---------------------------------------------
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.