back and forth as soon as you have control of Jill. A crow will try to attack you but fail. When it lands, slash down at it to kill it. You also hear the sound of a Cerberus dog. Take out your gun and use the auto aim to shoot it down. Since it's quite far away, you are advised to shoot at it twice from a distance. Now that the enemies are dead, run to the other end of the walkway to find a locked door. A brown panel with 4 holes can be found on the wall to the left. Place the Star Crest into one of the halls (Use the "Use" command on the item screen) and get back indoors. Go through the right door leading north on your map. -------------------- Mansion east stairs -------------------- A zombie in a lab coat is waiting for you. Since there is so little room, shoot at him from a distance. Walk over to the hand of this short corridor to lure the other zombie out. This guy runs quite fast! Run back to the door you entered this room from and shoot him down as well. With them dead, examine the area by the stairs. A green herb can be found by a door. Take the herb and enter that small room. Although no special music is being played, you are inside a save room right now. Check the item box: Looks like someone's left 60 handgun bullets for you to use! Deposit your First Aid Sprays and take the bullets. You'll have to manually combine your magazines after you take them out. A bag of Chemicals can be picked up on the ground by the item box. Closer examination indicates that it's a Herbicide. Deposit the Herbicide and examine the blue puzzle box. Puzzle box! This box features 5 circles and you have to make the colours of the ring and circle match in 3 moves. At the start, the circles are arranged in the following order clockwise from the top: 1. Yellow ring with green circle 2. Green ring with red circle 3. Pink ring with blue circle 4. Blue ring with pink circle 5. Red ring with yellow circle To solve the puzzle, perform the following swaps: 1 and 2 -> 5 and 1 -> 3 and 4. The box will be unlocked, revealing a red herb. Combine it with a green herb to create a full healing item. Head back out and climb up the stairs. ----------------------- Top of the east stairs ----------------------- Some zombies are on the walkway at the top of the stairs, but they can't climb down the stairs after you. Wait until the closest zombie has walked to Jill's left before going up to the walkway. Slash and retreat to get rid of the zombies here. One last zombie can be found at the east end of the hallway. Cut him down as well before going through the door at the west end (the one leading south, according to the map). -------------------------- Second floor east hallway -------------------------- You find yourself between two zombies. Don't take any chances. Shoot them down. Move south along the hallway to find another zombie. This one can be killed with the slash and retreat tactic. Head to the other end of this hallway to find another zombie lying on the floor. Move behind him and kill him with several downward slashes. The hallway is clean, make your way to the north end and go through the westernmost door. --------------- Bookshelf room --------------- There's nothing here but a green Botany Book on the table. Pick it up for some information about the healing herbs in this game. *************** Botany Book *************** As you may know, there are many plants that have medicinal 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 colour and a different effect as a medical plant: the green one recovers physical strength, the blue one neutralises 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 this herb with the herb that recovers physical strength, the recovery effect will be tripled. (1) By adjusting the amount and experimenting with these three herbs, you can create various kinds of medicines (2) but I'll leave the details in your hands, because that's the best way to acquire the knowledge. Explanations: (1) This confirms that a single green herb restores a third of your health, and not a quarter as in other Resident Evil games. (2) The general rule when it comes to mixing herbs is that: No more than 3 herbs can be present in a mixture. In addition, at least one of the herbs in the mixture must be green, and that no more than one blue or red herb can be in the mixture at the same time. *****END FILE***** With this interesting information in hand, head back out to the hallway and go through the door at the other end. ------------------------- Upper level of the lobby ------------------------- You meet Barry again. Jill cries, "Barry!" "Jill! What's going on? Any clues?" "No, but something's wrong with this house." "Whoa, this hall is dangerous," Barry exclaims. Yeah right, if this empty hall is dangerous, then what about all those rooms you've just fought through? "Maybe it's better to secure our escape route first. There must be a back door somewhere, let's go find it first shall we?" "All right, let's split up again." "Whoa. Wait just a moment. I've found something." "What is it?" "It's a weapon. It's really powerful, especially against living things, better take it with you." What do you mean by "especially against living things", Barry? I mean most targets are living things! Talk about a redundant phrase. "But how about you Barry?" Jill asks. Barry shows off his magnum. "Don't worry, I have this!" You've received some acid rounds. "OK, thanks." Barry waves at you before leaving. Now, let's not stay at this "dangerous" hall. Go through the door to the southeast. --------------- Balcony --------------- Run through this small corridor and go through the next door to get onto the balcony. You'll find the corpse of another Bravo Team member (Forest Speyer) slouched against the wall at the other end. Try to pick up his weapon and he'll come back to life as a zombie! It might be possible slash and retreat, but the positioning of the chairs make it rather difficult. Once you've put your friend to rest, pick up the weapon. It's a Bazooka, perfect against tougher enemies. Head back to the lobby and go through the door on the west side. -------------------------- Walkway above dining room -------------------------- You're on a walkway above the dining room. Move back and forth to avoid the crow's attack, and slash it when it lands. Run over to the statue and start pushing it in the direction of the screen. The viewing angle will change shortly, revealing two zombies. Stay where you are and let the zombies come. They'll try to get you, but cannot since the statue's in the way. Take advantage of this to slash them to death with impunity (Jill's knife can travel through the statue!). Once the zombies are killed, continue pushing the statue forwards until you see a gap on the railing. Push the statue through the gap and it will fall down to the dining room and break into many pieces. Now, reload your handgun and go through the other door. --------------------------- Top of mansion west stairs --------------------------- A zombie can be found in front of you. Shoot him down fast and dodge the crow. Slash it dead when it lands and move along. The other two zombies can be killed by slashing and retreating. Go down the stairs once they are dead. -------------------- Mansion west stairs -------------------- Walk along this hallway, making 3 Cerberus burst in through the windows as you do so. Kill these 3 dogs and slash the floored zombie to death as well. With them killed, go through the door nearest to the stairs. --------------- Drug room --------------- This is another save room. Withdraw the Herbicide and deposit the bazooka along with the acid rounds. Pick up the Ink Ribbon and save your game if you need to. Now, let's have a look at the puzzle box. Puzzle box! The 5 circles are arranged in the following order (clockwise from top): 1. Yellow ring with red circle 2. Green ring with blue circle 3. Pink ring with green circle 4. Blue ring with yellow circle 5. Red ring with pink circle To unlock the box, perform the colour swaps in the following order: 2 and 3 -> 4 and 5 -> 3 and 4 -> 5 and 1 It's another red herb. Combine it with your other green herb to create another full healing item. Head back out and make your way to the other end of the hallway, going through the door that's currently unlocked. ----------------- Green hallway ----------------- A zombie's in front of you, so shoot him down. You'll soon hear the sound of someone running towards you. It's a zombie from Jill's right, stop him in the tracks with several bullets and make your way to the east end of this hallway, where another two zombies are waiting for you. Fortunately, they can be drawn out one by one to be slashed to death. With them gone, go through the door they are guarding. --------------- Plant nursery --------------- There is a watering device to the right at the corner. Place the herbicide into the device and it will dissolve into the water, which travels through the pipe to the sprinkler in the middle of some giant weeds. The weeds die, allowing you to get past them. Pick up the green and red herbs to the left of the dead plant before you take the mansion key at the back of the room. Turn the key around as you examine it to reveal a picture of a piece of armour. Thus this key is the Armour Key. With that key in hand, return to the west stairs hallway. -------------------- Mansion west stairs -------------------- Go through the door to Jill's left. -------------------- Broken shotgun room -------------------- Go over to the other end of the room to find a locked desk. Open it with the lockpick for a box of 7 shotgun shells. Examine the shelves by the door for some handgun bullets and a broken shotgun. Now that you have these items, get back to the drug room and deposit any extra herbs in your inventory, as well as the shotgun shells. (You won't need to use the shotgun until much later in the game) Head back to the green hallway. --------------- Green hallway --------------- A knife battle should start, if it hasn't started the first time you entered this room. Kill the zombies for your bullets. Go south, through the corridor and go through the door to the right. --------------- Keeper's room --------------- Some handgun bullets can be found on the bed. Walk over to the other end of the room and try to pick up the book on the table. The keeper (now a zombie) bursts out of the wardrobe! React quickly and run to the right, back to the bed and you'll be in the perfect position to slash and retreat. You'll know the keeper's dead when the music stops. Once he's dead, pick up the shotgun shells in the wardrobe as well as that book. It's the Keeper's Diary. *************** Keeper's diary *************** May 9, 1998 At night, I played poker with Scott the guard, Alisa and Steve the researcher. Steve was really lucky, but I think he was cheating, what a scumbag! May 10, 1998 Today, a high ranking researcher asked me to take care of a new kind of monster. They look like gorillas without any skin. (1) 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 11, 1998 Around 5 o'clock this morning, Scott came in and woke me up suddenly. He was wearing a protective suit that looked like a space suit. He told me to put one on as well. I heard there was an accident in the basement lab. (2) It's no wonder, those researchers never rest, even at night. May 12, 1998 I've been wearing this annoying space suit since yesterday, I feel all musty and my skin is very itchy. By way of revenge, I didn't feed those dogs today. Now I feel better. May 13, 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 anymore. I guess I can sleep well tonight. May 14, 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 dogs' pen. They have been quiet since morning, which was very unusual. I found that some of them had escaped. (3) I'll be in real trouble if the higher-ups found out. May 15, 1998 Even though I didn't feel well, I decided to go to 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. (4) I can't even make a phone call. What kind of sick note is this?! May 16, 1998 I heard a researcher who tried to escape from this mansion was shot last night. My entire body feels burning hot 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? (5) May 19, 1998 Fever gone but itchy. Hungry and eat doggie food. Itchy itchy Scott came. Ugly face so killed him. (6) Tasty. 4 Itchy. Tasty. (7) Explanations: (1) It seems this mansion is used for research, research on various freaks of nature! (2) There is a secret laboratory hidden underground somewhere nearby. (3) The Cerberus dogs that you have fought and ran from were test subjects that have escaped from the lab and are now running amok! (4) It's become apparent that whoever's running this research facility has decided to quarantine the place due to the severity of the accident. (5) The accident on May 11 must have caused some bacteria or virus to leak out. The virus slowly turns its victims into zombies! The rotten flesh is part of that transformation process. (6) Life as a zombie is quite exciting. You learn to savour the delicacy known as dog food. But still, this lifestyle has you lose your anger managing skills. If your friend has an ugly face, you might get so angry that you'll kill him. But still, you'll feel better as you devour his tasty human flesh. (7) What is that supposed to mean? Let's get out and go through the southernmost door. You are back in the first encounter hallway. Head back to the dining room. --------------- Dining room --------------- Search the room and you'll find the remains of the statue you pushed down from above earlier on. Pick up the blue jewel and return to the green hallway. Go through the only door that has not been gone through yet. ---------------- Tiger bust room ---------------- There's a bust of a tiger on the wall. Use the blue jewel on the bust and Jill will place the jewel in its left eye. The wall on which the bust is mounted rotates, revealing a crest. Take this Wind Crest and leave. Now, go back to the lobby. --------------- Mansion lobby --------------- Use the Armour Key to unlock the door on the northeast corner. --------------- Artefact room --------------- Pick up the handgun bullets on the desk and walk through the gap to the left. A zombie can be found in this narrow corridor. Slash him to death as before and go to the end of the corridor opposite the door. A lock desk can be picked open for more shotgun shells. Go through the door at the other end now. --------------- Dance room --------------- A green suited zombie is waiting for you. Let's dance. Quickly run forwards to create some distance, then perform the slash and retreat dance to take him out. Now that he's dead, you can pick up the two green herbs in the room, combining them with a green herb in your inventory to create yet another full healing item. There is another ink ribbon on the floor too; take that with you if you feel the need to save more later on. Return to the lobby (fighting the knife battle as you do so) and go east to the twisted hallway again. ---------------- Twisted hallway ---------------- Unlock the door nearest to your entry point with the Armour Key. If you are in need of more healing herbs, go through that door. You'll be in a narrow path with 6 green herbs at the other end. However, this path is outdoors and the forest has many Cerberus dogs running lose, remember? As you walk through the path, two Cerberus dogs will jump over the fence after you! So be quick to react to them and shoot them down fast. When those dogs are killed, one floored zombie is all that stands between you and the herbs. Anyways, continue through this hallway and reenter the shotgun area. Take the shotgun from the wall and you'll see a pair of hooks. Place the broken shotgun on the hooks and you can leave the area without fear of springing the trap. (NOTE: You must have at least one free block in your inventory to do this. If not, enter the mansion east stairs save room and deposit any one of your redundant items before returning) You now have the shotgun. Make your way to the pathway that leads to the courtyard. (You'll have to fight another knife battle on the way, but it only features zombies, so it's no big deal.) ------------------------- Walkway to the courtyard ------------------------- Place the Wind Crest on the brown panel by the locked door before returning to the mansion east stairs area. Deposit the shotgun and shotgun shells and head upstairs. ----------------------- Top of the east stairs ----------------------- There is one door in the middle of the walkway that can be unlocked with the Armour Key. Go through that door. --------------- Trophy room --------------- There are two doors, one to Jill's left and one to her right. Go through the door on her right first. --------------- Double bedroom --------------- Go over to the chest of drawers opposite the beds for a lighter. Then, examine the two corners of the room by the beds for a red herb and more handgun bullets. With these items in hand, leave this room and go through the opposite door. --------------- Fish tank room --------------- First, check the coat to Jill's left for an Ink Ribbon. Next, check the insect specimen frame on the left side of the room (Jill's right when she entered) for a switch. Press the switch and the fish tank in the room will be completely drained, allowing you to push it. Move between the bookshelf and the fish tank and push the tank to the right. Afterwards, push the bookshelf to the right. This will reveal a secret compartment in the wall with explosive rounds for the grenade launcher inside. But wait, there's more! Examine the desk in the room for a will written by one of the researchers in the mansion. ****************** Researcher's will ****************** My dear Alma, (Dated June 3, 1998) The fact that you have received this letter is both a joy and sorrow for me. (1) 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 a pharmaceutical company's lab. They handhunted me. Last month, there was an accident in the lab and a virus we were studying escaped. (2) All my colleagues who were infected by the virus are dead. Well, to be more accurate, they became the 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 behind their eyes. (3) That cursed virus takes away all humanity from the victim. Love, joy, sorrow, fear, humour... all erased. 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. (4) The most frightening thing is that I forget more about you with each passing day. So I'm choosing a peaceful death, rather than becoming 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 Explanations: (1) This poor guy won't feel either joy or sorrow, since the letter never arrived to his girlfriend! (2) More evidence of this mansion is actually a secret research facility specialising in biological weapons. (3) The zombies you encountered were actually researchers and staff of this facility, turned into vicious enemies by the leaked virus. (4) There is currently no cure for this virus. Once you are infected, you are more or less done for. *****END FILE***** Exit this room, get back to the hallway and go through the door at the far east end. ---------------------- Second floor map room ---------------------- Pick up the green herb and combine it with the red herb you've collected just now. Go over to the fireplace and light it up with the lighter. The heat will reveal some special pattern on the paper on the wall. Examine the paper: It's the second floor map! Take this map and leave, ignoring the other locked door for now. Head back to the save room and deposit the ink ribbon and explosive rounds before going over to the second floor east hallway. -------------------------- Second floor east hallway -------------------------- Run along until you see the double doors. Unlock them with the Armour Key. ------------------- Knight armour room ------------------- Go over to the other end of the room and examine the scales. Offer to balance the scales, starting a puzzle. Puzzle time! Balancing the scales Your goal is to place all 5 provided gems onto the 2 pans of the scale, balancing them as you do so. You are given 2 green gems, 1 red gem, 1 yellow gem and 1 blue gem. To balance the scales, place a green gem and yellow gem in one of the pans and place the other 3 gems in the other. (Use the stylus to drag and drop the gems on the touch screen, the same way you'd move icons around your desktop on the computer). Once the scales are balanced, the cabinet beneath it will open up, revealing a Sun Crest. Take the crest and leave. -------------------------- Second floor east hallway -------------------------- One last door can be unlocked in this hallway with the Armour Key. Discard the key now that you are done with it and go through the door. ------------------- Richard death room ------------------- Ignore the 2 green herbs and move along the room until you find Richard Aiken of the Bravo Team, lying on the floor wounded. You must now attempt mouth-to-mouth resuscitation on him. To do this, blow into the microphone of the Nintendo DS. You should blow gently and continuously for a few seconds, stopping when you see the word "Good" appearing on the electrocardiogram on the touch screen. Be careful not to blow too much or you will hurt Richard. After some successful blowing, Richard will come to. He seems to be speaking in an Hispanic accent. "Jill, this house is dangerous," he says, "There are terrible demons, ouch!" "What kind of demon attacked you?" Richard continues (Man, the voice actor isn't very natural here!), "It was a huge snake, it's also poisonous. Jill, here's my radio. You should keep it. I'm... Set the dining room clock to 8:12." Blood spurts out of his wound. Richard's last words were, "Jill, be careful, uh... uh..." Rest in peace, Richard. This really is pathetic. The Richard in the Resident Evil remake got up after you gave him serum and helped you fight the giant snake he mentioned! But this Richard, he dies so early. Anyway, let's make good use of his body. Examine his corpse twice and you'll find some handgun bullets on him. Return to the dining room. --------------- Dining room --------------- Examine the fireplace near the puddle of blood and you can pick up the emblem on the wall. Head to the first encounter hallway again. ------------------------ First encounter hallway ------------------------ Use the lockpick on the pink door at the east end of the hallway. --------------- Private bar --------------- You are inside a bar, complete with a grand piano. There is no bartender to serve you drinks. Anyway, go over to the northeast corner of the room. You'll find a dark brown shelf that can be pushed to the right. Push it to reveal some music notes on the shelf at the back. Take these notes and use it on the grand piano. Jill will play the Moonlight Sonata, opening up a wall behind her. Enter that alcove and you'll find a statue with a golden emblem inserted. Take the golden emblem and the wall behind you will close up. Place the other emblem into the hole and the wall will rise up again, allowing you to leave. Return to the dining room. --------------- Dining room --------------- Place the gold emblem on the hole in the wall above the fireplace and the grandfather clock in the room will chime 3 times. Go over to the clock and inspect it. Puzzle time! Changing the time You're told that the clock chimed 3 times. Use the stylus to rotate the minute hand of the clock so that 3 o'clock is displayed on the clock face. The clock chimes a few more times and moves to the left, revealing a secret compartment on the wall. Pick up the mansion key, which is the shield key from the compartment. In addition, inspect the clock again and set it to 8:12, as Richard told you to do so. A box of shotgun shells will fall down from above. Take this ammo and return to the room in which Richard died. ------------------- Richard death room ------------------- Go through the door at the other end of the room. ---------------------- Room before the snake ---------------------- You'll be face to face with 2 zombies when you enter the room. Shoot them down quick! Turn to Jill's left and enter the room at the end of this short corridor. --------------- Candle room --------------- An ink ribbon can be found on the table, as well as some unlit candles. Light up the candles to light up the room. Examine the cupboard to the left of the candles for even more handgun bullets. Push the other cupboard aside to reveal a small alcove. Some acid rounds can be found in the cupboard inside. Now, leave and unlock the other door in the previous room with the shield key. Looks like this key can already be thrown away. ------------------ Yawn's first room ------------------ Make your way to the other end of this large room and the giant snake, named Yawn will slither in through a hole in the wall. You don't really have to fight him this time. Just make your way to the corner of the room from which he entered and pick up the fourth and final crest. With this moon crest in hand, run to the west side of the room and pick up the shotgun shells before leaving. Don't worry about being bitten. If you are bitten, you'll get poisoned and will lose consciousness right after you leave the room. But still, your pal Barry will carry you to the drug room, where he gives you some serum to neutralise the poison. Of course, he's gone by the time you come to. To make things even better, you're healed to full health! If you are not bitten, just leave and play on. No matter what happens, deposit the shotgun shells, acid rounds and lighter in any save room before you leave for the courtyard with the 2 crests in hand. ------------------------- Walkway to the courtyard ------------------------- Go over to the brown panel and insert the two crests. The brown door to the right will be unlocked, so go through it now. --------------- Toolshed --------------- There is something shining atop a high shelf. Push the brown steps into the wall beneath the shelf and climb those steps. You can now take the item, a crank with a square tip. Go through the double doors at the other end. ---------------- Upper courtyard ---------------- A knife battle will start as soon as you enter this area. You'll be fighting off 2 crows and 2 zombies. Once they are dead, you'll be shown the area, where some small spiders scuttle towards you. Just walk around in a circle to squish them flat. Don't worry if you get bitten, since these spiders deal very little damage. You'll also hear the sound of a Cerberus dog wandering around the place. Use your auto aim to seek it out and kill it from a distance. With the dog killed, pick up your reward: 3 handgun bullets. Meanwhile, you hear your radio beep. Someone's giving you a call. Go to your item screen and select the Radio button to pick up the call. It's Brad. "This is Brad. S.T.A.R.S. Alpha Team. Please respond. What the hell, is nobody out there?" Jill replies, "Brad, this is Jill." But still, Brad couldn't hear you. "This is Brad. S.T.A.R.S. Alpha Team, Bravo Team. Anybody. Please answer me. This is..." The line is cut. "Brad? Brad!" There are 3 green herbs, 2 red herbs and 2 blue herbs in this courtyard. I suggest you pick up 1 green herb and 1 red herb, combine them, and pick up the 2 blue herbs. If you are playing well enough, you should have a large reserve of healing items at this point. With those herbs in hand, move along the path leading west until you find a lift that is currently switched off. A map of the garden is on the wall to the left. Take the map and go through the double doors leading north. ----------------- Giant water pool ----------------- Go to Jill's left and use the square crank on the hole on the pillar there. This will open up a flood gate, draining the pool, revealing a path with which you can reach the other side. Jump down to that path and climb up the ladder at the other end. Quickly run along this new path, avoiding the snakes and the lone zombie lying on the floor. Don't get bitten by the snakes or you might be poisoned. Ride the lift down at the end of the path. ---------------- Lower courtyard ---------------- You hear the sound of a fish flopping out of water, as well as several Cerberus walking around. Stay where you are and use the auto aim to seek out the Cerberus dogs before shooting them down. I suggest that you have Jill aiming directly in front of her at all times, thus ensuring that she'll almost always hit a dog when they can be seen on the screen, but not the fish that's flopping around to her right. Once the two Cerberus dogs are killed, make your way through this courtyard to identify the fish. It's no fish, it's a shark! I guess it must have lived in the giant water pool you have drained just now. Poor thing, it's suffering. A single downward stab with the knife will end its suffering for good. Now that's dealt with, go through the double doors leading northwest. ------------------- Path to guardhouse ------------------- Capcom is so kind. They've provided you with 2 green herbs and 2 red herbs here! But I trust that you don't have enough space in your inventory to carry them with you. Let's just leave them here for now. But still, watch out for that lone crow flying around. Coax it to land by walking in a circle before stabbing it when it's on the ground. You'll hear the sound of 2 Cerberus dogs running around frantically. Go around the corner and try to shoot them dead from a distance. Don't worry if you miss, just shoot repeatedly. You might get hurt here. But still, keep moving along this path and you've reached the guardhouse, a new building in the mansion complex. ---------------------------------- 6. This isn't just any guardhouse ---------------------------------- This isn't just any guardhouse, it's a M&S guardhouse! All kidding aside, push the statue right next to you forward, then to Jill's right. Keep pushing until you see the hole in the floor. Push the statue so that it covers the hole. Go through the red double doors after that. ---------------- Recreation room ---------------- You'll find a giant spider on the ceiling as soon as you enter. Aim up and shoot it down to the floor, before finishing it off with a volley of shots. Another is to Jill's left and currently off screen. Move her until you can see it and kill it too. Now that these arachnids are dead, check the area around the first spider for an Ink ribbon on the table, as well as some handgun bullets on a barrel. Go over to the other end of the recreation room and you'll find a pool table. Examine all sides of it and you'll find a clock dial that displays the numbers 3...4...5. Remember this sequence for a later puzzle. Get back to the lobby and go through the only door that leads north. --------------- Room 001 --------------- You'll find a zombie lying on the ground in front of you. Walk forwards slightly and slash it dead. Go through the door to Jill's left for the bathroom. Squish the small spiders and examine the bath tub. Drain the bath and a zombie will pop out. Kill him quick! Looks like a Control Room Key is in the tub. Take the key and return to the main part of the room. 3 zombies are feasting on two naked corpses. It may be possible to draw them out one by one so that you can knife them to death individually. But since you've got such a large surplus of ammo, just shoot them down. A red book can be picked up from the table. Close examination reveals that the pages are blank. What's it for? Furthermore, pick the lock on the desk by the bed for some shotgun shells. If you don't have enough room in your inventory, consider depositing items in the save room, located opposite this room. --------------------- Guardhouse save room --------------------- Deposit the 2 blue herbs, blank book and square crank into the item box. Some explosive rounds and a first aid spray can be found on the shelf to the right of the box. Deposit them as well. Feel free to return to Room 001 for any items that you couldn't pick up due to a full inventory. (NOTE: Some knife battles may have to be fought, featuring some zombies which try to spew their vomit at you. You can stop the vomit by blowing into the microphone when you see the bile come out!) Now, examine the puzzle box. Puzzle box! This puzzle box features 6 circles. They are ordered as follows, clockwise from top: 1. Yellow ring with red circle 2. Green ring with grey circle 3. Pink ring with yellow circle 4. Blue ring with green circle 5. Red ring with pink circle 6. Grey ring with blue circle To solve the puzzle, perform the following colour swaps: 1 and 3 -> 3 and 5 -> 2 and 4 -> 4 and 6. The box will open, revealing more shotgun shells. With the shells in hand, leave this room, go right and through the door beyond the statue covering the hole on the floor. ------------------- Guardhouse hallway ------------------- This is one long hallway. There are 2 doors, one of them is unlocked (It's the first of the two doors you find here). Go through that door to reach Room 003. --------------- Beehive room --------------- It's time for another knife battle. This time, you'll be fending off 5 zombies, 2 of which will be coming at you together. If you can beat them without getting hurt, you'll be rewarded with 5 handgun bullets. Right after the battle, you may be confronted by a small group of giant bees. Shoot them down with the handgun before they can sting you! Once they are shot down, feel free to squish their puny bodies on the floor. Head to the northeast corner of this room and pick up the dormitory key, which is the key to Room 002. As you can see, the key is guarded by a giant beehive. Take the key and run back out to the hallway immediately! ------------------- Guardhouse hallway ------------------- Make your way to the end of the hall, past Room 002. You'll find 3 green herbs behind a statue. Push the statue inwards so you can reach the herbs. Combine them to make a full healing item before entering Room 002. --------------- Room 002 --------------- Go through the door directly to Jill's left to enter the bathroom. You'll come face to face with two zombies. Shoot them down fast! Once they are dead, pick up the handgun bullets before getting out. Walk through the narrow corridor to find a zombie and a giant spider around the corner. Shoot them down with a volley of handgun bullets as well. The desk by the bed can be opened with the lockpick, revealing even more shotgun shells. A map of the guardhouse can be found on the wall. In addition, pick up a report on some Plant 42 on the bed. New file! Plant 42 Report 4 days have passed since the accident and the plant at Point 42 is growing amazingly fast. It has been affected by the T-Virus (1) 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 one is through its roots that reach into the basement. Immediately after the accident, a scientist went mad and broke the water tank in the basement. Now the basement is flooded with water. (2) It is easily imaginable that some chemical elements were blended in the water which presumably prmoted the incredibly fast growth of Plant 42. Another part of Plant 42 has grown through the air ducts and is now hanging from the ceiling of the first floor. This part of Plant 42 contains various vines and bulb-like structures, which it uses for its second method of gathering nutrition. (3) Upon sensing movement, Plant 42 shoots its vines around its prey and restrains it. It then begins leeching the victim's blood, by using the suckers located on the back of its vines. (4) 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 in a state of rest. (5) Several staff members have already fallen victim to this. May 21, 1998 Henry Sarton Explanations: (1) The name of the virus that leaked out due to the accident is finally revealed: The T-Virus! This shows that it even affects plants, in addition to human beings and dogs. (2) You'll be entering the waterlogged basement shortly. (3) I presume you've noticed the large square room on the far east side of the guardhouse now? That's the room with Plant 42. (4) This gives you an idea of what to expect in an upcoming boss battle. (5) If you've tried to open the double doors leading to that giant room, you'll find that it's currently impossible. It seems that this plant's using its vines to jam the door shut! *****END FILE***** Two cupboards can be found opposite the bed. Push the left one forward and the right one to the right to reveal a ladder that you can climb down. -------------------- Basement passageway -------------------- This hallway is infested with tiny spiders, which can be squished with ease. The most annoying enemy has got to be that giant bee. It swoops around, making it hard to shoot down. Once it's killed, squish it for good! Run along the passage until you reach a pool of water. See the 2 crates? Push them into the water to create a bridge. But still, one crate is missing. Go back to the crate you just passed and push it back so part of it is sticking around the corner. Go around the corner and push the crate so that it is leaning against the wall to the left. You should be able to push this crate all the way along the corridor and into the water pool, creating the perfect bridge. Make your way to the other end of the passageway and pick up the 2 green herbs before going through the double doors there. --------------- Aquarium --------------- As stated by the Plant 42 report, this room is flooded. However, there is no time to dawdle-Sharks are in the water! Check your map: Your destination is the southern room of the two rooms to the west of the aquarium. Run towards that room, taking the anti-clockwise path. You'll find two doors, one small and one large. The small one on the left is the one you need to go through. Use the Control Room Key to unlock that door quickly! --------------- Control room --------------- You are safe... for the time being. Examine the control panel at the far end of the room. You'll find a lever. Pull it and you'll inadvertently set off the sprinkler system. The water from the sprinkler is poisonous and is contaminating the water you are waist deep in! There is no time to waste. Examine the yellow valve to the right and turn it. Take out the stylus of the DS and touch the valve on the touch screen. While maintaining contact between the tip of the stylus and the valve, turn the stylus anticlockwise continuously. As you do so, the 4 red lights to the left of the valve will light up one by one, indicating your progress. Meanwhile, the water gets purpler as time passes. This indicates that the concentration of poison in the water is increasing steadily. If you are too slow in turning the valve, you'll be poisoned! Once all 4 lights are lit, the sprinkler system will be shut down and the water flooding the basement will be drained completely. Whew... If you are poisoned, you'll need to use a blue herb (and go all the way back to the guardhouse lobby to find one!). Now that the water's drained, an electric lock by the door would have turned on. Examine it for another puzzle. Puzzle time! Number summing lock You are given a display with 9 digits, as well as 9 different keys corresponding to the numbers 1 to 9. You are to fill up the display, using each number once so that the various digits add up to the numbers required. Use the blue left and right buttons on the touch screen to select different digits and press the corresponding number with the stylus to key in that number in the selected digit. The number 9 is already keyed into the 5th digit on the display for you. Now, let's look at the required sums (The digits are all ordered from the left, so the 3rd digit refers to the 3rd digit from the left and so on): 1. The 1st and 9th digits must add up to 15 2. The 1st , 2nd and 3rd digits must add up to 15 3. The 3rd and 4th digits must add up to 8 4. The 4th, 5th and 6th digits must add up to 15 5. The 6th and 7th digits must add up to 3 6. The 7th, 8th and 9th digits must add up to 15 Therefore, key in the digits as follows: 8, 4, 3, 5, 9, 1, 2, 6, 7. The room next door will be unlocked, so let's leave this room and enter that one, shall we? --------------- Armory --------------- Most of the equipment has been soaked beyond use. However, you can still pick up some handgun bullets, shotgun shells and most importantly, a dormitory key for the room 003. Leave the room and you'll find the 3 sharks flopping helplessly on the dry floor. Feel free to get your revenge on them by slashing them to death with your knife. There is one more room to the northeast, but let's ignore that for now. Return to the room with the beehive and use the 003 Key on the door to the left of the double doors. --------------- Room 003 --------------- Another knife battle begins! Kill the zombies and get your free ammo. Just like rooms 001 and 002, room 003 is equipped with a bathroom. Enter the bathroom and kill the zombie directly in front of you. Pick up the flame rounds on the ground behind the second zombie lying on the ground. Feel free to slash that to death. Exit the bathroom and examine the bedroom. The locked desk in this room holds an ink ribbon. Examine the bookshelf and you'll find a white book among a large row of red books. Take the white book for another file. New 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. (1) We have also found another interesting fact through some experiments. We found an element that destroys the 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" "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 "V-Jolt". (2) 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. (3) 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 Explanations: (1) T-virus stands for the Tyrant virus. (2) There is a room with many chemicals nearby. Jill has the expertise to mix chemicals, allowing her to make this V-Jolt. (3) If you mix the chemicals in the wrong order, poisonous gases will evolve, forcing you to leave the room before coming back inside. *****END FILE***** Let's go make some V-Jolt. Leave this room and go over to the room opposite. It's locked by a numerical lock, so key in the sequence 345 to unlock it. --------------------- Chemical mixing room --------------------- 4 empty bottles are provided for you to mix chemicals with, but you'll only need 3. Examine the wall by the door for a hint on the order to mix the chemicals: "1+2=3, 3+4=7 2+4=6, 6+7=13, 13+3=16" Another message on the wall tells you that water has a value of 1. Let's begin. UMB No. 2 can be obtained from the shelf to the left of the door, UMB No. 4 can be obtained from the shelf by the table, while water can be obtained from the tap. Get a bottle of each of the 2 chemicals and a bottle of water. Combine them together for UMB No. 7. Obtain a bottle of UMB No. 2 and a bottle of UMB No.4. Mix the 2 chemicals together to create UMB No. 6. Combine UMB No. 6 with UMB No. 7 to make UMB No. 13. Get some water and even more UMB No. 2. Mix them together for NP-003, a purple liquid, which can be combined with UMB No. 13 for our final product, V-Jolt. Take the V-Jolt to the basement and enter the room to the northeast of the aquarium. ---------------- Plant root room ---------------- Walk up to the roots of Plant 42 and pour the V-Jolt over them. The roots will quickly turn brown and shrivel up. A boss battle is coming, go back to the save room and deposit the empty bottles and flame rounds. Take out the blank book and the Bazooka (leave the rounds in the box for now) and reenter room 003. (You may have to fight a knife battle along the way, to take out the Cerberus, you have to time your slash so that you can just intercept it) --------------- Room 003 --------------- Place the blank book in the gap in the row of red books and a cupboard will move aside, revealing a door. Go through the door to face Plant 42. --------------- Plant 42 Room --------------- Boss battle! Plant 42 Looks like Plant 42 is alive and well. Keep your distance and it cannot hit you with its vines. It can still shower you with its internal fluids, but that attack doesn't deal much damage. Blast the plant with all your bazooka rounds before taking out the handgun. Use a hit and run strategy to avoid the plant's internal fluids and it the plant will disintegrate and die in fewer than 30 shots. Now that the plant is dead, examine the fireplace for the fourth and final mansion key: The Helmet Key. Make your way back to the save room and you'll find Wesker shooting down some giant bees in the hallway. "Wesker!", Jill exclaims. Wesker turns around and sees Jill, he says, "Jill, so you're safe." "That's what I was going to say. Where on earth have you been? You disappeared from the hall all of a sudden." "I'm sorry, but I have my reason. Perhaps you guys have met them. It was all I could do to protect myself from those strange creatures." "Is that right? Anyway, it's good to see you're safe." Wesker says, "Jill, our first priority is to get out of here. Yes you're right. Now that there many rooms in that mansion that are still locked up. I've been searching around for clues." Wesker walks past Jill, who then says, "OK, I'll go over to the other house and search for more clues." "Will you really? I'm counting on you," Wesker says before leaving this hallway. Feel free to squish the three bees that are on the floor before returning to the save room. --------------------- Guardhouse save room --------------------- Take out the explosive rounds and acid rounds. Load your bazooka with explosive rounds before returning to the mansion again. ----------------------- 7. Back to the mansion ----------------------- Make your way back to the mansion. Once you exit the guardhouse, you'll receive another call from Brad, so let's turn on the radio. "This is Brad," Brad says over the radio, "I know you can't answer me, but somehow, give me a sign..." "This is Jill!" yells Jill, all to no avail, "Ohh... it's broken!" Oh well, being able to receive calls is better than nothing. You'll have to fight a knife battle in the lower level of the courtyard, fending off 2 zombies and a Cerberus as you do so. The dog will howl before it lunges at you, so get ready when he does that. A quick slash or tap at the dog when it is close will be enough to kill it. Your reward for beating this encounter without getting hurt will be a box of 4 shotgun shells. Another knife battle awaits you at the upper level of the courtyard. This time, you'll have to fend off two crows and two zombies. The reward for beating that unscathed will be 3 handgun bullets. Reenter the hallway before the courtyard. It's time to equip your bazooka. ------------------------- Hallway before courtyard ------------------------- Walk a few steps forward. You'll see a cutscene in which some fierce creature is quickly rushing its way from the courtyard to where you are! That creature enters through the door you just came through. It's a Hunter, a fierce reptilian creature developed by the people in this mansion! Blast him with an explosive round and it will fall on the floor, before quickly getting back up again. As soon as it gets back on its feet, blast it one more time to take it out! There's a door that can be unlocked with the helmet key. Unlock it and enter that room. --------------- Small study --------------- It's dark in here. Go over to the desk and turn on the light. A small jar of magnum rounds can be found to the right of the desk. Take it and your inventory will be full. Get out and make your way to the mansion east stairs save room. -------------------- Mansion east stairs -------------------- You'll be staring straight at a Hunter as you enter. Blast him down before he can react. A second Hunter will walk slowly towards you in this narrow corridor. This is what I call easy pickings. Enter the save room and deposit the magnum rounds. Oh, and looks like Barry's left some goodies for you to use. Pick up the acid rounds, shotgun shells and first aid spray and keep the latter two in the box for now. At the same time, reload your bazooka with the other 6 explosive rounds. Return to the small study to pick up the MO disc on the cupboard next to the desk. Deposit the disc too before heading up the stairs. ------------------- Top of east stairs ------------------- As soon as you have control of Jill, press and hold the R button. She will automatically aim at the right. It looks like there's a Hunter above. Aim up and open fire and the Hunter will be hit. He'll recover and run over to the stairs, but for some reason, he can't come down after you. Readjust your aim and open fire once more to take it out (Make sure he's just completed one of his leaps). Climb up the stairs and kill the zombie to your left with your handgun. Go right to find another Hunter around the corner. Back into his view slowly and he will give chase. Run along the hallway before doing a quick turn and opening fire on him. It might be difficult for you not to get hurt here. Let's go to the second floor east hallway. -------------------------- Second floor east hallway -------------------------- A Hunter is directly to Jill's left, and you have 2 rounds left in your bazooka, so use them to take it out. Now, back off towards the other door and keep your eyes at the corner. Two Hunters will walk slowly, one by one, around the corner, allowing you to take them out piecemeal with the handgun (try not to get hurt!). Now, load your bazooka with acid rounds and withdraw a full healing item from the item box. Go back to the room where you found the second floor map. ---------------------- Second floor map room ---------------------- Use the helmet key on the locked for in this room. ---------------- Posh snake room ---------------- What a posh room. Go over to the record player and examine it. Offer to spin the record by hand. You'll need to take out the stylus to spin the record. Spin it steadily in the clockwise direction. You'll know if you are doing it right when the music's playing smoothly. Boss battle! Yawn the giant snake Once the song's over, the giant snake Yawn will come on through the fireplace. It can be hard to avoid being bitten, since the room is so small. But still, it can't poison you this time. Don't bother dodging Yawn, just keep hitting it with acid rounds. 4 hits will be enough to kill it. Yawn then collapses and melts in a puddle of purple slime! As you might notice, a hole was made by Yawn the first time he tried to lunge at you. Examine it and Barry will come in. "Jill, have you found anything interesting?" He asks. Isn't it obvious, can't you see the dead snake on the floor? "Yes, but I can't see anything." "Why not go down and check by yourself?" Barry suggests, "I have a rope here." "Oh do you? Then I'll try to go down using the rope." "Wait," says Barry as he lowers the rope down. Jill gets down into the hole, but then the rope falls down. "Hey! What's going on?" cries Jill. Now you've done it, Barry! "Now I've done it! Sorry Jill, I'll go get another rope!" "Barry? Barry!" But he's gone. Now, what you do next will affect the ending. This guide will assume you want the best ending. So, stay put and wait a minute or so and Barry will come back with another rope. "Hey! Are you there Jill? Grab the rope!" Barry lowers the rope down for Jill. Barry apologises, "I'm sorry Jill." "I didn't know that was going to happen!" "Sorry, I was really careless." "Are you okay, Barry? Maybe you're getting tired." Well, you'll see what's clogging his mind later. "No," Barry says, "I'm alright. I've found something." He gives you a piece of paper. *************** Pass number *************** Pass No. 8108310 (This file is nothing but a picture of a piece of paper with the pass number for a door written on it.) *****END FILE***** "Thank you, I'll take this then." Barry leaves you to continue your search. Make your way to the top of the mansion west stairs. You'll pass by the walkway above the dining room as you do so. There are three Hunters there. One comes from the left while two come from the right. Kill the one to the left with acid rounds before taking out the two from the right. You should be able to get them before they can even get close. Acid rounds are very powerful against Hunters, one round will kill one, and it will dye their skin a lovely yellow colour too! ------------------- Top of west stairs ------------------- You hear the sound of a Hunter slowly walking in your direction. But still, walk around in a circle to avoid the crow and slash it when it lands. Take out your bazooka and keep it trained at the bottom of the screen. Open fire once you see the Hunter and he'll die instantly. Walk slowly around the corner until you see the stairwell. A second Hunter is just standing there. Kill him from a distance and this room's clear. Enter the corridor to the left of the stairs and use the helmet key to unlock the first door you come to. The key can now be discarded. --------------- Trophy room --------------- This is the room where they keep the hunting trophies. A set of steps can be found in this room. Push it so that it is directly adjacent to the fireplace. Pick up the magnum rounds and shotgun shells on the left cupboard of this room, as well as a piece of paper on the ground by the steps. It's a set of orders from the Umbrella Corporation. *************** Orders *************** TOP SECRET July 22, 1998 2:13 To the Head of Security "X-day" is approaching. Complete the following orders within the week. 1. Lure the members of S.T.A.R.S. into the lab (1) and have them fight with the B.O.W. in order to obtain data of actual battles. (2) 2. Collect two embryos per B.O.W. type, making sure to include all species except the Tyrant. (3) 3. Destroy the Arklay lab including all researchers and lab animals in a matter which will seem accidental. (4) U.C. (5) Explanations: (1) You haven't stumbled upon this mansion by chance. (2) You and the other S.T.A.R.S. members are being used as test subjects, just like lab rats, for all the monsters created by this facility. (3) Now that the lab is ruined by the virus leak, it's time to take the money and run. But what is this Tyrant? Why is it to be left behind? (4) Operation cover-up is in progress, but who is the head of security? (5) This facility is owned by Umbrella. If you've played Resident Evil 0 for the GameCube, you'll find that the Bravo Team already knows what this mansion is used for, but somehow the Alpha Team hasn't been informed. *****END FILE***** There is a candlestick on the table. Examine it and you'll get to blow out the candles. Blow firmly and briefly into the microphone 3 times to blow out the flames. Don't blow too hard or some of the candles will relight. With the candles out, the room is in complete darkness. One of the deer trophy's eyes is glowing in a red colour. Climb up the steps to examine the deer. Remove the eyeball: it's a red jewel. Leave this room and go downstairs. -------------------- Mansion west stairs -------------------- Kill the zombies directly to Jill's right and walk slowly along the left side of the hallway. Use the auto aim to target the Hunter standing beneath the stairs and take him out with an acid round. Continue along the hallway and you'll see another Hunter with his back facing you at the next screen. Since he doesn't know you're there, it might be possible to kill him with a barrage of handgun bullets. Go through the door at the other end of this hallway to reach the green hallway. --------------- Green hallway --------------- You'll face two Hunters right in front of you. Quickly take one out with an acid round. If you have been following this guide and have a perfect aim, you should have 1 acid round left in the bazooka. Use that to quickly dispatch the 2nd hunter, although it's almost impossible to not get slashed. I know you may have 6 more acid rounds, but don't reload your bazooka just yet. The tiger bust room is guarded by a third hunter, but don't be afraid to use the handgun against him, since you'll at worst get slashed twice. ---------------- Tiger bust room ---------------- Place the red jewel into the tiger's right eye and it will turn anti- clockwise, revealing a magnum revolver. Take this gun and return to the save room. ------------------ Mansion drug room ------------------ Deposit the magnum, the magnum rounds, the handgun and the handgun bullets. Take out the shotgun and shotgun shells and go upstairs again. --------------------------- Top of mansion west stairs --------------------------- Run past the door leading to the trophy room and examine the door at the end of the corridor. Jill will enter the pass number into the electronic lock, allowing her to go through. ------------------------ Crawling zombie hallway ------------------------ Run along the hallway and you'll find a giant bee in the distance. Shoot it down with the shotgun before it can get close! Move a bit further and you'll find 3 zombies crawling on the floor. Blast them with the shotgun, you should be able to hit more than one zombie with each shot! Feel free to pick up the green and blue herbs on the floor here before going through the door next to them. ------------------------ Second floor lift lobby ------------------------ You hear the sound of some Hunters coming in your direction. When you see the first one coming around the corner, blast him with the shotgun to knock him down. Fire another shell at him as soon as he gets up and he'll be killed. Note that a second Hunter is coming, so stay put and do the same thing to him when he comes around the corner. With both hunters killed, you can easily knife the zombie on the ground. Move along the hallway when you are done with him and go through the first door you see. --------------- Storeroom --------------- There are 12 explosive rounds and a giant acid battery in this room. You'll be reminded of a certain lift in the courtyard. But let's not bother with that for now. Get back out to the lift lobby and go through the blue double doors past another green herb. --------------- Library --------------- The desk to Jill's right can be opened with the lockpick, revealing the magnum rounds inside. Some zombies will also appear from the left of the screen. Wait for one to get close and shoot upwards with the shotgun. This will decapitate the zombie, killing him in one it. Go left yourself to find another aisle in the library with two zombies. Blast their heads off and ignore the door with a sword stabbed through it. NOTE: If you do decide to yank the sword out (take out the stylus and perform a circular motion on the sword handle on the touchscreen), you can enter the room. Inside you will find a zombie that was held up by the tip of the sword on the floor, as well as an ink ribbon and some handgun bullets. The problem here is that your inventory is bound to be full at this point, and you'll risk causing a large group of crows to burst in through the windows. In that aisle of the library, pick up the blue scrapbook at the base of the bookshelf. It contains loads of interesting background information on the mansion incident. *************** Scrapbook *************** Raccoon Times (May 27, 1998) Headline: Animal attacks? Woman mutilated May 20th. Around 10pm, a 20-year-old young woman's body was found by a passerby 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 due to teeth marks along the woman's arms and a severed left food which suggests considerable power. (1) 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 16, 1998) Headline: Monsters in the Arklay Mountains? Some people claim they've seen monsters in the Arklay Mountains. These "monsters" are allegedly about the same size as large dogs and usually run in packs as wolves do. (2) It may sound like a group of wild dogs, but these "monsters" are supposedly very 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! (3) Raccoon Times (July 9, 1998) (4) Headline: Mystery in 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. Explanations: (1) This has got to be the work of the escaped Cerberus dogs, which have run amok since the T-Virus leak of the mansion. (2) Yup, this confirms that Cerberus dogs are running wild in the woods. (3) The editors of those magazines have no idea of how fierce those dogs are. I wonder how many reckless citizens have decided to go hunting for those dogs and end up maimed or worse! (4) Whose scrapbook is this? By that date, everyone in the mansion should be dead or zombified! Since when do zombies know how to read the newspapers? *****END FILE***** Go through the door to the left of the aisle and you'll enter the inner part of the library. You see some mysterious creature scuttling around to Jill's right. Run through the narrow gap to the right and you'll find it blocked by a statue. Push it to the right so that you can go through the gap and examine the red switch on the bust. Press the switch and a light will turn on in one of the corners of the room, revealing a square on the floor with a slightly different colour. Push the statue onto the square and a bookshelf to the right will slide aside, revealing a secret alcove. Enter the alcove and examine the shiny object. It's a letter from someone named Eric. *************** Eric's letter *************** David, I have a favour 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 *****END FILE***** It's time to return to the guardhouse. As you attempt to leave this room, a giant grey insect ambushes you. It's a Chimera! You are free to run past it and go through the door. Two more Chimeras have appeared in the outer part of the library, so run past them as well! Enter the mansion east stairs save room (get there via the second floor hallways to be safe) and deposit the acid rounds and magnum rounds. Take out the square crank, since you'll be needing it later. It's time to get back to the courtyard. -------------------------------------- 8. The great outdoors and underground -------------------------------------- You'll have to fight a Hunter in the passageway leading to the courtyard. He is able to strike just off screen, making it hard for you to shoot him without getting slashed first. In addition, you'll have to fight a knife battle when you enter the upper level of the courtyard. You'll be fending off two zombies and a Hunter. The Hunter can be easily killed if you slash him in the horizontal direction (for me, it's from the left to right) just as he winds his claw up for an attack. Head down to the lower level of the courtyard and go over to the lift that's currently powered down. Place the battery into the terminal and the lift will be powered up. Go up through that lift, back to the upper level of the courtyard and reenter the area with the giant pool of water. Use the square crank on the mechanism to refill the pool with water. You'll find the sound of the waterfall stopping altogether. Take the lift you've just activated back down to the lower level of the courtyard (You'll have to fight another knife battle against some Hunters beforehand). The waterfall has indeed stopped, and a cave behind it can now be entered. Don't go underground yet, instead, reenter the guardhouse for the book mentioned in Eric's letter. ----------------- Guardhouse lobby ----------------- A lone giant bee is flying around the place, so blast it down from a distance. Enter the save room and deposit your square crank and any magnum rounds you have won from the knife battle. After that, equip your bazooka (loaded with explosive rounds) and reenter the guardhouse hallway. ------------------- Guardhouse hallway ------------------- A Hunter can be found straight down the hallway as soon as you enter. Use the auto aim to get him when he's just landed from his jump. Two blasts will do the trick. Move a little bit along the hallway and keep an eye on the corner. Blast the next Hunter when he comes around the corner before he knows what hits him. Once this hallway is clear, enter the beehive room. --------------- Beehive room --------------- This has got to be the worst predicament ever: 2 hunters coming at you from 2 directions! As soon as you have control of Jill, open fire at the Hunter directly facing her to knock him onto the ground, before pressing the L button (while holding down the R button) to change targets and quickly hitting the other Hunter. Change target again and kill the first Hunter as soon as he gets up. At this point, the second Hunter would be back on his feet and run up close. You're very likely to be hit once before you can fire the killing blast. With these hunters killed, enter the room where the Plant 42 used to be. (If you are feeling nervous at this point, consider saving the game, since the upcoming boss battle can be tricky) --------------- Plant 42 room --------------- Boss battle! Yawn Mark II It's time to take out the stylus as you fight the one and only Knife Boss Battle in the game, against another giant snake. I'll call him Yawn Mark II because the first one has absolutely no chance of resurrecting since it's molten into a puddle of purple slime. Yawn Mark II only has one attack: His lunge bite. Every now and then, he'll pull his head back, making a loud hissing sound before he quickly charges forward. Your job is to intercept his lunge with your knife. Whatever you do, always swing your knife upwards from the bottom of the touch screen since this increases your chance of hitting the snake. In addition, try to swing your knife in the direction the snake is coming from (so, if this snake is lunging from the left, swing your knife diagonally upwards to the left from the bottom of the touch screen). Yawn's skin is as tough as steel. Whenever he's not lunging, you can deal damage by slashing him in the mouth when he opens it, although it can be risky since he'll be lunging at you in a few seconds' time. Yawn Mark II should be dead after a long series of slashing. He leaves behind a red book on the floor, called the Doom Book 1. Pick up the book and examine it closely. Turn the book so that its fore edge faces you. Press the A button to open the book, revealing the Eagle Medal. Return to the save room to deposit the medal into the item box. Get back out to the lower level of the courtyard and climb down the ladder behind the waterfall. ------------------------- Underground entry tunnel ------------------------- Welcome to the underground. Go through the door to Jill's right. --------------- Barry tunnel --------------- You find Barry, who says, "Jill, what good timing. A moment ago I heard someone's voice down this hole. It's dark and I can't see very well, let's go together, shall we?" Say yes to show that you trust Barry. "OK, let's go." "Okay, I'm going to cover you." But Jill hesitates, so Barry offers to go first. "Hey, do you want me to go first?" Sure thing, select Yes again. "Oh yes please, I'm a little nervous." "Okay, I understand. It may be a little more dangerous if you go behind me. Be careful." Barry runs off. Run a few steps forward and you'll hear Barry shooting something, and some tense music is played. Go after him quick! It doesn't matter which door you go through though, they both lead to the same room. --------------- Generator room --------------- You see Barry fighting off a Hunter with his magnum. "That was too close," he says, "Let's go together." Jill then says in the exact same tone in the previous room, "OK, let's go." "Go, I'm going to cover you. Let's hurry!" Go over to the alcove to the east for a first aid spray and some explosive rounds. With those items in hand, go through the door in the south east corner of this room. ------------------ Enrico's dead end ------------------ Run around the corner to find Enrico, the leader of the S.T.A.R.S. Bravo Team injured and lying against the wall. Enrico asks, "Is that Jill?" "Is that voice Enrico's?" Jill asks. "Yeah," he replies. "You're alive!" she exclaims. But still, Enrico doesn't seem happy to see you. "Wait there! Are you with anybody, Jill?" "What? Oh yes." Barry comes around as well. Enrico then comments, "Barry and Jill together." Are you alright, Enrico?" Enrico gives you a stern warning, "The S.T.A.R.S. are doomed, someone is a traitor. Everything was plotted from the start by Umbrella." But before he could continue, someone shoots him in the chest, killing him instantly. "Enrico!" Jill screams in an awful voice. Don't bother examining Enrico's corpse, he only holds handgun bullets. Leave this dead end (literally) and pick up the crank dropped by whoever shot Enrico. Closer inspection reveals that the end is shaped like a hexagon. As soon as you leave the room, you'll have to fight a knife battle against a zombie and 2 Hunters. In addition, 3 Chimeras would have spawned in the room where you met Barry, so run past them to reach the entry tunnel. ------------------------- Underground entry tunnel ------------------------- Run along the tunnel, past the typewriter and you'll find a pit around the corner. A hexagonal hole can be found on a red panel on the wall to the left. Use the hexagon crank on the hole and Jill will insert it and start turning. In doing so, she's created a bridge across the pit. Cross the bridge and go through the door on the other side. ------------------ First boulder run ------------------ Turn left and run over to the giant boulder at the end of the tunnel. Start running back to the door through which you entered this tunnel. As soon as you begin, the boulder will fall loose and roll after you! Provided that you run quickly enough, you'll be safe in the alcove where the door is. Run back to where the boulder was and you'll find some flame rounds in the hole in the wall. You'll also find that the boulder made a huge hole after crashing through the wall. Run through that hole to find a set of double doors guarded by a Hunter. Kill the Hunter and go through those doors. ------------------ Giant spider room ------------------ A giant spider is on the loose! Dodge its multidirectional venom attack and blast it full of explosive rounds. It should die, leaving its legs behind, after 6 hits. With the spider killed, run over to the door at the other side of this room. Take out your knife to cut through the cobwebs before going through those doors. -------------------- Naked zombie tunnel -------------------- A naked zombie will run after you from the left. Wait for him to get close before blasting his head clean off. Make your way to the east end of the tunnel and go through the door there. ---------------------- Underground save room ---------------------- Load the flame rounds into the bazooka and deposit it into the item box, along with any excess healing items in your inventory (there's another first aid spray on the desk). At the same time, take out the Eagle Medal, since you'll have to use it soon. Now, let's examine the puzzle box. Puzzle box! This box features 6 circles, arranged as follows clockwise from the top: 1. Yellow ring with green circle 2. Green ring with blue circle 3. Pink ring with yellow circle 4. Blue ring with grey circle 5. Red ring with pink circle 6. Grey ring with red circle Perform the following colour swaps to solve the puzzle: 2 and 3 -> 1 and 2 -> 4 and 5 -> 3 and 4 -> 5 and 6. Your reward is: Even more explosive rounds! Consider saving your game here, since the next part of the game can be very nerve wrecking. Get back to the hallway and go through the door at the other end. ----------------------- Second boulder hallway ----------------------- Go north, then west along the corridor until you find a hole in the wall to the left. Stick the hexagon crank into the hole and turn it three times. The wall section in front of you will turn and reveal a secret alcove. Before you go through that door, run over to the boulder at the end of the hallway before running away. The boulder will start to roll after you! Run into the alcove so as not to be squished. Now that the boulder is out of the way, examine the small hole in the wall behind where it once was for a MO disk. The map of the underground is to the right, but will prove to be useless since there is only one room you haven't explored. Let's enter that, shall we? Run back into the alcove and go through the door. ------------------- Statue puzzle room ------------------- You'll be immediately treated to a knife battle, getting the handgun bullets as a reward. With the zombies killed, inspect the room. You'll find a statue in a corner. Push it in the direction of the door, beyond the brown socket on the wall with the hexagonal hole (for the crank, obviously) and stop when it is around 1 body width past the panel. Use the hexagon crank on the hole and the wall section behind the statue will push outwards for you. Turn the crank once more and the wall section will retreat into the rest of the wall again. Now, push the statue onto the bright yellow square on the ground to reveal a secret storage compartment on the wall by the door. Examine the compartment to find the Doom Book 2. Examine the fore edge of the book to open it, revealing a Wolf Medal. Now that you have both medals, it's time to leave. ----------------------- Second boulder hallway ----------------------- Run back to where you first entered the room and go south. You'll find a lift on which you can ride up. ---------------- Lab access area ---------------- Pick up the green and red herbs on the ground and combine them at your leisure. Now, go and check out the giant water pool. You find 2 circular holes on two parts of the wall surrounding the water pool with pictures of a wolf and an eagle carved into the hollow. Insert the Wolf and Eagle Medals into the corresponding hole and you'll cause the water pool to drain up, revealing a secret lift leading down somewhere. Walk through the newly created gap in the wall and climb down the stairs. Examine the lift to go all the way down. ------------------------ 9. Fresh out of the lab ------------------------ Welcome to the secret laboratory under the mansion. Once you've exited the lift, run around the corridor and you'll find a pair of double doors that are currently locked. Examine the metal plate to the right and you'll find that it's an emergency exit that will not open unless under 1st class emergency. So, climb down the ladder for now. ------------------ Lab entrance room ------------------ There is an item box in this room, but no typewriter. Anyway, it's time to deposit all redundant items into the box. This includes the herbs, MO disk and hexagon crank. A puzzle box can be found here too. Puzzle box! Just like the previous box, this one comes equipped with 6 circles, arranged in the following order, clockwise from top: 1. Yellow ring with green circle 2. Green ring with grey circle 3. Pink ring with blue circle 4. Blue ring with pink circle 5. Red ring with yellow circle 6. Grey ring with red circle Let's perform colour swaps in the following order: 3 and 4 -> 5 and 6 -> 1 and 2 -> 6 and 1. The box opens, revealing magnum rounds. Deposit the magnum rounds and go through the double doors. --------------- B2 hallway --------------- You're given the simple task of warding off some crows in the knife battle. Once it's over, draw your shotgun and quickly decapitate the zombie right in front of you! A second will crawl after you on the ground. 2 more will actively come after you on this passageway, while another is around the corner to the left. They are all easy targets for your shotgun. With them all killed, go over to the table by the currently electronically locked door and pick up the MO disk. Now, go down the stairs. ------------------ B3 square hallway ------------------ There are some nude zombies here, but let's not bother with them. Go through the door directly to Jill's right (the left side, that is). ---------------- B3 west hallway ---------------- Some naked zombies are crawling towards you. Blast them with the shotgun or just let them grab at your ankles, causing Jill to kick their heads off. When they are dead, go through the door to the right of the double doors through which you've entered this hallway. ------------------ Picture code room ------------------ A nude zombie will run straight at you, so blast his head off. Press the red switch to the left to turn on the light. Handgun bullets can be found in a brown crate next to the washbasin, and a green herb can be found on the ground by the picture, past a zombie that's lying flat on the ground. A letter can be found on the desk, so read it. ******************** Researcher's letter ******************** June 8, 1998 Dear Ada, (1) 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. (2) Ada, you're not infected and I hope you never will be. In case you're 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. (3) 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. (4) You can access the system if you log in with my name at the terminal in the small lab and enter the password. The password is your name. (5) To unlock the door on B2 where the Visual Data room is located, you'll need to access it with our names 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. (6) Password = (4 special looking symbols) (7) Yours, John Explanations: (1) This Ada is the Ada Wong of Resident Evils 2 and 4. You'll find her looking for the John who wrote this letter while playing through Leon's game then. (2) Yup, another goodbye letter from one of those many zombies to be. At least this one provides useful information. (3) Ada obviously never received this letter since the lab is still standing at this point in time. (4) The triggering system refers to the self-destruct system. Activating it will unlock all doors in the facility to facilitate your escape. (5) A certain computer in the lab controls the electronic locks of the facility. To even access the system, you'll have to log in with "john" as the user name and "ada" as the password. (6) One of those zombies that got in your way had to be John, right? (7) Each of the 4 strange looking symbols refer to a different letter. You'll find out how to decode this after this file. *****END FILE***** Let's try to crack that code, shall we? Go over to the picture and examine it. You'll find a tree, a woman, a man and some water marked by some strange symbols. In fact, all those symbols refer to the letters that take up the word. For example, the symbol that looks like the letter "M" refers to the E. If you are still not sure about which letter each symbol stands for, go over to the bookshelf in this room and push it aside, revealing another switch. Press it and the room will be illuminated with blue light. Check the picture again and you'll find the corresponding letters appearing over the symbols. Long story short, the second password is simply, "mole". Head back to the B3 main hallway. ---------------- B3 main hallway ---------------- Fight your way past the naked zombies and go through the door to the northeast. -------------------- Door unlocking room -------------------- Another naked zombie will run towards you as soon as you enter, blast his head off as well. Pick up the blue projector slides on the floor before examining the computer. You'll be asked for the login ID and password. The keyboard is on the touchscreen. First, key in "john" as the login and press the Enter key. Afterwards, key in "ada" as the password and press Enter. Man, John must have never heard of something called password strength! You'll then be presented with a menu with 3 options: B2, B3 AND Cancel. First, select B2 and press Enter. You'll be asked for a second password. Key in "mole" and press Enter. You've now unlocked the Visual Data Room! Now, select B3 on the menu and press Enter to unlock that room as well. Now, you can exit the system and get out. Head back to the B3 west hallway and go through the now unlocked door in the middle of the hallway. --------------- Dartboard room --------------- You'll have to fight another knife battle before you can get on with what you want to do. Kill the zombies and pick up the handgun bullets. Go over to the desk behind the bookshelf to find a pass code output machine. Place the MO Disk into the machine and you'll be given a pass code. *************** Pass Code 01 *************** "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) *****END FILE***** I wonder whose idea it is to use quotes from the Bible as pass codes! Go and examine the dartboard to the right of the desk and you'll get to play with it. Your goal is to use your stylus to throw the darts at the board, in an attempt to get 3 bullseyes with the 9 darts provided. To throw a dart, press down on the touch screen with the tip of the stylus. Slide the tip of the stylus in the direction of the bullseye before lifting the stylus off the screen. The faster you slide the stylus, the harder you throw the dart. My tip is to start at the centre of the touch screen and directly slide the stylus upwards. You'll eventually get 3 bullseyes after some tries. Note that you have to start over if you fail to get 3 bullseyes having used up all the 9 darts. Once you've managed to get the 3 bullseyes, a brown compartment on the wall will open up, revealing an urgent Fax message from Umbrella headquarters and some magnum bullets. *************** Fax *************** To: General Manager, 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 read. (1) Regarding the "T-Virus" outbreak which occurred recently, the Committee conducted a field survey. According to the survey results, estimates of the amount of damage caused by the accident are considerably greater than reported earlier. First, although it is very difficult 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". (2) The body count will most likely increase since nearly all the survivors show symptoms associated with the T-Virus. Second, our security system is still in operation. However, our special security guard squad has been nearly wiped out. Because of that, research information considered by our company to be top secret has been leaked to outsiders. (3) Counter-measures should be taken as soon as possible. Lastly, many of the "subjects" from the experiment have escaped and are out of control. We believe that some researchers were killed by these "subjects" and their bodies were mutilated. (4) By curious coincidence, these events are proof of the success of our research. (5) However, there is also a very high risk that this 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 he hope the problem will be solved quickly. (6) We are especially concerned that the State Police and S.T.A.R.S. are intervening too quickly. (7) We need to act on this situation as well. Explanations: (1) It's obvious that by the time this fax arrived, most if not all of the researchers are either dead or have become zombies. (2) Now you know the power of the T-Virus. The amount of virus that broke out must have been extremely great for so many people to have died nearly instantly. (3) With the lack of staff maintaining the security system, you are able to crack the locks and codes one by one to get more clues throughout the game. (4) The deaths of Joseph Frost and all those hikers were caused by the Cerberus dogs, Hunters and other test subjects that have escaped from the facility following the viral accident. (5) Some things in life are bad, they can really make you mad. Other things just make you swear and curse. So when you're chewing on life's gristle, don't grumble, give a whistle! And everything will just turn out for the best. And... Always look on the bright side of life... You know the rest of that song. If not, go and watch Monty Python's Life of Brian. (6) Just like any big company, Umbrella loves to cover up their mistakes, no matter how severe it will be. (7) This might explain why there is a traitor in your midst. Someone just doesn't want S.T.A.R.S. snooping around. *****END FILE***** Now, let's go back up to level B2 and enter the Visual Data Room. It's the only unexplored room on that level, so you can't miss it. ----------------- Visual Data Room ----------------- A single giant bee can be found in this room, so shoot it down before it can get close. Insert the slides into the projector to start a little slideshow detailing the various Bio-Organic Weapons that are currently being developed by the Umbrella Corporation. There's MA-39 Cerberus, which are those evil hellhounds; FI-3 Neptune, which are the sharks; MA-121 Hunter, those evil reptiles; T-002 Tyrant, hey, what's that? After that comes a blank slide, then a photograph of the R&D staff of the Bio-Weapon Research Institute. Surprise, Wesker is there! So he's the traitor. Puzzle time! Examine the black panel to the left of the large screen and open it. You now have to light all blue buttons to unlock something. Any time a red lamp turns on, the blue button beneath it will be turned off. You must light up all 5 buttons within 5 presses. In order to solve this puzzle, always press the button beneath the red light that's just flashed. This is because each red light will only turn on once. I'm guessing that the solution here will be to press the 5 buttons in the following order: 2nd from right -> Leftmost one -> Rightmost one -> Centre -> 2nd from left If that's not the solution, you should be able to unlock it after some trial and error. A pillar on the wall will slide to the left, revealing a hidden shelf. Examine the shelf for a Lab Key, which is actually a Power Room Key. Before leaving, examine the bookshelf to the right of the door for a file explaining the laboratory's security system. **************** Security System **************** -Basement Level 1- Helicopter Port Helicopter Port restricted to Executives and Government Officials only. This restriction may not apply in case of an accident. Passage to the Helicopter No one is allowed to enter unless they are accompanied by a Research Consultant or Security Director. All others will be shot on sight. (1) Elevator The elevator stops working during emergencies. -Basement Level 2- Visual Data Room The Visual Data Room is within the control of the Special Research Division. Keith Arving, the Room Manager, has jurisdiction over room usage. -Basement Level 3- Prison The Sanitation Division controls the usage of the prison. Consultant Researchers (E. Smith, S. Ross, A. Wesker) (2) must be present if virus is used. (3) Triple Lock Door No one is allowed to enter unless they present all pass code documents. Pass code documents must be created on the specialised output machine by the Chief Researcher of each block. (4) Power Room Only Headquarters Supervisors may enter. This restriction may not apply if the Consultant Reseracher has received special instructions. Pass Code Output Machine No one is allowed to use the pass code output machine except the Chief Researcher. -Basement Level 4- Top Secret Regarding the progress of "Tyrant" after the use of T-Virus... (Remaining document is unreadable) (5) Explanations: (1) The Emergency Exit leads to the helipad, on which you may be able to signal Brad to arrive in his helicopter to pick you up. (2) This confirms that Wesker is the traitor who's been working with Umbrella. (3) Umbrella may use their human prisoners as live guinea pigs for their viral experiments! (4) The pass codes are used to unlock a Triple Lock Door leading to the prison, where someone you know is currently being locked up. (5) It's so typical of these games to give you a sense of suspense. *****END FILE***** Leave and go back down to level B3. Head towards the southeast of the main hallway, past the naked zombies, and go through the double doors at the corner. ---------------- B3 east hallway ---------------- Blast all the zombies in this hallway and go through the door directly facing the one through which you've entered. --------------- Lab save room --------------- This is the last save room of the game. Pick up the Flame Rounds and deposit it into the item box. Examine the puzzle box as well. Puzzle box! There are 8 circles in total this time, arranged in the following order clockwise from top: 1. Yellow ring with orange circle 2. Green ring with grey circle 3. Orange ring with yellow circle 4. Pink ring with purple circle 5. Blue ring with red circle 6. Purple ring with pink circle 7. Red ring with blue circle 8. Grey ring with green circle The colour swapper also swaps 2 pairs of circles at the same time (two colours 90 degrees from each other and two colours 180 degrees from each other)! Perform the following swaps: (3 and 5) + (4 and 8) -> (4 and 6) + (5 and 1) -> (5 and 7) + (2 and 6) -> (6 and 8) + (3 and 7). The box opens, revealing even more magnum rounds. Deposit them into the item box and withdraw the two MO disks before going back out to the hallway. ---------------- B3 east hallway ---------------- Fight the knife battle: You'll be fighting 2 naked zombies and a hunter. With them gone, take your reward, go west and go through the door on the right side of the corridor. ------------------ Operating theatre ------------------ A red herb can be found on the washbasin, and some shotgun shells can be found on a table. You'll find two crates in this room which must be pushed over the two circular vents on the floor. To make things easier to explain, let the left crate be crate 1 and the right crate be crate 2. Start by pushing crate 2 all the way to the top of the screen, over the right vent. After that, push crate 1 so it is directly below crate 2. Push the red steps all the way to the operating table at the bottom of the screen. This will create enough space for you to push crate 1 first to the left, then over the left vent. Now, make sure that there is a wide enough gap between the two crates for the steps to fit it. Push the steps to the right, until it is no longer leaning against the operating table. Now, you can go over to the bottom of the screen and push the steps upwards, then left, then into the gap between the two crates. As you push the steps against the wall, you'll hear a clicking sound. That's the sound of a switch being pressed down. In fact, that switch releases poisonous gases into the room through the vents you've just covered. Since the vents are covered, you are safe. Climb up the steps and examine the vent on the wall. Enter the shaft to reach another room. --------------- Morgue --------------- Loads of naked zombies are lying on the ground. Go over to the shelf to the left and blast the zombie on the floor before picking up the magnum rounds there. Make your way to the other end of the room, killing all the naked zombies on the ground. A disk reader can be found on the table. Place a MO Disk inside for the second pass code. *************** Pass Code 02 *************** I will surely bless you and make your descendants 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) *****END FILE***** Leave through the double doors and return to the save room. Withdraw the bazooka and flame rounds and deposit the magnum round. It's time to head south into the power rooms. --------------- Power room 1 --------------- You'll fight yet another knife battle upon arrival, this time against naked zombies, a Cerberus dog and a hunter. Once they are dealt with, brace yourself for the chimeras. Walk around slowly and try to coax them to get on the ground. Once they have done so, quickly turn around and blast a flame round into them. One round kills these insects instantly. Make your way to the southwest corner of this room and watch out for another chimera. Blast it down to size and examine the control panel. Puzzle time! You are to adjust the wiring of the power regulator to ensure that all 3 graphs extend to the red region. You can draw two wires on the circuit with your stylus. The wires should be drawn between columns 2 and 3 and between columns 4 and 5. Both of them should be drawn near the top, but below the top most wire between columns 3 and 4. (It's hard to explain without drawing a diagram). Once you've solved the puzzle, go through the door at the southeast corner of the room. --------------- Power room 2 --------------- Walk straight forwards until you reach a dead end with a disk reader. Place the final MO disk in for the third pass code. *************** Pass code 03 *************** And through your offspring all nations on earth will be blessed, because you have obeyed me." (Genesis 22:18) *****END FILE***** There are no chimeras in this room, so run all the way to the door leading south to the final power room. --------------- Power room 3 --------------- There are two chimeras in this room, kill them with the same walk and lure method. It's likely that you'll get hurt while doing this, but you have a full healing item handy, right? Explore this room and you'll find 2 control panels: A triggering system activator and a power connection switch. The former cannot be activated yet, while the latter can be used. Puzzle time! Just like the previous puzzle, you are to place 2 wires to realign the voltages so that all 3 graphs on the top screen extend to the red. Start by drawing a wire between columns 2 and 3, between the 2 wires linking columns 2 and 4. After that, draw a wire between columns 3 and 6, slightly beneath the top wire between the two columns. With the puzzle solved, the lift on this level has power. Return to the B3 east hallway. ---------------- B3 east hallway ---------------- Enter the save room, deposit the flame rounds and withdraw the acid rounds, as well as the magnum and magnum rounds. Withdraw 2 full healing items and get out to the lift. Go and press the switch by the lift and Barry will come see you. "Jill!" He cries, "Jill! You are here too!" Jill is pleased to see him, "Yes, you're here too?" "Look, uh..." Barry replies, "I lost my way." Well, that's certainly an excellent explanation as to why you wound up here! But still, Jill tells him, "Let's get going." So, they take the lift and go down to the lowest level. --------------- Laboratory B4 --------------- Surprise, Wesker's waiting for you. "Wesker," she says. "You did a fine job, Barry," Wesker says. Barry holds Jill at gunpoint, she mutters, "Just as I thought." "Jill, I think you should keep away from Barry. I hear that his wife and two daughters will be in danger if I don't do anything I tell him to." "You are so cruel" "Well, you don't have to worry about anything, since you'll be free from this world very soon, Jill." Jill asks with a horrible tone, "Why do you have to destroy S.T.A.R.S.?" Wesker explains, "That is Umbrella's intention. This laboratory has been engaged in dangerous experiment and recently an accident has occurred. Anyway, this disaster cannot be made public." "So that's why having S.T.A.R.S. nosing about is so inconvenient," Jill replies cynically, "So you are a slave of Umbrella now, along with those virus monsters." "I think you misunderstand me Jill. All those monsters you mentioned mean nothing to me. I'll burn all of them along with this entire laboratory. I must complete my mission, as ordered by Umbrella. Barry, go up on the ground and wait there." Barry leaves reluctantly to Jill's cry, "Barry!" Now that Barry's gone, Wesker mocks him, "Barry's such a fool, he'll be under the control of Umbrella forever." "How can both Umbrella and you can intimidate him by taking his family as hostages," Jill asks. "Umbrella? Well, I intimidated him. I just used him for my own personal purposes, although you and Barry seem to think that I was taking orders from Umbrella!" Jill is shocked, "So you're planning something else?" Wesker replies with a counter question, "What if you have developed the world's most powerful biological weapon? What would you do?" "You must stop this now!" "You're a brave girl. But if I were you I'd do something else. You guys are idiots! No one understands its real value!" "So you are going to steal all the research?" "Better than that, I'm going to show you the Tyrant!" Wesker forces Jill to walk into the lab at gunpoint. But all of a sudden, Barry reappears and knocks Wesker out by a blow to the back of the head. "Barry!" Jill cries. "Sorry, Jill." "How was your family." "I was listening to what you and Wesker were talking about earlier. I think that must have something to do with Umbrella you know. So it's all masterminded by him!" "But it's good that you know that now. Anyway, let's get out of this house first." However, Barry's got another idea. "Jill," he says, "Do you have any idea what Wesker was going to show you just now?" "Well," Jill replies, "He was talking about the world's most powerful biological weapon, called Tyrant or something." "Do you think we could see the Tyrant now?" "Barry, you are so optimistic." Barry then explains, "It would be bad for S.T.A.R.S. if we let such a dangerous creature run loose." Now, that's professionalism for you! "Maybe you're right, let's go then." The two then enter the lab itself. You see the Tyrant, a gigantic humanoid creature inside a cryogenic tube. Jill asks, "Can creature like this be the ultimate biological weapon?" Barry comments, "Wesker is such a crazy man!" "Tyrant is not fully developed." Barry explains, "But we can't let it live! This must be the computer that's monitoring the creature." Barry goes over to the computer terminal and presses a few buttons. The cryogenic fluid is drained from the tube, waking up the Tyrant, who immediately proceeds to smash his way out of the tube! Looks like you have opened a can of worms, Barry! "Damn you!" he cries. Before he can move a muscle, he's knocked down by the Tyrant, who then goes for Jill. "It cannot control what it does," she mutters. It's time to fight this Tyrant with a hit and run tactic. Keep your distance so he cannot slash you with his claw and blast him full of flame and acid rounds. For me, it took 2 flame rounds and 5 grenade rounds to knock him out. Once Tyrant is down, examine Barry. "Barry! Barry!" Jill cries. Barry wakes up, "You're alive!" "I'm really careless," Barry mutters, "I was clumsy." "Let's get going." Leave this room, since nothing else is of interest. You find Wesker gone. "What happened to Wesker?" Jill asks. The PA system then announces that the triggering system has been activated. Barry says, "Wesker must have set it off. There is not much time left for us." The two run for the lift and take it up. That's when you split up. Run over to the B3 west hallway, past some chimeras who have appeared in the central hallway. ---------------- B3 west hallway ---------------- Run over to the other end of the hallway and examine the triple lock mechanism by the double doors. Press the A button repeatedly to enter all 3 pass codes to unlock the door. Go through to find the prison. --------------- Prison --------------- Loads of naked zombies are in the way, so blast them to pieces with the shotgun. Open the door at the end of the hallway to free your teammate Chris. Now that Chris is free, make your way back to level B1, depositing your shotgun (along with the ammo) and withdrawing more full healing items from the item box as needed. However, make sure you have at least 1 empty slot in your inventory. --------------- Level B1 --------------- Go through the door marked "Emergency Exit". Run through the hallway. As you do so, you'll receive another radio transmission from Brad. "This is Brad. Running low on fuel. If there's anyone alive, contact me now okay? This is your last..." Yes, you'd better hurry and contact him or you'll be trapped here and be blown to bits! Pick up the battery on the ground as you run towards the lift. Use it on the power terminal to turn it on. You are told that "There is three minutes until explosion". You also hear the sound of monsters approaching. "Oh no! After we've come all the way here," Jill moans. Chris replies, "Ladies first, go first, Jill!" "But Chris!" "Just give me a chance to play nice guy." "Okay, I will leave it up to you. I'll meet you at the heliport." Jill enters the lift. As you can see, the clock is ticking throughout the conversation. You only have 2 minutes 37 seconds left the moment you get onto the lift. It continues to tick as it goes up. --------------- Heliport --------------- It's daylight. Grab the flare on the brown crate to the left and use it. Jill will fire it to the sky, attracting Brad's attention, who prepares to land. However, the Tyrant is still alive. He bursts out of the ground for a final battle! It's time for more hit and run action against him. In addition, you should always run to the Tyrant's right hand side since his claw can't hit you if you do that. Whatever you do, don't get trapped in a corner since he can easily pin you down. Keep shooting and healing yourself as necessary and Brad will eventually drop a rocket launcher on the ground. "It's coming!" He cries, "Destroy the monster with it! You're our amazon, Jill!" Run over to the launcher, pick it up and quickly open fire! The rocket flies towards the Tyrant and blasts it to pieces in one hit! You call that the ultimate bioweapon? The chopper lands and picks you, Chris and Barry up before flying off. You then have an ending full movie scene where you see Jill sleeping on Chris' shoulder as he looks on. Meanwhile, Barry is checking his magnum. The helicopter flies into the sunrise, leaving the mansion to be destroyed in the resulting explosion. Enjoy the credits! You'll be allowed to save a file for the new meta-game, which includes a Special Key to unlock a room with additional costumes for your character. In addition, if this is the first time you've completed the game, you'll also unlock a new minigame called Master of Knifing. Enjoy! (NOTE: There are no rewards for beating this game within a certain time.) +-------------------------------------------------------------------------+ | III. CHRIS REDFIELD'S HARD NIGHT'S FIGHT | +-------------------------------------------------------------------------+ Now that you have beaten Jill's game, it's time to step it up a bit and play as Chris. Chris' game is considerably harder than Jill's game because: He can only carry up to 6 items in his inventory at any time; He does not receive the grenade launcher, making him more reliant on the shotgun; He does not get the lockpick, hence has to search for small keys scattered around the mansion to open simple locks, as well as the sword key to progress early on; Certain puzzles and puzzle boxes in the game will not give you as many hints and are slightly harder. However, everything has a good side to it. Chris has more health and gets more shotgun ammunition. He does not need to worry about micromanaging the three types of bazooka ammo. Furthermore, his assisting character offers to heal him completely for free several times early in the game. So let's begin Chris' game, watch the opening scene and enter the mansion once more. -------------------------- 10. Initial investigation -------------------------- This time, Barry is missing. Chris offers to check out a shot that was fired while Wesker and Jill stay behind in the hall in case of an emergency. Jill tells Chris to take care before he goes through the door. --------------- Dining room --------------- Move towards the other end of the dining room. No one is here, so go through the door to the right of the fireplace. ------------------------ First encounter hallway ------------------------ Move downwards and you'll find a rather gruesome scene. It seems some undead person in a green suit is busy devouring one of the Bravo Team members! He spots you, so back off. You may be unarmed at this point, but don't worry. Take out your knife and start slashing. Slash the zombie once, retreat a few steps, wait for the zombie to come close, slash again and retreat a bit more. Keep doing this along the corridor until the zombie is dead. You can tell when blood spurts out from the zombie's body. With the zombie killed, go and examine your team mate's body. It's Kenneth Sullivan, and now he's a mere shadow of his former self. Examine his body again for some handgun bullets. Return to the dining room now. --------------- Mansion lobby --------------- The lobby is empty. "Wesker? Jill? What happened to Jill and Wesker?" Chris asks himself. But still, you find Jill's gun on the floor, so take it (don't forget to equip it) and go upstairs. ----------------------------- Upper level of mansion lobby ----------------------------- Go through the double doors on the west side of this level. You'll be on the walkway overlooking the dining room. -------------------------- Walkway above dining room -------------------------- You're on a walkway above the dining room. Move back and forth to avoid the crow's attack, and slash it when it lands. Run over to the statue and start pushing it in the direction of the screen. The viewing angle will change shortly, revealing two zombies. Stay where you are and let the zombies come. They'll try to get you, but cannot since the statue's in the way. Take advantage of this to slash them to death with impunity (Chris' knife can travel through the statue!). Sometimes, a glitch may occur when the zombie goes right through the statue to your side when he falls down onto the floor (it's happened to me once)! Once the zombies are killed, continue pushing the statue forwards until you see a gap on the railing. Push the statue through the gap and it will fall down to the dining room and break into many pieces. Now, reload your handgun and go through the other door. --------------------------- Top of mansion west stairs --------------------------- A zombie can be found in front of you. Shoot him down fast and dodge the crow. Slash it dead when it lands and move along. The other two zombies can be killed by slashing and retreating. Go down the stairs once they are dead. -------------------- Mansion west stairs -------------------- Walk along this hallway, making 3 Cerberus burst in through the windows as you do so. Kill these 3 dogs and slash the floored zombie to death as well. With them killed, go through the door nearest to the stairs. --------------- Drug room --------------- You enter the room, only to be sprayed in the face with insecticide! "Woah! What is it!" "What! OH NO!" cries the female rookie that sprayed you, but she quickly regained her composure and calmed down in less than a second! What acting! "Sorry, I didn't mean to do that." "Haha, you must be from the Bravo Team." "Yes, I'm Rebecca, Rebecca Chambers. I'm a newcomer. I've just joined the Bravo Team last month. Well I'm really sorry, are you alright?" "Yes, I'm Chris Redfield from the Alpha Team. Are you the only person left in the Bravo Team?" "Yes, because the helicopter made a forced landing, I just ran into this house anyway, but I uh..." "Well, there's not much you could have done anyway, it's good that you are here." Rebecca salutes you, "Yes sir. But it's strange. I serviced the helicopter recently, but something went wrong with the engine. It was such a short flight." You now get to play. Go over to the bed to get the mansion key, which is actually the Sword Key. Also examine the blue box by the item box, it's the puzzle box. Puzzle box! This box features 5 circles, arranged in the following order clockwise from top: 1. Yellow ring with blue circle 2. Green ring with yellow circle 3. Pink ring with red circle 4. Blue ring with green circle 5. Red ring with pink circle It's time to perform the following colour swaps: 2 and 4 -> 4 and 1 -> 3 and 5. The box opens, revealing a box of shotgun shells. Place them inside the item box with the other ammo for now. Also consider depositing the first aid spray in your inventory for now, while withdrawing the handgun bullets. Attempt to leave and Rebecca will talk to you once more. "Well, what should I do now? If you go out and search for the other members, how about letting me come with you?" You get to choose between yes and no. I suggest you choose no, because she wouldn't follow you if you choose yes. "It's pretty dangerous outside, let me handle it." "OK, since there are lots of useful chemicals in this room, let me look after the chemicals." Now, every time you return to this room, Rebecca will offer to heal you completely, up to three times! -------------------- Mansion west stairs -------------------- Make your way through the hallway and go through the only unlocked door at the other end. --------------- Green hallway --------------- You enter the room to come face to face with two zombies, who immediately run at you. Quickly run to the corridor to Chris' right until you reach the first door to the right. Now, you have enough distance to dispatch the zombies before they can reach you. A total of three zombies will come after you. When they are dead, unlock the door you are standing next to with the sword key and enter the room. --------------- Keeper's room --------------- Some handgun bullets can be found on the bed. Walk over to the other end of the room and try to pick up the book on the table. The keeper (now a zombie) bursts out of the wardrobe! React quickly and run to the right, back to the bed and you'll be in the perfect position to slash and retreat. You'll know the keeper's dead when the music stops. Once he's dead, pick up the shotgun shells in the wardrobe as well as that book. It's the Keeper's Diary. *************** Keeper's diary *************** May 9, 1998 At night, I played poker with Scott the guard, Alisa and Steve the researcher. Steve was really lucky, but I think he was cheating, what a scumbag! May 10, 1998 Today, a high ranking researcher asked me to take care of a new kind of monster. They look like gorillas without any skin. (1) 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 11, 1998 Around 5 o'clock this morning, Scott came in and woke me up suddenly. He was wearing a protective suit that looked like a space suit. He told me to put one on as well. I heard there was an accident in the basement lab. (2) It's no wonder, those researchers never rest, even at night. May 12, 1998 I've been wearing this annoying space suit since yesterday, I feel all musty and my skin is very itchy. By way of revenge, I didn't feed those dogs today. Now I feel better. May 13, 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 anymore. I guess I can sleep well tonight. May 14, 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 dogs' pen. They have been quiet since morning, which was very unusual. I found that some of them had escaped. (3) I'll be in real trouble if the higher-ups found out. May 15, 1998 Even though I didn't feel well, I decided to go to 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. (4) I can't even make a phone call. What kind of sick note is this?! May 16, 1998 I heard a researcher who tried to escape from this mansion was shot last night. My entire body feels burning hot 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? (5) May 19, 1998 Fever gone but itchy. Hungry and eat doggie food. Itchy itchy Scott came. Ugly face so killed him. (6) Tasty. 4 Itchy. Tasty. (7) Explanations: (1) It seems this mansion is used for research, research on various freaks of nature! (2) There is a secret laboratory hidden underground somewhere nearby. (3) The Cerberus dogs that you have fought and ran from were test subjects that have escaped from the lab and are now running amok! (4) It's become apparent that whoever's running this research facility has decided to quarantine the place due to the severity of the accident. (5) The accident on May 11 must have caused some bacteria or virus to leak out. The virus slowly turns its victims into zombies! The rotten flesh is part of that transformation process. (6) Life as a zombie is quite exciting. You learn to savour the delicacy known as dog food. But still, this lifestyle has you lose your anger managing skills. If your friend has an ugly face, you might get so angry that you'll kill him. But still, you'll feel better as you devour his tasty human flesh. (7) What is that supposed to mean? Let's get out and go through the southernmost door. You are back in the first encounter hallway. Unlock a door at the far end of the hallway with the sword key but do not enter that room yet. Head back to the dining room. --------------- Dining room --------------- Search the room and you'll find the remains of the statue you pushed down from above earlier on. Pick up the blue jewel and return to the green hallway. Go through the only door that has not been gone through yet. ---------------- Tiger bust room ---------------- There's a bust of a tiger on the wall. Use the blue jewel on the bust and Chris will place the jewel in its left eye. The wall on which the bust is mounted rotates, revealing a crest. Take this Wind Crest and leave. Deposit the crest along with the shotgun shells in the drug room. Now, go back to the lobby, take the ink ribbon by the typewriter and go through the double doors on the other side. ---------------- Map statue room ---------------- As soon as you enter the room, you'll be treated to a knife battle. It's quite easy, you only have to fend off two zombies in lab coats. Once they are killed, you'll be rewarded with 3 handgun bullets. You'll find a set of brown steps by the door. Push the steps so that they face the statue. Climb up the steps to reach the First Floor Map in the statue's jug. You hear the sound of a zombie biting on something. Push aside the brown chest to the left to enter the alcove in which he's having his meal. Draw his attention and use the same slash and retreating tactic on him. It seems this zombie will stop coming after you when you are standing slightly outside the alcove. Once he's dead, walk around the other zombie that's lying on the ground and get the ink ribbon at the dead end. You can now aim downwards and kill the zombie from behind with 5 or so slashes. Use your sword key to unlock the other door (discard it as it is now useless) in this room to reach the next corridor. ------------------- Southeast corridor ------------------- Stay alert. Walk along the corridor and a Cerberus will burst in through the window behind you. Quickly aim at the dog and fire one round. The dog will be floored. Run over to the dog and slash downwards with your knife. The knife is enough to keep the dog floored, thus allowing you to kill it easily. Turn around the corner to be ambushed by another dog, which can be killed with the same tactic. With the dog killed, check the dark brown chest to the right. Push it aside to reveal some handgun bullets underneath. With the ammo in hand, make your way to the next hallway. ---------------- Twisted hallway ---------------- The first door to Chris' right is locked, so don't bother with it yet. Get the green herb in the corner and go through the next door you see. You are in a bathroom. Try to pick up the handgun bullets and you'll cause a zombie to stand appear behind you. Quickly run back to the door and shoot him down. Once he's dead, grab the ammo. Examine the bathtub to find a small key. Continue along this hallway and go through the next single door. --------------- Shotgun area --------------- You are in a small square room. Go through the other door to enter a tea room, in which 3 zombies are hanging around. It may still be possible to use the knife in this room, although you may have to be bitten once. As soon as you have control of Chris, turn to his left and slash at the zombie closest to you. 2-3 slashes should be enough to floor him. Move clockwise around the coffee table to floor the next zombie you see. Run past his body and turn around. At this point, all 3 zombies should be approaching Chris from the same direction, allowing you to use the slash and retreat tactic against them. With the zombies killed, check the far wall for a shotgun. But don't take it just yet or you'll trigger a trap in the small square room as you leave. Leave the shotgun for now and return to the hallway. Go through the double doors at the other end. ------------------------- Hallway before courtyard ------------------------- There may be a knife battle at this point. No matter. A zombie will run towards you as soon as you enter. Quickly shoot him down! When he falls, move away from his body (just in case he tries to grab your leg) and shoot down his pal. One last zombie is around the corner and can be killed by slashing and retreating. Go through the door leading south when you are done. -------------------- Picture puzzle room -------------------- There is a knife battle in which you have to fend off crows and zombies. Crows can be killed by a single stab. Once a crow gets up close, you have half a second to kill it before it starts pecking at you. With the battle dealt with, let's examine the pictures in this room. Puzzle time! From the cradle to the grave Your objective is to press the switches underneath the paintings in this room in the order of the age of the person in the picture. As you move along the corridor, you'll find pictures of: A tired middle aged man (1), a newborn baby (2), a young man (3), an infant (4), a lively boy (5) and a bold looking old man (6). (NOTE: While grammatically correct, I bet Capcom wanted to say "bald looking old man"!) Press the switches from the painting with the youngest person to the one with the oldest. So, the order will be 2 -> 4 -> 5 -> 3 -> 1 -> 6. Once the switches are pressed, examine the painting at the end of the corridor and press the switch there and the painting will fall down, revealing a crest. CAUTION: If you press that switch, having pressed the first 6 switches in the wrong order, the crows on the perches above will attack you! Take the Star Crest and leave, ignoring the crows. Go through the door at the end of the corridor to reach an open walkway. ------------------------- Walkway to the courtyard ------------------------- Walk back and forth as soon as you have control of Chris. A crow will try to attack you but fail. When it lands, slash down at it to kill it. You also hear the sound of a Cerberus dog. Take out your gun and use the auto aim to shoot it down. Since it's quite far away, you are advised to shoot at it twice from a distance. Now that the enemies are dead, run to the other end of the walkway to find a locked door. A brown panel with 4 holes can be found on the wall to the left. Place the Star Crest into one of the halls (Use the "Use" command on the item screen) and get back indoors. Go through the right door leading north on your map. -------------------- Mansion east stairs -------------------- A zombie in a lab coat is waiting for you. Since there is so little room, shoot at him from a distance. Walk over to the hand of this short corridor to lure the other zombie out. This guy runs quite fast! Run back to the door you entered this room from and shoot him down as well. With them dead, examine the area by the stairs. A green herb can be found by a door. Take the herb and enter that small room. Although no special music is being played, you are inside a save room right now. A bag of Chemicals can be picked up on the ground by the item box. Closer examination indicates that it's an Herbicide. Deposit the herbicide and small key before checking out the puzzle box. Puzzle box! This box features 6 circles and you have to make the colours of the ring and circle match in 3 moves. At the start, the circles are arranged in the following order clockwise from the top: 1. Yellow ring with green circle 2. Green ring with yellow circle 3. Pink ring with blue circle 4. Blue ring with pink circle 5. Red ring with grey circle 6. Grey ring with red circle To solve the puzzle, perform the following swaps: 1 and 2 -> 3 and 4 -> 5 and 6. The box will be unlocked, revealing a first aid spray. If your health is down to caution, keep it in your inventory just in case. Head back out and climb up the stairs. ----------------------- Top of the east stairs ----------------------- Some zombies are on the walkway at the top of the stairs, but they can't climb down the stairs after you. Wait until the closest zombie has walked to Chris' left before going up to the walkway. Slash and retreat to get rid of the zombies here. One last zombie can be found at the east end of the hallway. Cut him down as well before going through the door at the west end (the one leading south, according to the map). -------------------------- Second floor east hallway -------------------------- You find yourself between two zombies. Don't take any chances. Shoot them down. Move south along the hallway to find another zombie. This one can be killed with the slash and retreat tactic. Head to the other end of this hallway to find another zombie lying on the floor. Move behind him and kill him with several downward slashes. The hallway is clean, make your way to the north end and go through the westernmost door. --------------- Bookshelf room --------------- There's nothing here but a green Botany Book on the table. Pick it up for some information about the healing herbs in this game. *************** Botany Book *************** As you may know, there are many plants that have medicinal 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 colour and a different effect as a medical plant: the green one recovers physical strength, the blue one neutralises 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 this herb with the herb that recovers physical strength, the recovery effect will be tripled. (1) By adjusting the amount and experimenting with these three herbs, you can create various kinds of medicines (2) but I'll leave the details in your hands, because that's the best way to acquire the knowledge. Explanations: (1) This confirms that a single green herb restores a third of your health, and not a quarter as in other Resident Evil games. (2) The general rule when it comes to mixing herbs is that: No more than 3 herbs can be present in a mixture. In addition, at least one of the herbs in the mixture must be green, and that no more than one blue or red herb can be in the mixture at the same time. *****END FILE***** With this interesting information in hand, head back out to the hallway and go through the door at the other end. ----------------------------- Upper level of mansion lobby ----------------------------- You are back at the upper level of the mansion lobby. Go through the door to Chris' left for a corridor with a small key inside. Take the key and get back to the lobby. Make your way back to the drug room and talk to Rebecca. She'll offer to treat your wounds. Accept the offer and you'll be back at full health! If you haven't used your healing items, place them all in the item box since you'll get much more soon. Take out the herbicide and head back to the green hallway. --------------- Green hallway --------------- Make your way to the room at the far east end of this hallway, killing the zombies that get in your way. --------------- Plant nursery --------------- There is a watering device to the right at the corner. Place the herbicide into the device and it will dissolve into the water, which travels through the pipe to the sprinkler in the middle of some giant weeds. The weeds die, allowing you to get past them. Pick up the green and red herbs to the left of the dead plant before you take the mansion key at the back of the room. Turn the key around as you examine it to reveal a picture of a piece of armour. Thus this key is the Armour Key. With that key in hand, return to the west stairs hallway. -------------------- Mansion west stairs -------------------- Go through the door to Chris' left. -------------------- Broken shotgun room -------------------- Go over to the other end of the room to find a locked desk. Open it with the small key for a box of 7 shotgun shells. Examine the shelves by the door for some handgun bullets and a broken shotgun (You'll have to deposit excess items in the item box before you have enough room for it). Now that you have these items, get back to the drug room and deposit any extra herbs in your inventory, as well as the shotgun shells. (You won't need to use the shotgun until much later in the game) Make sure that you take out the small key in the box. Head back to the first encounter hallway and go through the door you've unlocked with the sword key. --------------- Private bar --------------- You are inside a bar, complete with a grand piano. There is no bartender to serve you drinks. Anyway, go over to the northeast corner of the room. You'll find a dark brown shelf that can be pushed to the right. Push it to reveal some music notes on the shelf at the back. Take these notes and use it on the grand piano. Unfortunately, Chris cannot read music, so he can't play the song. Rebecca comes in at this point. "It's me, Chris." "Is that you, Rebecca?" Rebecca examines the musical score, "Ah, it's the Moonlight Sonata." "Can you play?" Chris asks her. Rebecca nods. She tries to play it, only to make a horrible mess out of it. "What was that?" "My interpretation is off a little, let me practice for a while." Say yes when prompted. "See, just relax and play." Leave her to practice and continue exploring the mansion. Head back to the lobby. --------------- Mansion lobby --------------- Use the Armour Key to unlock the door on the northeast corner. --------------- Artefact room --------------- Pick up the handgun bullets on the desk and walk through the gap to the left. A zombie can be found in this narrow corridor. Slash him to death as before and go to the end of the corridor opposite the door. A locked desk can be opened with the small key for more shotgun shells. Go through the door at the other end now. --------------- Dance room --------------- A green suited zombie is waiting for you. Let's dance. Quickly run forwards to create some distance, then perform the slash and retreat dance to take him out. Now that he's dead, you can pick up the two green herbs in the room, combining them with a green herb in your inventory to create yet another full healing item. There is another ink ribbon on the floor too; take that with you if you feel the need to save more later on. Return to the lobby (fighting the knife battle as you do so) and go east to the twisted hallway again. ---------------- Twisted hallway ---------------- Unlock the door nearest to your entry point with the Armour Key. If you are in need of more healing herbs, go through that door. You'll be in a narrow path with 6 green herbs at the other end. However, this path is outdoors and the forest has many Cerberus dogs running lose, remember? As you walk through the path, two Cerberus dogs will jump over the fence after you! So be quick to react to them and shoot them down fast. When those dogs are killed, one floored zombie is all that stands between you and the herbs. It's likely that your inventory is full at this point. So just leave this area and remember to come back in case you need herbs. If you get hurt, grats. This gives you a reason to use one of your herbs, freeing an inventory space for the next task. Anyways, continue through this hallway and reenter the shotgun area. Take the shotgun from the wall and you'll see a pair of hooks. Place the broken shotgun on the hooks and you can leave the area without fear of springing the trap. (NOTE: You must have at least one free block in your inventory to do this. If not, enter the mansion east stairs save room and deposit any one of your redundant items before returning) You now have the shotgun. Make your way to the pathway that leads to the courtyard, (You'll have to fight another knife battle on the way, but it only features zombies, so it's no big deal.) before reentering the east stairs area. Place the shotgun and shells into the box to free up inventory space. After that, go upstairs. ----------------------- Top of the east stairs ----------------------- There is one door in the middle of the walkway that can be unlocked with the Armour Key. Go through that door. --------------- Trophy room --------------- Surprise! A zombie's been placed in Chris' game. Quickly run to the side before shooting him down. If you aren't fast enough, you are most likely going to be bitten. There are two doors, one to Chris' left and one to his right. Go through the door on her right first. --------------- Double bedroom --------------- Go over to the chest of drawers opposite the beds for a lighter. Then, examine the two corners of the room by the beds for a red herb and more handgun bullets. With these items in hand, leave this room and go through the opposite door. --------------- Fish tank room --------------- First, check the coat to Chris' left for an Ink Ribbon. Next, check the insect specimen frame on the left side of the room (Chris' right when he entered) for a switch. Press the switch and the fish tank in the room will be completely drained, allowing you to push it. Move between the bookshelf and the fish tank and push the tank to the right. Afterwards, push the bookshelf to the right. This will reveal a secret compartment in the wall with shotgun shells inside. But wait, there's more! Examine the desk in the room for a will written by one of the researchers in the mansion. ****************** Researcher's will ****************** My dear Alma, (Dated June 3, 1998) The fact that you have received this letter is both a joy and sorrow for me. (1) 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 a pharmaceutical company's lab. They handhunted me. Last month, there was an accident in the lab and a virus we were studying escaped. (2) All my colleagues who were infected by the virus are dead. Well, to be more accurate, they became the 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 behind their eyes. (3) That cursed virus takes away all humanity from the victim. Love, joy, sorrow, fear, humour... all erased. 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. (4) The most frightening thing is that I forget more about you with each passing day. So I'm choosing a peaceful death, rather than becoming 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 Explanations: (1) This poor guy won't feel either joy or sorrow, since the letter never arrived to his girlfriend! (2) More evidence of this mansion is actually a secret research facility specialising in biological weapons. (3) The zombies you encountered were actually researchers and staff of this facility, turned into vicious enemies by the leaked virus. (4) There is currently no cure for this virus. Once you are infected, you are more or less done for. *****END FILE***** Exit this room, deposit the shotgun shells in the save room, get back upstairs and go through the door at the far east end. ---------------------- Second floor map room ---------------------- Pick up the green herb and combine it with the red herb you've collected just now. Go over to the fireplace and light it up with the lighter. The heat will reveal some special pattern on the paper on the wall. Examine the paper: It's the second floor map! Take this map and leave, ignoring the other locked door for now. Head back to the save room and deposit the ink ribbon and mixed herbs before going over to the second floor east hallway. -------------------------- Second floor east hallway -------------------------- Run along until you see the double doors. Unlock them with the Armour Key. ------------------- Knight armour room ------------------- Go over to the other end of the room and examine the scales. Offer to balance the scales, starting a puzzle. Puzzle time! Balancing the scales Your goal is to place all 5 provided gems onto the 2 pans of the scale, balancing them as you do so. You are given 1 green gem, 2 red gems, 1 yellow gem and 1 blue gem. To balance the scales, place a green gem and 2 red gems in one of the pans and place the other 2 gems in the other. (Use the stylus to drag and drop the gems on the touch screen, the same way you'd move icons around your desktop on the computer). Once the scales are balanced, the cabinet beneath it will open up, revealing a Sun Crest. Take the crest and leave. -------------------------- Second floor east hallway -------------------------- One last door can be unlocked in this hallway with the Armour Key. Discard the key now that you are done with it and go through the door. ------------------- Richard death room ------------------- Ignore the 2 green herbs and move along the room until you find Richard Aiken of the Bravo Team, lying on the floor completely dead! This really is pathetic. The Richard in the Resident Evil remake was tended to by Rebecca, giving you time to retrieve the serum to neutralize his poison! But this Richard, he dies so early. Anyway, let's make good use of his body. Examine his corpse twice and you'll find some handgun bullets on him. Go through the door beyond his corpse. ---------------------- Room before the snake ---------------------- You'll be face to face with 2 zombies when you enter the room. Shoot them down quick! Turn to Jill's left and enter the room at the end of this short corridor. --------------- Candle room --------------- An ink ribbon can be found on the table, as well as some unlit candles. Light up the candles to light up the room. Examine the cupboard to the left of the candles for even more handgun bullets. Push the other cupboard aside to reveal a small alcove, where some shotgun shells can be found in the cupboard. Go back to the walkway leading to the courtyard. ------------------------- Walkway to the courtyard ------------------------- Place the Sun Crest into the brown panel and return to the safe room, where you'll deposit the lighter as well. Head back to the dining room. --------------- Dining room --------------- Examine the fireplace near the puddle of blood and you can pick up the emblem on the wall. Head to the first encounter hallway again. ------------------------ First encounter hallway ------------------------ Enter the private bar again. --------------- Private bar --------------- Rebecca has mastered the Moonlight Sonata. "Chris! Chris! You like it?" She asks, before playing the song. "Oh, that was great!" Chris comments. An alcove in the wall opens up. "What is that?" Enter that alcove and you'll find a statue with a golden emblem inserted. Take the golden emblem and the wall behind you will close up. Place the other emblem into the hole and the wall will rise up again, allowing you to leave. Return to the dining room. --------------- Dining room --------------- Place the gold emblem on the hole in the wall above the fireplace and the grandfather clock in the room will chime 3 times. Go over to the clock and inspect it. Puzzle time! Changing the time You're told that the clock chimed 3 times. Use the stylus to rotate the minute hand of the clock so that 3 o'clock is displayed on the clock face. The clock chimes a few more times and moves to the left, revealing a secret compartment on the wall. Pick up the mansion key, which is the shield key from the compartment. NOTE: Don't try to set the clock to 8:12, nothing will happen this time. Go back to the room beyond Richard's corpse and climb up the steps. Use the key to unlock the door (discarding it immediately after use) and enter the big room that follows. ------------------ Yawn's first room ------------------ Make your way to the other end of this large room and the giant snake, named Yawn will slither in through a hole in the wall. You don't really have to fight him this time. Just make your way to the corner of the room from which he entered and pick up the fourth and final crest. With this moon crest in hand, run to the west side of the room and pick up the shotgun shells before leaving. Don't worry about being bitten. If you are bitten (which is extremely likely to happen), you'll get poisoned and lose consciousness right after you leave the room. But still, Rebecca will take you to the drug room, where she gives you some serum to neutralise the poison. "Chris!" she cries, "Chris!" Chris comes to and asks, "Is that you, Rebecca? What happened?" Rebecca explains, "You were bitten by a poisonous snake, are you okay?" "Ahh... my head is killing me!" Take some aspirin and you'll be fine, Chris! "I think you are going to be alright since I gave you a shot, but please stay out of trouble!" "You saved my life, I owe you one." To make things even better, you're healed to full health! If you are not bitten, just leave and play on. No matter what happens, deposit the shotgun shells in any save room before you leave for the courtyard with the final crest in hand. ------------------------- Walkway to the courtyard ------------------------- Go over to the brown panel and insert the two crests. The brown door to the right will be unlocked, so go through it now. --------------- Toolshed --------------- There is something shining atop a high shelf. Push the brown steps into the wall beneath the shelf and climb those steps. You can now take the item, a crank with a square tip. A small key can be found on a barrel to the left of the other set of double doors in the shed. Take the key and go through those doors. ---------------- Upper courtyard ---------------- A knife battle will start as soon as you enter this area. You'll be fighting off 2 crows and 2 zombies. Once they are dead, you'll be shown the area, where some small spiders scuttle towards you. Just walk around in a circle to squish them flat. Don't worry if you get bitten, since these spiders deal very little damage. You'll also hear the sound of a Cerberus dog wandering around the place. Use your auto aim to seek it out and kill it from a distance. With the dog killed, pick up your reward: 3 handgun bullets. There are 3 green herbs, 2 red herbs and 2 blue herbs in this courtyard. I suggest you pick up 1 green herb and 1 red herb, combine them, and pick up a blue herb (Your inventory should be full at this point). If you are playing well enough, you should have a large reserve of healing items at this point. With those herbs in hand, move along the path leading west until you find a lift that is currently switched off. A map of the garden is on the wall to the left. Take the map and go through the double doors leading north. ----------------- Giant water pool ----------------- Go to Chris' left and use the square crank on the hole on the pillar there. This will open up a flood gate, draining the pool, revealing a path with which you can reach the other side. Jump down to that path and climb up the ladder at the other end. Quickly run along this new path, avoiding the snakes and the lone zombie lying on the floor. Don't get bitten by the snakes or you might be poisoned. Ride the lift down at the end of the path. ---------------- Lower courtyard ---------------- You hear the sound of a fish flopping out of water, as well as several Cerberus walking around. Stay where you are and use the auto aim to seek out the Cerberus dogs before shooting them down. I suggest that you have Chris aiming directly in front of himself at all times, thus ensuring that he'll almost always hit a dog when they can be seen on the screen, but not the fish that's flopping around to her right. Once the two Cerberus dogs are killed, make your way through this courtyard to identify the fish. It's no fish, it's a shark! I guess it must have lived in the giant water pool you have drained just now. Poor thing, it's suffering. A single downward stab with the knife will end its suffering for good. Now that's dealt with, go through the double doors leading northwest. ------------------- Path to guardhouse ------------------- Capcom is so kind. They've provided you with 2 green herbs and 2 red herbs here! But I trust that you don't have enough space in your inventory to carry them with you. Let's just leave them here for now. But still, watch out for that lone crow flying around. Coax it to land by walking in a circle before stabbing it when it's on the ground. You'll hear the sound of 3 Cerberus dogs running around frantically. Go around the corner and try to shoot them dead from a distance. Don't worry if you miss, just shoot repeatedly. You might get hurt here. But still, keep moving along this path and you've reached the guardhouse, a new building in the mansion complex. ----------------------------------- 11. This isn't just any guardhouse ----------------------------------- This isn't just any guardhouse, it's a M&S guardhouse! All kidding aside, push the statue right next to you forward, then to Chris' right. Keep pushing until you see the hole in the floor. Push the statue so that it covers the hole. After that, go through the door to the right you've passed just now. --------------------- Guardhouse save room --------------------- Since your inventory is full, let's dump many things into the box. Place the mixed herbs, blue herb and square crank into the box. Now, let's turn our attention to the puzzle box. Puzzle box! There are only 5 circles here, but you are required to solve the puzzle in 4 steps. The 5 circles are arranged in the following order, clockwise from top: 1. Yellow ring with blue circle 2. Green ring with yellow circle 3. Pink ring with green circle 4. Blue ring with red circle 5. Red ring with pink circle To solve the puzzle, swap the colours in this order: 2 and 4 -> 4 and 1 -> 3 and 5 -> 5 and 2. The box opens, revealing some shotgun shells. A first aid spray and some handgun bullets can be found in this room too. Save your game and get back out to the action. After you leave the room, go through the double doors to Chris' right. ---------------- Recreation room ---------------- You'll find a giant spider on the ceiling as soon as you enter. Aim up and shoot it down to the floor, before finishing it off with a volley of shots. Another is to Chris' left and currently off screen. Move him until you can see it and kill it too. Now that these arachnids are dead, check the area around the first spider for an Ink ribbon on the table, as well as some handgun bullets on a barrel. Go over to the other end of the recreation room and you'll find a pool table. Examine all sides of it and you'll find a clock dial that displays the numbers 1...2...4...5. Remember this sequence for a later puzzle. Get back to the lobby and go through the only door that leads north. --------------- Room 001 --------------- You'll find a zombie lying on the ground in front of you. Walk forwards slightly and slash it dead. Go through the door to Chris' left for the bathroom. Squish the small spiders and examine the bath tub. Drain the bath and a zombie will pop out. Kill him quick! Looks like a Control Room Key is in the tub. Take the key and return to the main part of the room. 3 zombies are feasting on two naked corpses. It may be possible to draw them out one by one so that you can knife them to death individually. But since you've got such a large surplus of ammo, just shoot them down. A red book can be picked up from the table. Close examination reveals that the pages are blank. What's it for? Furthermore, use your small key on the locked desk by the bed for some shotgun shells. Search the room and you'll find another small key in a glass by a cabinet. Take that key and leave. Before you move on, deposit the blank book and shotgun shells into the item box, leaving only your handgun, its bullets and the small key in your inventory. Move beyond the statue you've blocked the hole on the floor with and go through the door there. ------------------- Guardhouse hallway ------------------- This is one long hallway. There are 2 doors, one of them is unlocked (It's the first of the two doors you find here). Go through that door to reach Room 003. --------------- Beehive room --------------- It's time for another knife battle. This time, you'll be fending off 5 zombies, 2 of which will be coming at you together. If you can beat them without getting hurt, you'll be rewarded with 5 handgun bullets. Right after the battle, you may be confronted by a small group of giant bees. Shoot them down with the handgun before they can sting you! Once they are shot down, feel free to squish their puny bodies on the floor. Head to the northeast corner of this room and pick up the dormitory key, which is the key to Room 002. As you can see, the key is guarded by a giant beehive. Take the key and run back out to the hallway immediately! ------------------- Guardhouse hallway ------------------- Make your way to the end of the hall, past Room 002. You'll find 3 green herbs behind a statue. Push the statue inwards so you can reach the herbs. Combine them to make a full healing item before entering Room 002. --------------- Room 002 --------------- Go through the door directly to Chris' left to enter the bathroom. You'll come face to face with two zombies. Shoot them down fast! Once they are dead, pick up the handgun bullets before getting out. Walk through the narrow corridor to find a zombie and a giant spider around the corner. Shoot them down with a volley of handgun bullets as well. The desk by the bed can be opened with the small key, revealing even more shotgun shells. A map of the guardhouse can be found on the wall. In addition, pick up a report on some Plant 42 on the bed. New file! Plant 42 Report 4 days have passed since the accident and the plant at Point 42 is growing amazingly fast. It has been affected by the T-Virus (1) 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 one is through its roots that reach into the basement. Immediately after the accident, a scientist went mad and broke the water tank in the basement. Now the basement is flooded with water. (2) It is easily imaginable that some chemical elements were blended in the water which presumably prmoted the incredibly fast growth of Plant 42. Another part of Plant 42 has grown through the air ducts and is now hanging from the ceiling of the first floor. This part of Plant 42 contains various vines and bulb-like structures, which it uses for its second method of gathering nutrition. (3) Upon sensing movement, Plant 42 shoots its vines around its prey and restrains it. It then begins leeching the victim's blood, by using the suckers located on the back of its vines. (4) 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 in a state of rest. (5) Several staff members have already fallen victim to this. May 21, 1998 Henry Sarton Explanations: (1) The name of the virus that leaked out due to the accident is finally revealed: The T-Virus! This shows that it even affects plants, in addition to human beings and dogs. (2) You'll be entering the waterlogged basement shortly. (3) I presume you've noticed the large square room on the far east side of the guardhouse now? That's the room with Plant 42. (4) This gives you an idea of what to expect in an upcoming boss battle. (5) If you've tried to open the double doors leading to that giant room, you'll find that it's currently impossible. It seems that this plant's using its vines to jam the door shut! *****END FILE***** Two cupboards can be found opposite the bed. Push the left one forward and the right one to the right to reveal a ladder that you can climb down. -------------------- Basement passageway -------------------- This hallway is infested with tiny spiders, which can be squished with ease. The most annoying enemy has got to be that giant bee. It swoops around, making it hard to shoot down. Once it's killed, squish it for good! Run along the passage until you reach a pool of water. See the 2 crates? Push them into the water to create a bridge. But still, one crate is missing. Go back to the crate you just passed and push it back so part of it is sticking around the corner. Go around the corner and push the crate so that it is leaning against the wall to the left. You should be able to push this crate all the way along the corridor and into the water pool, creating the perfect bridge. Make your way to the other end of the passageway and pick up the 2 green herbs before going through the double doors there. --------------- Aquarium --------------- As stated by the Plant 42 report, this room is flooded. However, there is no time to dawdle-Sharks are in the water! Check your map: Your destination is the southern room of the two rooms to the west of the aquarium. Run towards that room, taking the anti-clockwise path. You'll find two doors, one small and one large. The small one on the left is the one you need to go through. Use the Control Room Key to unlock that door quickly! --------------- Control room --------------- You are safe... for the time being. Examine the control panel at the far end of the room. You'll find a lever. Pull it and you'll inadvertently set off the sprinkler system. The water from the sprinkler is poisonous and is contaminating the water you are waist deep in! There is no time to waste. Examine the yellow valve to the right and turn it. Take out the stylus of the DS and touch the valve on the touch screen. While maintaining contact between the tip of the stylus and the valve, turn the stylus anticlockwise continuously. As you do so, the 4 red lights to the left of the valve will light up one by one, indicating your progress. Meanwhile, the water gets purpler as time passes. This indicates that the concentration of poison in the water is increasing steadily. If you are too slow in turning the valve, you'll be poisoned! Once all 4 lights are lit, the sprinkler system will be shut down and the water flooding the basement will be drained completely. Whew... If you are poisoned, you'll need to use a blue herb (and go all the way back to the guardhouse lobby to find one!). Now that the water's drained, an electric lock by the door would have turned on. Examine it for another puzzle. Puzzle time! Number summing lock You are given a display with 9 digits, as well as 9 different keys corresponding to the numbers 1 to 9. You are to fill up the display, using each number once so that the various digits add up to the numbers required. Use the blue left and right buttons on the touch screen to select different digits and press the corresponding number with the stylus to key in that number in the selected digit. Now, let's look at the required sums (The digits are all ordered from the left, so the 3rd digit refers to the 3rd digit from the left and so on): 1. The 1st and 9th digits must add up to 15 2. The 1st , 2nd and 3rd digits must add up to 15 3. The 3rd and 4th digits must add up to 8 4. The 4th, 5th and 6th digits must add up to 15 5. The 6th and 7th digits must add up to 3 6. The 7th, 8th and 9th digits must add up to 15 The solution for this puzzle is the same as that of Jill's game. The only difference is that the central digit isn't keyed in for you at the start. If you have played through Jill's game, you'll know that the central digit is a 9. Therefore, key in the digits as follows: 8, 4, 3, 5, 9, 1, 2, 6, 7. The room next door will be unlocked, so let's leave this room and enter that one, shall we? --------------- Armory --------------- Most of the equipment has been soaked beyond use. However, you can still pick up some handgun bullets, shotgun shells and most importantly, a dormitory key for the room 003. Leave the room and you'll find the 3 sharks flopping helplessly on the dry floor. Feel free to get your revenge on them by slashing them to death with your knife. There is one more room to the northeast, but let's ignore that for now. Go all the way back to the save room and withdraw the Blank Book, as well as one more healing item. Deposit the handgun and its bullets and take out the shotgun and the shells. Your inventory now consists of: the Shotgun, shotgun shells, 003 Key, Blank Book and 2 full healing items. Return to the room with the beehive and use the 003 Key on the door to the left of the double doors. --------------- Room 003 --------------- Another knife battle begins! Kill the zombies and get your free ammo. Just like rooms 001 and 002, room 003 is equipped with a bathroom. Enter the bathroom and kill the zombie directly in front of you. Pick up the handgun bullets on the ground behind the second zombie lying on the ground. Feel free to slash that to death. Exit the bathroom and examine the bedroom. The locked desk in this room holds an ink ribbon; but since you have no small keys, let's not bother with that. Examine the bookshelf and you'll find a white book among a large row of red books. Take the white book for another file. New 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. (1) We have also found another interesting fact through some experiments. We found an element that destroys the 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" "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 "V-Jolt". (2) 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. (3) 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 Explanations: (1) T-virus stands for the Tyrant virus. (2) There is a room with many chemicals nearby. Jill has the expertise to mix chemicals, allowing her to make this V-Jolt. (3) If you mix the chemicals in the wrong order, poisonous gases will evolve, forcing you to leave the room before coming back inside. *****END FILE***** Making V-Jolt sounds like a good idea, only that Chris can't handle chemicals. Just place the blank book into the gap between the books to reveal the door leading to Plant 42. Let's go in and fight. --------------- Plant 42 room --------------- The main bulb of Plant 42 is mounted on the ceiling, with numerous tentacles dangling from it. Chris walks around, examining the beauty that is the plant, only to be grabbed by one of the tentacles and slammed onto the floor. It's time to fight! Plant 42 attacks by whipping you with its tentacles and by dropping its fluids down on you from the ceiling. You can avoid the tentacles of the Plant by staying close to the wall at all times as you shoot at it with your shotgun. Just hit and run, trying to avoid the fluids. It took me 17 shots from the shotgun to destroy the Plant. Once it's dead, it'll shrivel up and fall onto the floor. Go over to the fireplace and pick up the fourth and final mansion key, the helmet key, before leaving the guardhouse. You'll find Wesker in the Guardhouse hallway, shooting down some giant bees. Chris asks why Jill isn't with him. Wesker explains that they were attacked by a strange monster, and that he lost track of her while they were scouting around. Chris then asks Wesker what he should do. Wesker tells Chris to go through the mansion one more time to check out any remaining locked rooms while he inspects this guardhouse. It's time to leave. Feel free to squish the three bees that are on the floor before returning to the save room. --------------------- Guardhouse save room --------------------- Deposit any redundant items into the item box, leaving only your shotgun, shotgun shells and the helmet key in the inventory. You can now leave. ----------------------- 12. Back to the mansion ----------------------- Make your way back to the mansion. You might have missed some green and red herbs on the stretch between the mansion and guardhouse. Take 1 green and 1 red herb and combine them for a full healing item, leaving 2 empty blocks in the inventory. You'll have to fight a knife battle in the lower level of the courtyard, fending off 2 zombies and a Cerberus as you do so. The dog will howl before it lunges at you, so get ready when he does that. A quick slash or tap at the dog when it is close will be enough to kill it. Your reward for beating this encounter without getting hurt will be a box of 4 shotgun shells. Another knife battle awaits you at the upper level of the courtyard. This time, you'll have to fend off two crows and two zombies. The reward for beating that unscathed will be 3 handgun bullets. I suggest you don't take them since it clogs up your inventory. As you approach the mansion, Chris will find a broken radio on the ground. He picks it up, just in case. ------------------------- Hallway before courtyard ------------------------- Walk a few steps forward. You'll see a cutscene in which some fierce creature is quickly rushing its way from the courtyard to where you are! That creature enters through the door you just came through. It's a Hunter, a fierce reptilian creature developed by the people in this mansion! Blast him with a shotgun and it will fall on the floor, before quickly getting back up again. As soon as it gets back on its feet, blast it one more time to take it out! "What are they?" Chris exclaims, "Monsters? Rebecca, is she still in the house?" Oh dear, looks like Rebecca might be in trouble. There's a door that can be unlocked with the helmet key. Unlock it and enter that room. --------------- Small study --------------- It's dark in here. Go over to the desk and turn on the light. A small jar of magnum rounds can be found to the right of the desk. In addition, a MO Disk can be found on another cupboard, so take that too. Get out and make your way to the mansion east stairs save room. -------------------- Mansion east stairs -------------------- You'll be staring straight at a Hunter as you enter. Blast him down before he can react. A second Hunter will walk slowly towards you in this narrow corridor. This is what I call easy pickings. Enter the save room and deposit the magnum rounds. Oh, and looks like Wesker's left some goodies for you to use. Pick up the shotgun shells, handgun bullets and first aid spray and keep the latter two in the box for now. At the same time, deposit the MO disc before heading up the stairs. ------------------- Top of east stairs ------------------- As soon as you have control of Chris, press and hold the R button. He will automatically aim at the right. It looks like there's a Hunter above. Aim up and open fire and the Hunter will be hit. He'll recover, but for some reason, stay completely still. Open fire once more to take it out. Climb up the stairs and kill the zombie to your left as well. Go right to find another Hunter around the corner. Back into his view slowly and he will give chase. Run along the hallway before doing a quick turn and opening fire on him. It might be difficult for you not to get hurt here. Let's go to the second floor east hallway. -------------------------- Second floor east hallway -------------------------- A Hunter is directly to Chris' left. Blast it to death with your shotgun. Now, back off towards the other door and keep your eyes at the corner. A Hunter will walk slowly around the corner, allowing you to take him out with the shotgun. Afterwards, go back to the room where you found the second floor map. ---------------------- Second floor map room ---------------------- Use the helmet key on the locked for in this room. ---------------- Posh snake room ---------------- What a posh room. Go over to the record player and examine it. Offer to spin the record by hand. You'll need to take out the stylus to spin the record. Spin it steadily in the clockwise direction. You'll know if you are doing it right when the music's playing smoothly. Boss battle! Yawn the giant snake Once the song's over, the giant snake Yawn will come on through the fireplace. It can be hard to avoid being bitten, since the room is so small. But still, it can't poison you this time. Don't bother dodging Yawn, just keep hitting it with your shotgun. 7 hits will be enough to kill it. Yawn then collapses and melts in a puddle of purple slime! If you are badly hurt, use the full healing item. As you might notice, a hole was made by Yawn the first time he tried to lunge at you. Examine it and you'll be prompted to jump down. Let's do so, since there is no Barry to help you with the ropes. --------------- Secret tomb --------------- Run to the other end of this narrow hallway to find a tombstone. Examine it for a puzzle. Puzzle time! Take up the sword You are told to touch the gravestone, take up the sword and be brave. Let's touch the gravestone. Take out the stylus. You are to jab all the blue circles on the touch screen between Chris' fingers before a certain time limit. At the beginning, you only have to jab one circle, after you have done so, you'll be asked to jab two, then three, and all the way up to six. This isn't too hard, just be careful not to stab Chris' fingers! Once you have completed the puzzle, the tombstone will move backwards, revealing a ladder that leads down. Climb down. --------------------------- Mansion basement hallway 1 --------------------------- Turn left at the first fork to find a dead end with a flamethrower and a box of shotgun shells. Equip the flamethrower, since you can only use it within this series of hallways. Equip the flamethrower and fight your way past the 4 zombies here (hold down the B button to spew out the flames!) before going through the door beyond them. Note that this weapon has a very short range, so wait for them to get a bit close before you open fire. --------------------------- Mansion basement hallway 2 --------------------------- Fight your way through the zombies, burning them into crisp with your flamethrower. Take the two green herbs found in a corner and run over to the door. You'll find a rack on a brown panel by the door. Examine it and you'll be asked to put down the flamethrower. Do so and the door will be unlocked. Go through the door. --------------- Kitchen --------------- Run over to the door leading to the stairs to trigger a scene where a zombie comes down the stairs after you. This zombie has more health than the others. The best tactic would be to aim down and shoot him in the legs. This will floor him instantly, allowing you to knife him to death. Once he's down and out, search the kitchen for a small key and go around the corner with the zombie lying on the floor. Stab that zombie to death before taking the lift up. ------------------------ Second floor lift lobby ------------------------ You'll find yourself between two Hunters! Take out your shotgun and quickly fire a shot at the hunter to Chris' right. That hunter might not be stunned due to the distance of the shot. The best thing you can do is to shoot it again quickly and hope the other hunter has not caught up from behind. Search the hallway for a green herb, combine it with the other two green herbs to create a full healing item. At this point, you should have 1 free block in your inventory. With both hunters killed, enter the small room to the west. --------------- Storeroom --------------- There are 14 shotgun shells and a giant acid battery in this room. Move slightly forward and a giant spider will drop down to surprise you! Blast it with your shotgun quickly! You'll be reminded of a certain lift in the courtyard when you pick up the battery. But let's not bother with that for now. Get back out to the lift lobby and go through the blue double doors at the northern end. --------------- Library --------------- The desk to Chris' right can be opened with the small key, revealing the magnum rounds inside. Some zombies will also appear from the left of the screen. Wait for one to get close and shoot upwards with the shotgun. This will decapitate the zombie, killing him in one it. Go left yourself to find another aisle in the library with two zombies. Blast their heads off and ignore the door with a sword stabbed through it. NOTE: If you do decide to yank the sword out (take out the stylus and perform a circular motion on the sword handle on the touchscreen), you can enter the room. Inside you will find a zombie that was held up by the tip of the sword on the floor, as well as an ink ribbon and some handgun bullets. The problem here is that your inventory is bound to be full at this point, and you'll risk causing a large group of crows to burst in through the windows. In that aisle of the library, pick up the blue scrapbook at the base of the bookshelf. It contains loads of interesting background information on the mansion incident. *************** Scrapbook *************** Raccoon Times (May 27, 1998) Headline: Animal attacks? Woman mutilated May 20th. Around 10pm, a 20-year-old young woman's body was found by a passerby 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 due to teeth marks along the woman's arms and a severed left food which suggests considerable power. (1) 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 16, 1998) Headline: Monsters in the Arklay Mountains? Some people claim they've seen monsters in the Arklay Mountains. These "monsters" are allegedly about the same size as large dogs and usually run in packs as wolves do. (2) It may sound like a group of wild dogs, but these "monsters" are supposedly very 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! (3) Raccoon Times (July 9, 1998) (4) Headline: Mystery in 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. Explanations: (1) This has got to be the work of the escaped Cerberus dogs, which have run amok since the T-Virus leak of the mansion. (2) Yup, this confirms that Cerberus dogs are running wild in the woods. (3) The editors of those magazines have no idea of how fierce those dogs are. I wonder how many reckless citizens have decided to go hunting for those dogs and end up maimed or worse! (4) Whose scrapbook is this? By that date, everyone in the mansion should be dead or zombified! Since when do zombies know how to read the newspapers? *****END FILE***** Go through the door to the left of the aisle and you'll enter the inner part of the library. You see some mysterious creature scuttling around to Chris' right. Run through the narrow gap to the right and you'll find it blocked by a statue. Push it to the right so that you can go through the gap and examine the red switch on the bust. Press the switch and a light will turn on in one of the corners of the room, revealing a square on the floor with a slightly different colour. Push the statue onto the square and a bookshelf to the right will slide aside, revealing a secret alcove. Enter the alcove and examine the shiny object. It's a letter from someone named Eric. *************** Eric's letter *************** David, I have a favour 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 *****END FILE***** As you are about to leave, a grey insect drops down from the ceiling. It's a chimera, one of the monsters developed in this mansion. Don't bother fighting it, just run out of the room. Two more chimeras would have appeared in the library, run past them as well and leave. Take the lift back down to the kitchen. (You can't reach the mansion west stairs through the hallway used by Jill in her game, since you don't have to passcode for that door.) --------------- Kitchen --------------- Exit the kitchen and climb up the stairs. Go through the double doors and you are back in the first encounter hallway. ------------------------ First encounter hallway ------------------------ Some giant spiders have decided to hang out in this hallway. Kill them with the shotgun before you reenter the green hallway. --------------- Green hallway --------------- Walk slowly along the hallway and a hunter will pop out from the alcove with the door leading to the tiger bust room. Due to the slight delay of the shotgun (it takes maybe half a second for the gun to be fired after the B button is pressed), it's likely that you'll get slashed by the hunter once. Once that hunter is dead, continue aiming at the screen and get ready to dispatch two more hunters that appear. Once they are dead, head back to the mansion west stairs. -------------------- Mansion west stairs -------------------- Head towards the save room. You'll find Rebecca being cornered by a hunter. "Rebecca," Chris cries. He draws the attention of the hunter, which turns to face you. At this point, you can either kill the hunter or flee (letting it kill Rebecca). Since we are after the best ending, kill the hunter. Chris. After the hunter is dead, you'll see a cheesy scene in which Chris tells Rebecca how dangerous the mansion is, and that they must organise a search for the other members and get the hell out of there. Rebecca then stands up and salutes him! Chris tells Rebecca to proceed with her own judgment before leaving. Enter the save room and take out the magnum rounds. Combine the two jars together so they only take up one block in your inventory. Exit the save room and go upstairs. ----------------------- Top of the west stairs ----------------------- There are two hunters in this room, one directly to Chris' left. There is also a crow here. Walk around in a small circle to coax the crow into landing before you knife it down. The two hunters can then be easily killed from your position. Notice that there is one room in this hallway that hasn't been explored. Use the helmet key to unlock the door to that room and discard the key before you enter it. --------------- Trophy room --------------- This is the room where they keep the hunting trophies. A set of steps can be found in this room. Push it so that it is directly adjacent to the fireplace. Pick up the magnum rounds and shotgun shells on the left cupboard of this room, as well as a piece of paper on the ground by the steps. It's a set of orders from the Umbrella Corporation. *************** Orders *************** TOP SECRET July 22, 1998 2:13 To the Head of Security "X-day" is approaching. Complete the following orders within the week. 1. Lure the members of S.T.A.R.S. into the lab (1) and have them fight with the B.O.W. in order to obtain data of actual battles. (2) 2. Collect two embryos per B.O.W. type, making sure to include all species except the Tyrant. (3) 3. Destroy the Arklay lab including all researchers and lab animals in a matter which will seem accidental. (4) U.C. (5) Explanations: (1) You haven't stumbled upon this mansion by chance. (2) You and the other S.T.A.R.S. members are being used as test subjects, just like lab rats, for all the monsters created by this facility. (3) Now that the lab is ruined by the virus leak, it's time to take the money and run. But what is this Tyrant? Why is it to be left behind? (4) Operation cover-up is in progress, but who is the head of security? (5) This facility is owned by Umbrella. If you've played Resident Evil 0 for the GameCube, you'll find that the Bravo Team already knows what this mansion is used for, but somehow the Alpha Team hasn't been informed. *****END FILE***** There is a candlestick on the table. Examine it and you'll get to blow out the candles. Blow firmly and briefly into the microphone 3 times to blow out the flames. Don't blow too hard or some of the candles will relight. With the candles out, the room is in complete darkness. One of the deer trophy's eyes is glowing in a red colour. Climb up the steps to examine the deer. Remove the eyeball: it's a red jewel. Leave this room and go downstairs to the tiger bust room. ---------------- Tiger bust room ---------------- Place the red jewel into the tiger's other eye and the bust and wall will rotate to the side, revealing a magnum revolver. Take the gun and return to the save room. Deposit the magnum and its ammo and take out the square crank. It's time to make your way back to the guardhouse. I suggest you go via the balcony above the upper dining hall, fighting some more hunters along the way. You may be surrounded, but fortunately those hunters walk very slowly towards you unless provoked, giving you enough time to kill them piecemeal. --------------------------------------- 13. The great outdoors and underground --------------------------------------- You'll have to fight a Hunter in the passageway leading to the courtyard. He is able to strike just off screen, making it hard for you to shoot him without getting slashed first. In addition, you'll have to fight a knife battle when you enter the upper level of the courtyard. You'll be fending off two zombies and a Hunter. The Hunter can be easily killed if you slash him in the horizontal direction (for me, it's from the left to right) just as he winds his claw up for an attack. Head down to the lower level of the courtyard and go over to the lift that's currently powered down. Place the battery into the terminal and the lift will be powered up. Go up through that lift, back to the upper level of the courtyard and reenter the area with the giant pool of water. Use the square crank on the mechanism to refill the pool with water. You'll find the sound of the waterfall stopping altogether. Take the lift you've just activated back down to the lower level of the courtyard (You'll have to fight another knife battle against some Hunters beforehand). The waterfall has indeed stopped, and a cave behind it can now be entered. Don't go underground yet, instead, reenter the guardhouse for the book mentioned in Eric's letter. ----------------- Guardhouse lobby ----------------- 2 giant bees are flying around the place, so kill them quick. Enter the save room and deposit your square crank and any magnum rounds you have won from the knife battle. After that, equip your bazooka (loaded with explosive rounds) and reenter the guardhouse hallway. ------------------- Guardhouse hallway ------------------- A Hunter can be found straight down the hallway as soon as you enter. Use the auto aim to get him when he's just landed from his jump. Two blasts will do the trick. Also watch out for the extra giant bee that's added to the fray here. It's very hard to shoot it due to the poor aiming provided by this game. Move a little bit along the hallway and keep an eye on the corner. Blast the next Hunter when he comes around the corner before he knows what hits him. Once this hallway is clear, enter the beehive room. --------------- Beehive room --------------- This has got to be the worst predicament ever: 2 hunters coming at you from 2 directions! As soon as you have control of Chris, open fire at the Hunter directly facing him to knock him onto the ground, before pressing the L button (while holding down the R button) to change targets and quickly hitting the other Hunter. Change target again and kill the first Hunter as soon as he gets up. At this point, the second Hunter would be back on his feet and run up close. You're very likely to be hit once before you can fire the killing blast. With these hunters killed, enter the room where the Plant 42 used to be. (If you are feeling nervous at this point, consider saving the game, since the upcoming boss battle can be tricky) --------------- Plant 42 room --------------- Boss battle! Yawn Mark II It's time to take out the stylus as you fight the one and only Knife Boss Battle in the game, against another giant snake. I'll call him Yawn Mark II because the first one has absolutely no chance of resurrecting since it's molten into a puddle of purple slime. Yawn Mark II only has one attack: His lunge bite. Every now and then, he'll pull his head back, making a loud hissing sound before he quickly charges forward. Your job is to intercept his lunge with your knife. Whatever you do, always swing your knife upwards from the bottom of the touch screen since this increases your chance of hitting the snake. In addition, try to swing your knife in the direction the snake is coming from (so, if this snake is lunging from the left, swing your knife diagonally upwards to the left from the bottom of the touch screen). Yawn's skin is as tough as steel. Whenever he's not lunging, you can deal damage by slashing him in the mouth when he opens it, although it can be risky since he'll be lunging at you in a few seconds' time. Yawn Mark II should be dead after a long series of slashing. He leaves behind a red book on the floor, called the Doom Book 1. Pick up the book and examine it closely. Turn the book so that its fore edge faces you. Press the A button to open the book, revealing the Eagle Medal. Return to the save room to deposit the medal into the item box. Get back out to the lower level of the courtyard and climb down the ladder behind the waterfall. ------------------------- Underground entry tunnel ------------------------- Welcome to the underground. Go through the door to Chris' right. --------------- Barry tunnel --------------- This tunnel is named because Jill met Barry there in her game. You'll notice another flamethrower placed on a rack on the wall. Take the weapon and equip it for now. It doesn't matter which door you go through though, they both lead to the same room. --------------- Generator room --------------- Go over to the alcove to the east for a first aid spray and some shotgun shells. With those items in hand, go through the door in the south east corner of this room. ------------------ Enrico's dead end ------------------ Run around the corner to find Enrico, the leader of the S.T.A.R.S. Bravo Team injured and lying against the wall. "Enrico!" Chris cries. However, Enrico is not pleased to see you. He says, "Don't come any closer, Chris." "Wait, what happened?" Enrico points his gun at you, "Double crosser!" He yells. Chris covers his head with his arms, "Don't!" All of a sudden, someone behind Chris shoots Enrico in the chest. Enrico mutters, "Uhh... Umbrella..." before he enters an eternal slumber. Chris turns around, but the killer has left the scene. "Is someone there? Double crosser, what did he mean by that?" Looks like there is a traitor in our midst! Don't bother examining Enrico's corpse, he only holds handgun bullets. As you are leaving this dead end (literally), two hunters rush in. Wait for them to get close and burn them one by one with the flamethrower. As long as you hold down the B button, they won't be able to attack you. These guys also turn black when they die! Pick up the crank dropped by whoever shot Enrico. Closer inspection reveals that the end is shaped like a hexagon. As soon as you leave the room, you'll have to fight a knife battle against a zombie and 2 Hunters. In addition, 3 Chimeras would have spawned in the Barry tunnel, so run past them. Place the flamethrower back onto the racks to unlock the door leading back to the entry tunnel. ------------------------- Underground entry tunnel ------------------------- Run along the tunnel, past the typewriter and you'll find a pit around the corner. A hexagonal hole can be found on a red panel on the wall to the left. Use the hexagon crank on the hole and Chris will insert it and start turning. In doing so, he's created a bridge across the pit. Cross the bridge and go through the door on the other side. ------------------ First boulder run ------------------ Another flamethrower can be found on the racks on the wall to Chris' right. Take it and equip it for now. Turn left and run over to the giant boulder at the end of the tunnel. Start running back to the door through which you entered this tunnel. As soon as you begin, the boulder will fall loose and roll after you! Provided that you run quickly enough, you'll be safe in the alcove where the door is. Run back to where the boulder was and you'll find some magnum rounds in the hole in the wall. Meanwhile, another hunter has entered this hallway. Turn around and burn him to a crisp. You'll also find that the boulder made a huge hole after crashing through the wall. Run through that hole and go through those doors. ------------------ Giant spider room ------------------ A giant spider is on the loose! Dodge its multidirectional venom attack and burn it with your flamethrower. Note that the spider will stay still for a couple of seconds while it sprays its venom, allowing you to run behind the spider and spew flames at its abdomen. It's going to be a tight battle due to the short range of the flamethrower. But still, the spider should be dead after taking a bit more than 100 units of flamethrower fire. With the spider killed, run over to the door at the other side of this room. Take out your knife to cut through the cobwebs before going through those doors. -------------------- Naked zombie tunnel -------------------- A naked zombie will run after you from the left. Wait for him to get close before roasting it. Make your way to the west end of the tunnel and place the flamethrower onto the racks to unlock the door there. That will be the last time you'll be using the flamethrower. Go back to the opposite end of the tunnel and go through the door there. ---------------------- Underground save room ---------------------- Deposit any excess healing items in your inventory (there's another first aid spray on the desk), as well as the shotgun and its shells. Take out the handgun and its bullets. At the same time, take out the Eagle Medal, since you'll have to use it soon. Now, let's examine the puzzle box. Puzzle box! This box features 8 circles, arranged as follows clockwise from the top: 1. Yellow ring with blue circle 2. Green ring with green circle 3. Orange ring with red circle 4. Pink ring with purple circle 5. Blue ring with orange circle 6. Purple ring with pink circle 7. Red ring with yellow circle 8. Grey ring with grey circle Perform the following colour swaps to solve the puzzle: 4 and 6 -> 7 and 1 -> 3 and 5 -> 5 and 7. Your reward is: Even more magnum rounds! Consider saving your game here, since the next part of the game can be very nerve wrecking. Get back to the hallway and go through the door at the other end. ----------------------- Second boulder hallway ----------------------- Go north, then west along the corridor until you find a hole in the wall to the left. Stick the hexagon crank into the hole and turn it three times. The wall section in front of you will turn and reveal a secret alcove. Before you go through that door, run over to the boulder at the end of the hallway before running away. The boulder will start to roll after you! Run into the alcove so as not to be squished. Now that the boulder is out of the way, examine the small hole in the wall behind where it once was for a MO disk. The map of the underground is to the right, but will prove to be useless since there is only one room you haven't explored. Let's enter that, shall we? Run back into the alcove and go through the door. ------------------- Statue puzzle room ------------------- You'll be immediately treated to a knife battle, getting the handgun bullets as a reward. With the zombies killed, inspect the room. You'll find a statue in a corner. Push it in the direction of the door, beyond the brown socket on the wall with the hexagonal hole (for the crank, obviously) and stop when it is around 1 body width past the panel. Use the hexagon crank on the hole and the wall section behind the statue will push outwards for you. Turn the crank once more and the wall section will retreat into the rest of the wall again. Now, push the statue onto the bright yellow square on the ground to reveal a secret storage compartment on the wall by the door. Examine the compartment to find the Doom Book 2. Examine the fore edge of the book to open it, revealing a Wolf Medal. Now that you have both medals, it's time to leave. ----------------------- Second boulder hallway ----------------------- Run back to where you first entered the room and go south. You'll find a lift on which you can ride up. ---------------- Lab access area ---------------- Pick up the green and red herbs on the ground and combine them at your leisure. Now, go and check out the giant water pool. You find 2 circular holes on two parts of the wall surrounding the water pool with pictures of a wolf and an eagle carved into the hollow. Insert the Wolf and Eagle Medals into the corresponding hole and you'll cause the water pool to drain up, revealing a secret lift leading down somewhere. Walk through the newly created gap in the wall and climb down the stairs. Examine the lift to go all the way down. ------------------------ 14. Fresh out of the lab ------------------------ Welcome to the secret laboratory under the mansion. Once you've exited the lift, run around the corridor and you'll find a pair of double doors that are currently locked. Examine the metal plate to the right and you'll find that it's an emergency exit that will not open unless under 1st class emergency. So, climb down the ladder for now. ------------------ Lab entrance room ------------------ There is an item box in this room, but no typewriter. Anyway, it's time to deposit all redundant items into the box. This includes the herbs, MO disk and hexagon crank. A puzzle box can be found here too. Puzzle box! Just like the previous box, this one comes equipped with 8 circles, arranged in the following order, clockwise from top: 1. Yellow ring with green circle 2. Green ring with red circle 3. Orange ring with blue circle 4. Pink ring with purple circle 5. Blue ring with grey circle 6. Purple ring with yellow circle 7. Red ring with pink circle 8. Grey ring with orange circle In one of the most complicated puzzles ever, you have to make 6 colour swaps: 1 and 4 -> 4 and 7 -> 7 and 2 -> 8 and 3 -> 5 and 8 -> 6 and 1. The box opens, revealing magnum rounds. Deposit the magnum rounds and go through the double doors. --------------- B2 hallway --------------- You're given the simple task of warding off some crows in the knife battle. Once it's over, quickly run forward a bit, take out your handgun and pop a few shots into the zombie closest to you! A second will crawl after you on the ground. 2 more will actively come after you on this passageway, while another is around the corner to the left. They are all easy targets for your handgun. With them all killed, go over to the table by the currently electronically locked door and pick up the MO disk. Now, go down the stairs. ------------------ B3 square hallway ------------------ There are some nude zombies here, but let's not bother with them. Go through the door directly to Chris' right (the left side, that is). ---------------- B3 west hallway ---------------- Some naked zombies are crawling towards you. Just let them grab at your ankles, causing Chris to kick their heads off. When they are dead, go through the door to the right of the double doors through which you've entered this hallway. ------------------ Picture code room ------------------ A nude zombie will run straight at you, so gun him down. Press the red switch to the left to turn on the light. Handgun bullets can be found in a brown crate next to the washbasin, and a green herb can be found on the ground by the picture, past a zombie that's lying flat on the ground. A letter can be found on the desk, so read it. ******************** Researcher's letter ******************** June 8, 1998 Dear Ada, (1) 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. (2) Ada, you're not infected and I hope you never will be. In case you're 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. (3) 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. (4) You can access the system if you log in with my name at the terminal in the small lab and enter the password. The password is your name. (5) To unlock the door on B2 where the Visual Data room is located, you'll need to access it with our names 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. (6) Password = (4 special looking symbols) (7) Yours, John Explanations: (1) This Ada is the Ada Wong of Resident Evils 2 and 4. You'll find her looking for the John who wrote this letter while playing through Leon's game then. (2) Yup, another goodbye letter from one of those many zombies to be. At least this one provides useful information. (3) Ada obviously never received this letter since the lab is still standing at this point in time. (4) The triggering system refers to the self-destruct system. Activating it will unlock all doors in the facility to facilitate your escape. (5) A certain computer in the lab controls the electronic locks of the facility. To even access the system, you'll have to log in with "john" as the user name and "ada" as the password. (6) One of those zombies that got in your way had to be John, right? (7) Each of the 4 strange looking symbols refer to a different letter. You'll find out how to decode this after this file. *****END FILE***** Let's try to crack that code, shall we? Go over to the picture and examine it. You'll find a tree, a woman, a man and some water marked by some strange symbols. In fact, all those symbols refer to the letters that take up the word. For example, the symbol that looks like the letter "M" refers to the E. If you are still not sure about which letter each symbol stands for, go over to the bookshelf in this room and push it aside, revealing another switch. Press it and the room will be illuminated with blue light. Check the picture again and you'll find the corresponding letters appearing over the symbols. Long story short, the second password is simply, "mole". Head back to the B3 main hallway. ---------------- B3 main hallway ---------------- Fight your way past the naked zombies and go through the door to the northeast. -------------------- Door unlocking room -------------------- Another naked zombie will run towards you as soon as you enter, gun him down as well. Pick up the blue projector slides on the floor before examining the computer. You'll be asked for the login ID and password. The keyboard is on the touchscreen. First, key in "john" as the login and press the Enter key. Afterwards, key in "ada" as the password and press Enter. Man, John must have never heard of something called password strength! You'll then be presented with a menu with 3 options: B2, B3 AND Cancel. First, select B2 and press Enter. You'll be asked for a second password. Key in "mole" and press Enter. You've now unlocked the Visual Data Room! Now, select B3 on the menu and press Enter to unlock that room as well. Now, you can exit the system and get out. Head back to the B3 west hallway and go through the now unlocked door in the middle of the hallway. --------------- Dartboard room --------------- You'll have to fight another knife battle before you can get on with what you want to do. Kill the zombies and pick up the handgun bullets. Go over to the desk behind the bookshelf to find a pass code output machine. Place the MO Disk into the machine and you'll be given a pass code. *************** Pass Code 01 *************** "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) *****END FILE***** I wonder whose idea it is to use quotes from the Bible as pass codes! Go and examine the dartboard to the right of the desk and you'll get to play with it. Your goal is to use your stylus to throw the darts at the board, in an attempt to get 3 bullseyes with the 9 darts provided. To throw a dart, press down on the touch screen with the tip of the stylus. Slide the tip of the stylus in the direction of the bullseye before lifting the stylus off the screen. The faster you slide the stylus, the harder you throw the dart. My tip is to start at the centre of the touch screen and directly slide the stylus upwards. You'll eventually get 3 bullseyes after some tries. Note that you have to start over if you fail to get 3 bullseyes having used up all the 9 darts. Once you've managed to get the 3 bullseyes, a brown compartment on the wall will open up, revealing an urgent Fax message from Umbrella headquarters and some magnum bullets. *************** Fax *************** To: General Manager, 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 read. (1) Regarding the "T-Virus" outbreak which occurred recently, the Committee conducted a field survey. According to the survey results, estimates of the amount of damage caused by the accident are considerably greater than reported earlier. First, although it is very difficult 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". (2) The body count will most likely increase since nearly all the survivors show symptoms associated with the T-Virus. Second, our security system is still in operation. However, our special security guard squad has been nearly wiped out. Because of that, research information considered by our company to be top secret has been leaked to outsiders. (3) Counter-measures should be taken as soon as possible. Lastly, many of the "subjects" from the experiment have escaped and are out of control. We believe that some researchers were killed by these "subjects" and their bodies were mutilated. (4) By curious coincidence, these events are proof of the success of our research. (5) However, there is also a very high risk that this 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 he hope the problem will be solved quickly. (6) We are especially concerned that the State Police and S.T.A.R.S. are intervening too quickly. (7) We need to act on this situation as well. Explanations: (1) It's obvious that by the time this fax arrived, most if not all of the researchers are either dead or have become zombies. (2) Now you know the power of the T-Virus. The amount of virus that broke out must have been extremely great for so many people to have died nearly instantly. (3) With the lack of staff maintaining the security system, you are able to crack the locks and codes one by one to get more clues throughout the game. (4) The deaths of Joseph Frost and all those hikers were caused by the Cerberus dogs, Hunters and other test subjects that have escaped from the facility following the viral accident. (5) Some things in life are bad, they can really make you mad. Other things just make you swear and curse. So when you're chewing on life's gristle, don't grumble, give a whistle! And everything will just turn out for the best. And... Always look on the bright side of life... You know the rest of that song. If not, go and watch Monty Python's Life of Brian. (6) Just like any big company, Umbrella loves to cover up their mistakes, no matter how severe it will be. (7) This might explain why there is a traitor in your midst. Someone just doesn't want S.T.A.R.S. snooping around. *****END FILE***** Now, let's go back up to level B2 and enter the Visual Data Room. It's the only unexplored room on that level, so you can't miss it. ----------------- Visual Data Room ----------------- 2 giant bees can be found in this room, it's going to be hard to shoot them down without getting hurt. Insert the slides into the projector to start a little slideshow detailing the various Bio-Organic Weapons that are currently being developed by the Umbrella Corporation. There's MA-39 Cerberus, which are those evil hellhounds; FI-3 Neptune, which are the sharks; MA-121 Hunter, those evil reptiles; T-002 Tyrant, hey, what's that? After that comes a blank slide, then a photograph of the R&D staff of the Bio-Weapon Research Institute. Surprise, Wesker is there! So he's the traitor. Puzzle time! Examine the black panel to the left of the large screen and open it. You now have to light all blue buttons to unlock something. Any time a red lamp turns on, the blue button beneath it will be turned off. You must light up all 5 buttons within 5 presses. In order to solve this puzzle, always press the button beneath the red light that's just flashed. This is because each red light will only turn on once. I'm guessing that the solution here will be to press the 5 buttons in the following order: 2nd from left -> Rightmost one -> 2nd from right -> Leftmost one -> Centre If that's not the solution, you should be able to unlock it after some trial and error. A pillar on the wall will slide to the left, revealing a hidden shelf. Examine the shelf for a Lab Key, which is actually a Power Room Key. Before leaving, examine the bookshelf to the right of the door for a file explaining the laboratory's security system. **************** Security System **************** -Basement Level 1- Helicopter Port Helicopter Port restricted to Executives and Government Officials only. This restriction may not apply in case of an accident. Passage to the Helicopter No one is allowed to enter unless they are accompanied by a Research Consultant or Security Director. All others will be shot on sight. (1) Elevator The elevator stops working during emergencies. -Basement Level 2- Visual Data Room The Visual Data Room is within the control of the Special Research Division. Keith Arving, the Room Manager, has jurisdiction over room usage. -Basement Level 3- Prison The Sanitation Division controls the usage of the prison. Consultant Researchers (E. Smith, S. Ross, A. Wesker) (2) must be present if virus is used. (3) Triple Lock Door No one is allowed to enter unless they present all pass code documents. Pass code documents must be created on the specialised output machine by the Chief Researcher of each block. (4) Power Room Only Headquarters Supervisors may enter. This restriction may not apply if the Consultant Reseracher has received special instructions. Pass Code Output Machine No one is allowed to use the pass code output machine except the Chief Researcher. -Basement Level 4- Top Secret Regarding the progress of "Tyrant" after the use of T-Virus... (Remaining document is unreadable) (5) Explanations: (1) The Emergency Exit leads to the helipad, on which you may be able to signal Brad to arrive in his helicopter to pick you up. (2) This confirms that Wesker is the traitor who's been working with Umbrella. (3) Umbrella may use their human prisoners as live guinea pigs for their viral experiments! (4) The pass codes are used to unlock a Triple Lock Door leading to the prison, where someone you know is currently being locked up. (5) It's so typical of these games to give you a sense of suspense. *****END FILE***** Leave and go back down to level B3. Head towards the southeast of the main hallway, past the naked zombies, and go through the double doors at the corner. ---------------- B3 east hallway ---------------- Kill all the zombies in this hallway and go through the door directly facing the one through which you've entered. --------------- Lab save room --------------- This is the last save room of the game. Pick up the Flame Rounds and deposit it into the item box. Examine the puzzle box as well. Puzzle box! There are 8 circles in total this time, arranged in the following order clockwise from top: 1. Yellow ring with orange circle 2. Green ring with pink circle 3. Orange ring with red circle 4. Pink ring with purple circle 5. Blue ring with orange circle 6. Purple ring with grey circle 7. Red ring with yellow circle 8. Grey ring with green circle The colour swapper also swaps 2 pairs of circles at the same time (two colours 90 degrees from each other and two colours 180 degrees from each other)! Perform the following swaps: (1 and 5) + (7 and 1) -> (4 and 8) + (7 and 1) -> (5 and 7) + (2 and 6) -> (3 and 7) + (6 and 8). The box opens, revealing a first aid spray. Deposit it into the item box, along with the handgun and its bullets and withdraw the shotgun and the two MO disks before going back out to the hallway. ---------------- B3 east hallway ---------------- Fight the knife battle: You'll be fighting 2 naked zombies and a hunter. With them gone, take your reward, go west and go through the door on the right side of the corridor. ------------------ Operating theatre ------------------ A red herb can be found on the washbasin, and some shotgun shells can be found on a table. You'll find two crates in this room which must be pushed over the two circular vents on the floor. To make things easier to explain, let the left crate be crate 1 and the right crate be crate 2. Start by pushing crate 2 all the way to the top of the screen, over the right vent. After that, push crate 1 so it is directly below crate 2. Push the red steps all the way to the operating table at the bottom of the screen. This will create enough space for you to push crate 1 first to the left, then over the left vent. Now, make sure that there is a wide enough gap between the two crates for the steps to fit it. Push the steps to the right, until it is no longer leaning against the operating table. Now, you can go over to the bottom of the screen and push the steps upwards, then left, then into the gap between the two crates. As you push the steps against the wall, you'll hear a clicking sound. That's the sound of a switch being pressed down. In fact, that switch releases poisonous gases into the room through the vents you've just covered. Since the vents are covered, you are safe. Climb up the steps and examine the vent on the wall. Enter the shaft to reach another room. --------------- Morgue --------------- Loads of naked zombies are lying on the ground. Go over to the shelf to the left and blast the zombie on the floor before picking up the magnum rounds there. Make your way to the other end of the room, killing all the naked zombies on the ground. A disk reader can be found on the table. Place a MO Disk inside for the second pass code. *************** Pass Code 02 *************** I will surely bless you and make your descendants 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) *****END FILE***** Leave through the double doors and return to the save room. Deposit the magnum rounds and take the green herb, combining it with the red herb to form a full healing item. It's time to head south into the power rooms. --------------- Power room 1 --------------- You'll fight yet another knife battle upon arrival, this time against naked zombies, a Cerberus dog and a hunter. Once they are dealt with, brace yourself for the chimeras. When a chimera is hanging on the ceiling, quickly aim up with the shotgun and open fire. The chimera should fall onto the floor. Wait until it gets up and fire another round. If the chimera is not killed at this point, it will be stunned. When this happens, the chimera is invincible while it is leaning back. Wait until it is standing straight again before hitting it with another shell to take it out for good. Make your way to the southwest corner of this room and watch out for another chimera. Blast it down to size and examine the control panel. Puzzle time! You are to adjust the wiring of the power regulator to ensure that all 3 graphs extend to the red region. You can draw two wires on the circuit with your stylus. The wires should be drawn between columns 7 and 5 (at the bottom) and between columns 1 and 2 (at the top). (It's hard to explain without drawing a diagram). Once you've solved the puzzle, go through the door at the southeast corner of the room. --------------- Power room 2 --------------- Walk straight forwards until you reach a dead end with a disk reader. Place the final MO disk in for the third pass code. *************** Pass code 03 *************** And through your offspring all nations on earth will be blessed, because you have obeyed me." (Genesis 22:18) *****END FILE***** There are no chimeras in this room, so run all the way to the door leading south to the final power room. --------------- Power room 3 --------------- There are four chimeras in this room. It's likely you're going to be badly hurt fighting them, but you have a full healing item handy, right? Explore this room and you'll find 2 control panels: A triggering system activator and a power connection switch. The former cannot be activated yet, while the latter can be used. Puzzle time! Just like the previous puzzle, you are to place 2 wires to realign the voltages so that all 3 graphs on the top screen extend to the red. Start by drawing a wire between columns 7 and 2 at the top. After that, draw a wire between columns 8 and 5at the bottom. With the puzzle solved, the lift on this level has power. Return to the B3 east hallway. ---------------- B3 east hallway ---------------- Enter the save room and take out some full healing items and the magnum. Make sure you now have the following in the inventory: Magnum with ammunition, shotgun with ammunition, 2 full healing items. Get back out and go over to the lift on the north end of the hallway. Examine the power button to the right of the lift door to turn the lift on, triggering another scene with Rebecca. "Chris!" Rebecca cries as she runs into the hallway. Chris turns around and sees her, he says, "Rebecca, you're safe!" "I saw you in the garden. I caught up to you at last." Chris replies, "I'm glad you are all right. Don't go out alone." Rebecca salutes Chris yet again, "Yes sir!" Now I know why so many people hate Rebecca. The two enter the lift and ride it down. --------------- Laboratory B4 --------------- Surprise, Wesker's waiting for you. He takes out his gun and "compliments" Chris, "Chris, as my subordinate, you are very talented." Chris rebuts, "I'll never work for a company like Umbrella, and Wesker, you're formally with Umbrella." Wesker is in denial though, he asks, "What do you mean?" Chris continues, "Since when have you been an agent for Umbrella and a traitor to S.T.A.R.S.?" "Now you are wrong. I was formally with Umbrella, yes. But now I'm prepared to face anything. Even getting rid of you vigilante S.T.A.R.S." For some reason, Chris continues to have "decent conversation" with Wesker. "Now the worst possible situation has occurred. The failure of the experiment created a virus, a biological weapon polluting the entire lab." Wesker disagrees, "No, the worst happened with the Tyrant virus. I lost some of my S.T.A.R.S. team members because of it." "You killed them with your own dirty hands!" Chris cries, "Did you kill Enrico?" Rebecca is shocked, "Really?" she asks. "Yes," Wesker says, "like this." He then shoots her in the chest. "What the hell?" cries Chris. "Don't move!" yells Wesker, "If you do, I'll kill you. Chris, I have something to show you, now walk." Chris is now forced to walk into the lab. Wesker shows Chris a giant humanoid creature with a huge claw stored in a giant cryogenic tube. "Is this?" Chris asks. Wesker replies, "It is. This is the ultimate lifeform, Tyrant!" Chris laughs. "Chris!" Wesker says (in a rather unassertive tone), "Stop it!" Chris mocks Wesker, "Wesker, you're pitiful. This is your saviour? You say this failure is your saviour?" Wesker is so insecure, he says, "You can make sure yourself, whether Tyrant is a failure or not." Wesker presses a button on a control panel by the stasis tube, draining the cryogenic fluid keeping the Tyrant in place. He awakes, shattering the glass tube that holds it and jumps down onto the floor. He walks slowly towards Chris. Wesker cries, "Go to hell! Jill will join you to." Tyrant is about to make his move on Chris, only to change his mind and walk towards a surprised Wesker. "What?" he exclaims, "Don't come this way! Nooooo!" He gets impaled by Tyrant's claw and is quickly flung off the side. He is dead, or is he? Tyrant then gets back to the point and eyes Chris. "You can't kill me!" Chris yells. It's now time to fight. You'll find that you are currently not equipping any weapon. Equip the magnum, turn around and run. When you have gained enough distance from Tyrant, start shooting at him. You should be able to shoot twice before he is dangerously close to you. Continue this hit and run tactic around the lab and he will be knocked out in 6 shots. After this brief battle, you'll find that the exit is electronically locked. Examine the control panel by Tyrant's broken cryo-tube and press the button to unlock the door. Chris exits to find Rebecca standing, the bullet had only stunned her. "Wow," he exclaims. "Ha!" Rebecca says, "It seems like this bulletproof vest is pretty strong!" "I see." She then asks about Wesker, "How about Captain Wesker?" Chris gives a rather cheesy reply, "He's sleeping with the ultimate failure! Hurry up, I want to get out of here." The two takes the lift back up. ---------------- B3 east hallway ---------------- Rebecca says, "Excuse me, Chris." "What Rebecca?" "I read a research file in this lab. It said that a great deal of research on the Tyrant virus exists in this very lab. We should blow this place up!" "We're already into it over our hands. Rebecca, can you do it?" "I'll set off a triggering system for a bomb!" "Good, this will give us a chance to escape. See you outside the house. Rebecca runs off to the power room, without saying "Yes sir! This time." Let's head back to the B3 west hallway, running past the chimeras as you do so. You'll hear about the triggering system being activated on the way. ---------------- B3 west hallway ---------------- Run over to the other end of the hallway and examine the triple lock mechanism by the double doors. Press the A button repeatedly to enter all 3 pass codes to unlock the door. Go through to find the prison. --------------- Prison --------------- Loads of naked zombies are in the way, so blast them to pieces with the shotgun. Open the door at the end of the hallway to free your teammate Jill. Now that Jill is free, make your way back to level B1, depositing your shotgun (along with the ammo) and withdrawing more full healing items from the item box as needed. However, make sure you have at least 1 empty slot in your inventory. --------------- Level B1 --------------- Go through the door marked "Emergency Exit". Run through the hallway. As you do so, you'll receive another radio transmission from Brad. "This is Brad. I have a fuel shortage. This is my last try. If there's anyone alive, please give me a sign." Yes, you'd better hurry and contact him or you'll be trapped here and be blown to bits! Pick up the battery on the ground as you run towards the lift. Use it on the power terminal to turn it on. You are told that "There is three minutes until explosion". Rebecca joins you and Jill. "I made it," she says, "I've set up the triggering system for the bomb." "Great, Rebecca, Brad's up in the helicopter." You also hear the sound of monsters approaching. "Look at those monsters!!!" She yells in an extremely unnatural voice (that sounds more like a 10 year old boy's yell than an 18 year old female cop's). Jill says, "Let me take care of them." "But..." Rebecca reassures him, "Chris, just get into contact with Brad right away." "Okay." Chris takes the lift up, as you ascend, the clock is ticking! --------------- Heliport --------------- It's daylight. Grab the flare on the brown crate to the left and use it. Chris will fire it to the sky, attracting Brad's attention, who prepares to land. However, the Tyrant is still alive. He bursts out of the ground for a final battle! It's time for more hit and run action against him. In addition, you should always run to the Tyrant's right hand side since his claw can't hit you if you do that. Whatever you do, don't get trapped in a corner since he can easily pin you down. Keep shooting and healing yourself as necessary and Brad will eventually drop a rocket launcher on the ground. "Chris!" He cries, "Destroy the monsters it!" Hey, since when is Tyrant a plural? But anyway, run over to the launcher, pick it up and quickly open fire! The rocket flies towards the Tyrant and blasts it to pieces in one hit! You call that the ultimate bioweapon? The chopper lands and picks you, Jill and Rebecca up before flying off. You then have an ending full movie scene where you see Jill sleeping on Chris' shoulder as he looks on. Meanwhile, Rebecca is also sleeping, lying down completely in the process. The helicopter flies into the sunrise, leaving the mansion to be destroyed in the resulting explosion. Enjoy the credits! You'll be allowed to save a file for the new meta-game, which includes a Special Key to unlock a room with additional costumes for your character. In addition, if this is the first time you've completed the game, you'll also unlock a new minigame called Master of Knifing. Enjoy! (NOTE: There are no rewards for beating this game within a certain time.) +-------------------------------------------------------------------------+ | IV. MASTER OF KNIFING | +-------------------------------------------------------------------------+ Master of Knifing is the minigame that is unlocked after you beat the game for the first time with either Jill or Chris. It's a simple game where you fight knife battles against the enemies of the game across five different levels. You get to play as both Jill and Wesker. Just like in the main game, Jill's game is easier than Chris'. In case you haven't fought knife battles before, this minigame uses a first personal view. You take out your stylus and sweep left and right, up and down across the touch screen of the Nintendo DS to slash at the enemies that come after you. You can also stab enemies by tapping on the touchscreen repeatedly with the stylus. --------------- Scoring --------------- You score points by slashing, stabbing and killing enemies with your knife as they come at you. Each slash is worth 50 points and each stab is worth 30. When you kill an enemy, you are awarded points based on the type of enemies killed. --------------- Combos --------------- In this minigame, you can score combos by continuously slashing/stabbing the enemies, provided that the gaps between subsequent hits are small enough. The higher your combo, the higher your score multiplier. The multiplier kicks in whenever you kill an enemy. The score you get from killing an enemy is equal to the base score multiplied by the value on the multiplier. Therefore, it's important for you to maintain long combos in order to get a high score in this game. --------------- Critical hits --------------- You might not noticed in the Rebirth Mode of the main game, having won most battles by recklessly swing the knife around. In Master of Knifing, critical hits become much more important. The reason is that one critical hit is enough to kill all regular enemies (and inflict heavy damage on bosses). In addition, your multiplier will increase at a faster rate than when you slash the enemy repeatedly. Furthermore, you are given more time to get your next hit in to continue your combo. Critical hits are typically scored by hitting the enemy the instant it is about to strike at you. It's quite risky but rewarding if you can continuously pull it off (the multiplier can only stay high if you continuously score critical hits. It will go down immediately when you deliver a regular hit in the chain!). --------------- Enemy guide --------------- Zombie These are the bread and butter enemies of Resident Evil DS. They march towards you slowly and try to bite you. Regular slashes to the left and right are enough to stop them in their tracks. To score a critical hit, wait for the zombie to get close and slash him when he is lunging forward to bite you. Zombies sometimes attack by spewing their vomit at you. You can stop them by either quickly slashing them 3 times, or by blowing into the microphone when they lunge forward. If you do the latter, the vomit will be blown back at the zombie, hitting it and increasing your combo count. Crow Crows fly close to you and try to peck you. They are extremely weak that one slash or stab will kill one. It is very easy to score critical hits on crows. Wait for one to fly up close and slash/stab at it when you hear a drilling sound. Once critically hit, the crow will be knocked back. If it hits other enemies by doing so, they will be stunned and your combo bar will go up as well. Cerberus The hellhounds are made relatively harmless now that they can only approach you from the front. Their attacks are so obvious: They will kneel down in front of you, howl once or twice before pouncing at you. Stab at the dog as it approaches in mid air. One hit is enough to kill the dog and is ALWAYS a critical hit! Hunter Hunters are the hardest hitting of the 4 regular enemies. They'll try to come close and slash you, but repeated slashes are enough to keep them at bay. The best way to score critical hits is to slash them as they are winding up for a slash (i.e. moving a claw backwards). This will kill them instantly. If you see a hunter make a war cry in the distance, this means that he is about to perform a jumping slash at you. Be prepared to intercept him in midair with the knife when that happens. --------------------- Level by level guide --------------------- Level 1: Picture puzzle room The first level features numerous zombies coming at you. This is the best level to score long combos. Slash each zombies as many times as possible before they fall. The best trick is to stun a zombie with three slashes, then stab him repeatedly to build up your combo. The zombie should collapse while you are stabbing him, but don't stop until he's fallen off the screen. Only do that when only one zombie is close up, though. The boss of this level is a lone naked zombie. Repeat the same slashing and stabbing technique on him and he will collapse. Wait for him to get back up and immediately stab him 5 times in a row to keep him stunned and continue the combo. Repeat until he is dead. You should aim at getting at least a 90 hit combo when playing as Jill or a 110 hit combo as Chris (Chris faces more enemies than Jill). Level 2: Southeast corridor This level features zombies and crows, which approach you rather infrequently when compared to the previous level. This is the perfect time to practice your critical hitting skills. My only advice is that you should keep an eye on the crows, as they often appear out of nowhere. The boss of this level is a super stronger hunter. He takes 3 critical hits to kill as Jill and 4 to kill as Chris. Level 3: Upper courtyard You'll be facing a mix of zombies, crows and hunters here. Special attention should be paid to those hunters since they tend to appear all of a sudden from the side of the screen. Just like the previous level, this level is ideal for getting long critical hit chains. The boss is none other the zombie of S.T.A.R.S Bravo Team member Forest Speyer. He's technically the same as the naked zombie. But this time, focus on critically hitting him continuously. I've found that it's possible to get your multiplier up to 31x if you score nothing but critical hits in the entire level. Level 4: Lower courtyard You'll be fighting zombies, Cerberus and hunters in this level. At first, keep an eye on the hunters as they pop up in the screen to avoid taking damage. The bit at the end is the most annoying: A large number of Cerberus will be taking turns to pounce at you. They are easy to fend off as Jill, but if you are playing as Chris, you must react quickly since those dogs will work in pairs and pounce at you within a second of each other. The best way to stop them would be by stabbing them in mid air, rather than slashing them. In addition, the final pair of dogs will lunge at Chris at the same time, so a wide slash along the horizontal plane is to be used. Level 5: Plant 42 room The final level is a fight against Yawn Mark II. The strategies are more or less the same as the fight in the main game, only that critical hits are much more important. To score a critical hit, perform an uppercut with your knife at the snake as it lunges at you. The snake can strike from the left, front or right, so slash upwards in the direction it is attacking from. Once critically hit, the snake will stun, lie back, revealing its soft underbelly. The underbelly can be stabbed at repeatedly to deal a lot of damage to the snake. You can typically stab the snake 20 times before it comes to. As Yawn takes damage, it will perform new attacks that vary depending on who you are playing as. If you are playing as Jill, the snake will lunge at you several times in quick succession and you have to slash at it just as quickly to keep it at bay. Fortunately, each successful slash is enough to stun the snake for half a second or so, giving you time to prepare for the next attempt. If you are playing as Chris, the snake will lunge at you three times in quick succession: from the left, right and then the centre. Yawn will attack much faster than when you are playing as Jill, so you must react even more quickly. To make things worst, hitting the snake during its first two strikes will NOT stun the snake, only the third hit will. It's very hard not to take damage when the snake is using this move. The best you can do is to try to stop the snake from hitting you the first two times (If you fail the snake on the first attempt, it gets to hit you all three times!). To make things even harder for Chris, he has to fend of multiple crows that appear on the touch screen. Those crows often distract you, making it difficult for you to stop Yawn itself. Fortunately, the crows wait much longer before pecking at you compared to the ones in level 2. It's important to time your stabs so that you won't be caught off guard. No matter which character you are playing as, Yawn almost always dies in the middle of the stab combo while it is stunned after a critical hit. Therefore you certain to get the multiplier over 2x by the time it's killed, resulting in over 100000 points from this kill. ------------------------- Bonus scores and grading ------------------------- Once you have beaten level 5, you will be sent to a screen where you are awarded 4 bonus scores based on the time taken to beat the minigame, the highest combo obtained, the accuracy of your attacks and the amount of damage you have received from the enemies. The 4 bonus scores are added to the points you've gained while playing the minigame to give a final score. If you get killed in this game, those 4 scores are not added to your total. You'll receive a rank depending on your total scores. You receive a C if you ended the game with fewer than 100000 points (this can only happen when you die early!), a B if you have between 100000 and 499999 points, an A if you have between 500000 and 699999 points and an S if you get 700000 points or more. As long as you are decent with critical hits, you shouldn't have problems getting an A. Getting an S requires you to be super lucky with critical hits, to the point of getting a huge combo with them. I wish you the best of luck! However, you don't get to unlock anything interesting by getting high scores in this game. The only reward is the ability to play as Wesker in the multi-card mode of this game, and that's obtained by beating this minigame with both Jill and Chris with a B ranking! +-------------------------------------------------------------------------+ | V. CONCLUSION | +-------------------------------------------------------------------------+ It's been a long run, but now all the work is worth it. This guide was made during my time at Shanghai, doing a summer job. I started work in mid-July 2008, but the Beijing Olympic Games proved to be far too attractive to ignore. After all, my country China has won a whopping 51 gold medals, a new record for it! As a result, the production of this guide suffered from delays and took six weeks to complete. Either way, I am very proud of this guide. This is a continuation of my tradition of making guides for various Resident Evil games. I might have to pass over Resident Evil 5 in the future since it's not going to be released for my system of choice. It's such a pity. However, I must hand it to Capcom for releasing the original first episode of the Resident Evil series so that I can savour what it was like back in 1996. I hope you enjoy this guide, and that you'd subscribe to my YouTube channel, hehe. This guide is copyright 2008-2011 to Kylohk, it's to be posted exclusively to GameFAQs, so don't bother asking.