Resident Evil: Deadly Silence FAQ/Walkthrough For the Nintendo DS Written by peach freak or peachfreak90@hotmail.com Copyright 2008-2014 Tim Brastow. All Rights Reserved. Version 1.65 Welcome! This is a guide for Resident Evil: Deadly Silence, a great port of the original Resident Evil with tons of new features. If you have any questions, comments, or if I make a mistake, email me at peachfreak90@hotmail.com. Once (good) questions are asked, I will put up an Asked Questions section. Also, this FAQ is protected by copyright. You cannot sell this, put this on your site without my permission, or any other violation of copyright law. You can, however, save it onto your computer for offline and LEGAL use. Table of Contents 1. Version History 2. Controls 3. Characters 4. Enemies 5. Weapons/Ammo 6. Health 7. Classic Mode Walkthrough (Jill) 8. Classic Mode Walkthrough (Chris) 9. Rebirth Mode 10. Master of Knifing 11. Multiplayer 12. Items 13. Files 14. Secrets and Unlockables 15. Endings 16. Credits =================== 1. Version History =================== Version 1.00, January 20, 2008: Finished this FAQ and uploaded it onto GameFAQs. Version 1.35, January 27, 2008: Rewrote many parts of my Master of Knifing sections, especially the character descriptions. The Yawn strategy was also given a complete overhaul. I have also added in the puzzle solutions for the blue chests found in Rebirth Mode. Version 1.40, February 4, 2008: Added a few more missing critical hit strategies in my Master of Knifing section (crow, zombie acid spitting, and Yawn's strike when his head bobs backwards). I also fixed a typo from the Master of Knifing section in the process, so yeah. Version 1.50, March 22, 2014: Completely re-did my endings section and provided much better walkthroughs on how to determine Barry and Rebecca's fates in the game. Version 1.60, March 31, 2014: I clarified some of the puzzles that you encounter in Rebirth Mode, in addition to categorizing them better. There was also another Rebirth Mode puzzle that I added from the lab (that was previously not in this FAQ). I also made a list of rooms where you may need to do a first- person knife battle in Rebirth Mode. Version 1.65, April 2, 2014: Re-did the wiring puzzles in the lab's power rooms, and provided the solutions for Chris's playthrough for those puzzles. ============ 2. Controls ============ D-Pad: Move in selected direction A: Fire weapon when aimed, open doors, grab items B: Cancels door/stair/elevator scenes, exit item inventory X: No use Y: Hold to run when using D-Pad, reload weapon while aiming, do a quick turnaround (while holding Down on the D-Pad) R: Aim Weapon L: Switch targets when aiming weapon, otherwise use L to use Knife Start: Pauses game, skips majority of cut-scenes and FMVs Select: Opens up game settings ---------------- Stylus Controls ---------------- Resident Evil: DS also has compatibilities for the stylus on both rebirth and classic mode. You can use the stylus and tap the screen on your item inventory and combine it with other items. Also, using the stylus makes browsing your item box much easier. The stylus is also used for several puzzles in rebirth mode, and is also used rarely during classic mode. ============== 3. Characters ============== ----------- ALPHA TEAM ----------- Jill Valentine: One of the two characters you can play as in the game. Jill is aided by Barry Burton during her quest, and she is a much easier character to play as than Chris is. She can hold eight item slots, can get a Bazooka, and receives a Lockpick, which can be used on any locked desk and doors that Chris requires a Sword Key to unlock. Her only disadvantage is that she takes less damage than Chris, so an attack can wear her health down pretty quickly. Chris Redfield: The other character you can play is. Playing as Chris is pretty much the same thing as playing Resident Evil with a challenge. He is aided by Rebecca Chambers rather than Barry, and can only carry six item slots, causing you to actually think, and in some cases, even backtrack to item boxes frequently. Since Chris doesn't get a Bazooka, any ammo found that's used on the Bazooka is replaced by other types of ammo, usually a Clip or Shotgun Shells. And without a lockpick, he needs a Sword Key to open any door Jill can use with a Lockpick and needs a Small Key to open those locked desks. All rants aside, Chris can take more damage than Jill can, easing the difficulty of fighting various enemies. Barry Burton: Barry is the STARS team weapon specialist and helps Jill out throughout the game. Barry also has some of the cheesiest dialogue in the game, ranging from "Jill Sandwich" to the "Master of unlocking". However, later on in the game, Barry's actions become more and more suspicious and Jill must decide if she trusts him or not, which leads to if Barry will finish the game dead or alive. Joseph Frost: Seen only at the beginning of the game, Joseph finds a detached hand holding onto a gun. After he screams, he is devoured by dogs, never to be seen in the game again. Brad Vickers: Brad is the pilot for ALPHA TEAM and is seen flying away from the crew at the beginning of the game. Brad is also a computer expert, but is a "chicken heart" as he can be scared by anything. But he still is flying around the mansion trying to find a signal from STARS. At least he cares somewhat... Albert Wesker: Captain of both STARS and ALPHA TEAM units. Wesker disappears from the beginning of the game for both characters, and does help Chris out a little bit. But you only see him a few times throughout the game and in the end, you find he is a traitor to the STARS and privately worked for Umbrella, and usually does you no good. ----------- BRAVO TEAM ----------- Kenneth Sullivan: He is found at the beginning of the game, eaten by a zombie with his head bitten off. Kenneth is also the scouting man for the BRAVO team, a dangerous position to keep. Besides the fact he is dead, he does bear two clips on him upon searching him. Forest Speyer: Forest is another STARS member found dead in the mansion, pecked to death by crows. Playing has Jill, there is a Bazooka right next to Forest, and you can get it very easily in the game, but Forest only has a clip for Chris on the balcony. On rebirth mode, upon examining him, Forest will get up and attack you as a zombie, in the same way seen in Resident Evil: Director's Cut. Richard Aiken: Richard is the communications specialist on the BRAVO team. You find him alive in one room, but he has been bitten by a poisonous snake and needs serum. Even if you bring it back in time, he ends up dying. In rebirth mode, you need to perform CPR on him using the microphone, but he still ends up dying. Failure to bring Richard serum will affect a few parts of the game. Rebecca Chambers: Rebecca is Chris's supporting character throughout the game. She is an 18 year old rookie who has been on the STARS team for a month. Rebecca is also the STARS team medical experts, and is good with using potions to heal Chris. Depending on your actions in the game, you will control Rebecca to help out Chris, but you most likely won't fight any monsters. Like Barry, Rebecca can either survive dead or alive depending on your actions in the game. Enrico Marini: Enrico is the leader of the BRAVO TEAM. We see him in the Underground, and while he tries to explain to us about a traitor on the STARS, he gets shot. He also assumes Chris is a double-crosser when you play as him. Otherwise, he isn't much use. Edward Dewey: The pilot of the BRAVO TEAM, although we don't see him throughout the game. That ripped arm seen in the opening intro may be his, though. =========== 4. Enemies =========== Zombie: The first enemy that we'll find in the game. They are found often in the mansion and appear on a few occasions after that. If you get close to them, they will grab a hold of you and bite you. This can bring your health down quite a bit, and if they do grab you, tap all the buttons you can to shake them off. On some occasions they will barf acid on you if you get to close, but it's weaker than their bite attack. Use your Handgun or Shotgun on these enemies to save up some ammo. Dogs: These dogs are found in the garden and in some areas of the mansion. They are fast enemies, but if you're skilled, you shouldn't have a problem running around them. They will leap in the air and attack you, and it can mow down your health pretty quickly. The Handgun or Shotgun will do, but if there's one dog around you, shoot it once, and then finish it off with your Knife to save some precious ammo. Crows: Not found very often. It takes one hit out of any weapon to kill them, but don't bother, as it wastes ammo, and if the crows are in large groups, they will peck the hell out of you. But you should be able to outrun them, so they shouldn't be too much of a problem. Snakes: The snakes only appear about 3-4 times throughout the game, dropping from the trees in the courtyard and the ceilings in the underground. Again, like the crows, these can be avoided easily, and it should take one shot out of anything to kill them. Their bites are poisonous, so be on the one at all times when you see these enemies. Spiders: They appear on an irregular basis. They can drop from the ceiling to attack you or they'll already be on the ground. If you get up close, they can bite you, which won't do a lot of damage. Otherwise, they'll shoot acid at you, and can poison you at times. Try to avoid fighting these enemies too, as they only appear a few times throughout the game. The Shotgun or Magnum would be the best weapons on these. Neptune: Neptune is a shark found in the basement of the guardhouse. Neptune also has 2 other tiny sharks by its side. It's pretty much invincible from being hit when it's in the water, and its bites can do a good amount of damage on you. They will be no threat to you once you drain the water in the guardhouse, whereas it should take 1 shot from any weapon to kill it, but take my advice and don't fire. Hunters: These are arguably the most annoying non-boss enemies found in the game. They appear once you return to the mansion and will annoy you for nearly the rest of the game. They can slash you at close range or can make a jumping swipe attack if at a greater distance, which when your health is low, it will cut your head off. It takes about 2-5 hits with a Shotgun to kill a Hunter, and 1-2 hits with the Magnum. With the Bazooka, it takes normally 1-2 Flame or Acid Rounds. Chimeras: Only appearing in the final part of the game, Chimeras can be pretty annoying. They can run around on the ceilings and swipe at you from above, which normally lowers your health down one level if you're playing as Jill. If on the ground, they can slash you with their claws, which is a less powerful attack. Try to run away from these, as you'll only need to deal with them for one part of the game. It takes about 1 Magnum Round to kill them, sometimes two or three. ================ 5. Weapons/Ammo ================ Knife: As much as you hate it, it'll always be with you. Unlike the original Resident Evil on the Playstation, the Knife does not take up a space on your item slot and you can easily get to it by holding L. Only use these on zombies when they are lying on the ground. Also, they can be used to easily take out dogs. You'll use this often as Chris in the beginning of the game, where you'll need to save as much ammo as you can. Handgun: The standard weapon in the beginning of the game. It is useful for taking down zombies and dogs, and holds up to 15 rounds a clip. On Rebirth mode, the Handgun also has a chance of blowing a zombie's head off. It is great for saving up ammo for your Shotgun, but it becomes pretty useless once you leave the Guardhouse. Shotgun: This is a great weapon you'll use for the majority of the game. It holds seven shells per re-load and is great for taking down nearly any enemy. At close range, they can blow off a zombie's head and takes 1-2 hits to take them down. It's also great for taking down groups of dogs, where they take around 2-5 hits to die. When you're taking on a Hunter, this is good for saving up Magnum ammo, as it takes around 2-4 hits to kill a Hunter with this weapon. This is also great for the end of the game, where many zombies infest the lab. For the ammo, Shotgun Shells are found commonly around the game, Magnum: Originally the "Colt Python" in the original Resident Evil, the Magnum is a fan favorite upon Resident Evil weapons. It holds 6 rounds a clip, and is great for nearly any non-boss enemy in the game. Magnum Rounds are found more often later on in the game, and the Magnum can practically kill any non boss enemy in 1 hit, with Hunters and Chimeras sometimes requiring 2 hits. As useful as this weapon is, try saving it for the final part of the game. Bazooka: Found in Jill's scenario only, this is one of the many reasons why she's got an easier game than Chris. It can knock out nearly any non-boss enemy in one hit. It can hold up to 6 rounds before you can reload, which is really annoying because in later RE games, you can swap out one type of ammo for another and load as much ammo into the Bazooka as you want, but in this game, you need to drain your Bazooka of no ammo to switch to another type of ammo. The Bazooka also has three types of ammo, all three are useful too: EXPLOSIVE ROUNDS: Explosive Rounds are the default type of ammo found for the Bazooka and they have a gray lid on their case. They're good at knocking out the weaker enemies in one hit, but they're still the weakest of the Bazooka ammo bunch. They are found commonly in the mansion, but disappear after that. ACID ROUNDS: With a yellow lid on their ammo case, Acid Rounds are great against the majority of the bosses, including Yawn the snake. Barry says these Acid Rounds are "Really powerful, especially against living things", and will give you these as a gift twice throughout the game, but that's pretty much the only ammo you'll find for this gun, so use it wisely. FLAME ROUNDS: Flame Rounds are my favorite Bazooka ammo. They have a red lid and appear on sporadic times. Flame Rounds are good for nearly any type of enemy, and only take 3 shots to kill Plant 42, and one for the Black Tiger Spider. Also, when you use these against Hunters, you'll notice them change from green to black with terrible screeches of death. Flamethrower: This useless weapon is found in Chris's scenario only. It has 240 ammo for it, which is the equivalent of 9 straight seconds of fire. In the underground, it is also used as locks for several doors, but it can be used on the Black Tiger Spider and for burning the web on the door down. When you play as Chris in rebirth mode, you'll find this weapon in the mansion's basement to unlock another door leading to the kitchen. Rocket Launcher: You'll only find this weapon at the very end of the game, assuming you keep your supporting character alive. It can kill any enemy in 1 hit and is used for beating Tyrant to the end the game. You only get 4 rockets with it, so don't miss. You can also unlock this weapon with unlimited ammo for the game. ========== 6. Health ========== You can always check out your health in this game by pausing the game and checking out your condition, along with an ECG. You can also determine what your health is by checking for a flashing color on the top DS screen (yellow, orange, red, or purple). If you need to heal, you can always use Herbs or First Aid Sprays. Here are the health conditions below: ------------------ Health Conditions ------------------ Fine (green): Good condition, green on ECG, about 75-100% health on you. Fine (yellow): Yellow on ECG, weaker amount of health, but can still take plenty of damage. You have about 50-74% health on you. Caution: Orange on ECG, and the name on your health status starts to flash. Critical hits from enemies can put you on the verge of death and even kill you on some instances. You have about 25-49% health on you. Danger: Red on ECG, and you are near death. One hit from nearly any enemy will kill you, and your best bet is to stay alert at every time of the game and get to a nearby healing item. You have about 1-24% health on you. Poison: This will flash poison on the top DS screen, and when you're poisoned, your health lowers gradually. The line color on the ECG determines what health condition you would be in if you weren't poisoned. When this happens, get to a nearby Blue Herb. ------ Herbs ------ Green Herb: Heals about 1/3 of your health. Red Herb: Has no effect when used alone. Blue Herb: Eliminates poison status when used. The following herbs are made by combining one another to get better effects. Green + Green: Restores about 2/3 of your health. Green + Green + Green: Restores you to full health. Green + Blue: Restores about 1/3 of your health and eliminates poison. Green + Green + Blue: Restores about 2/3 of your health and eliminates poison. Green + Red: Restores you to full health. Green + Red + Blue: Restores you to full health and eliminates poison. To get this herb, you must first combine the Green and Blue Herbs, THEN add in the Red. =================================== 7. Classic Mode Walkthrough (Jill) =================================== !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! NOTE: This walkthrough can be used for Rebirth Mode. However, if you find a different puzzle that is not covered in this walkthrough, please refer to the Rebirth Mode section before asking me, as there is a 99% chance the puzzle is covered there. There is one big difference throughout the game in Rebirth Mode, so please be sure to check out the little "walkthrough" found in the Rebirth Mode section. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ******************************************************************************* ~~~STORY~~~ ******************************************************************************* After murder cases of people being eaten have went up on Raccoon City, the STARS team was sent to investigate the problem. ALPHA TEAM was in search of BRAVO TEAM while flying around the Arklay Mountain. Jill spots BRAVO TEAM'S helicopter, but nobody is in it. While the ALPHA TEAM is scouting around the grass, Joseph finds a gun on the ground. When he lifts it up, he finds a detached hand holding onto the gun and screams out loud. A group of dogs attack and kill Joseph, prompting ALPHA TEAM to retreat. They see Brad fly away, but the dogs are still after them. The rest of the team runs over to the mansion, under the impressing it is safe. -------------------- THE MANSION: PART I -------------------- Barry, Jill, and Wesker take a look into the Main Hall 1F of the Mansion. Jill asks Wesker where Chris went and wants to open the door, but Wesker won't let him. A gunshot is heard and Jill is sent to investigate it, with Barry following her. Jill proceeds to open the double doors. Barry calls out "A dining room." Wow, what a smart guy! Pause the game and equip your Handgun. Now run to the other side of the room and Barry will investigate a pool of blood, while Jill asks "What is that?" Afterwards, check the hollow above the fireplace for an Emblem. Now run to the door to the right and open it. In here, run to Jill's left and step onto the carpet. An FMV will introduce you to your first zombie. Step back, aim your Handgun and kill it. Afterwards, check the body, who is Kenneth Sullivan. Search him three times for two clips. Now go back to the Dining Room. Jill runs up to Barry and then a zombie enters the room. Barry uses his Magnum to take it out. Jill tells him about Kenneth. Afterwards, open the double door to get back to the Main Hall 1F. Wesker is gone. Then Barry comes up with the brilliant idea of searching for Wesker without leaving the hallway. The fastest way to do this is run behind the staircase and come back out on the opposite side or go up the stairs and then back down. Jill and Barry will have another chat, which ends with Barry giving Jill a Lockpick and calling her "The Master of Unlocking". Barry goes back into the Dining Room. You go back in the Dining Room too and then go to the hall where you found your first zombie. Back in this hallway, run up to the north and you'll stop at a set of double doors. Unlock the door to the left with your Lockpick and open it. In this bar, run around the piano and you'll get to a shelf. Push the shelf to the right to reveal another shelf. Grab the Music Notes off this shelf and go to the piano. Use the Music Notes on the piano and Jill will play Moonlight Sonata perfectly without practicing. Afterwards, a hidden passage opens. Go into the passage and grab the Gold Emblem off the hollow. The hidden door will close, but we can simply fix that by putting the regular Emblem in its place. Now go back to the Dining Room. Back in here, put the Gold Emblem in the hollow above the fireplace. The clock will ding 3 times and slide over, revealing a Shield Key, so pick it up. Now go back to the Main Hall 1F. This time, open the double blue doors on the opposite side. In this room, you can push the ladder to the statue and grab the 1st floor map if you want to. Otherwise, unlock the door with your Lockpick and open it. In this hallway, run forward and a dog will leap out of the window, scaring the crap out of newcomers to this game. Ignore it and keep running forward. Another dog will leap out of the window, but ignore this one and keep running to the door. Open it. In this twisted hallway, use the Green Herb to heal yourself if you got hurt. Otherwise, follow this hall to a set of double doors and open them. In this dark hallway, kill the two zombies and run forward. Open the door on the left. See those crows? One mistake with this puzzle or one gunshot and they'll all fly down to peck you to death. In this puzzle, you must press the switches on the pictures in a certain order "From cradle to grave". Press the switches in this order: -Newborn Baby -Infant -Lively Boy -Young Man -Tired Middle-Aged Man -Bold Looking Old Man -"The End of Life" If you press the paintings in that order, the picture will fall down and reveal a Star Crest, so grab it. Wouldn't be logical just to remove the picture without solving this puzzle? Afterwards, go back to the previous hallway. Back in here, go into the alcove in front of you and open the door. In this passage, go to the other side of the room and kill the dog. The door next to you is locked, but there's a panel on the left. Put the Star Crest into the panel and leave. Back in the dark hallway, go to the blue door near the double doors. Unlock them and open it. In this stairwell, kill the zombie and run forward. Open the door below the stairs and you'll get to a storage room. In here is an item box. You should have these items on you: Handgun Handgun Bullets First Aid Spray Shield Key Any other healing items you have Put away the Shield Key and your healing items for the time being. Take out the two sets of Handgun Bullets and combine all your ammo to save up space. Afterwards, grab the Chemical near the item box and leave this room. Back at the stairwell, go up the stairs and then up the small staircase to get to the second floor. Kill the zombie next to you and run south. Follow this hallway to another alcove. Kill the zombie in the alcove, unlock the door he was guarding, and open it. There's nothing much to do in this hallway. Run north and follow the hallway until you stop at a door, killing both zombies in the hallway. Once you get to the door, open it and you'll be on the Main Hall 2F. Barry is here. After another cheesy chat, Barry gives you Acid Rounds and they're "Really powerful, especially against living things." Once he opens the doors on the other side of this hallway (he must really love that dining room), open the door to the right of the one you came out of. There's nothing much to do in this passage. Just open the door in front of you. Out on the balcony, go to the corner and we'll find Forest Speyer dead! Search him for a Bazooka (Woohoo!) and pick it up. Now go back to the Main Hall 2F. This time, run over to the opposite side and open the double doors. We're on the Dining Room 2F. Kill both zombies in this room and use the passage on our right to get to the statue. Push the statue until it is in front of an open part of the railing. Now push it over the ledge and it will fall down to the first floor, crashing into a million pieces. Just if you were wondering, Barry's not going to spend 3 hours looking at it. After you push the statue off the ledge, open the door on the opposite side of this room. Follow this hallway to a staircase, killing both zombies that lurk around the corner. Once you get to the staircase, go down it. Down here, kill the zombie nearby. Follow this hallway to two doors. When you get to both doors, open the one in front of you, not the one to your right. In this green hallway, kill both zombies near you. Now run forward into the alcove across from you and open the door at the end of this hallway. We'll be in a greenhouse. Go to the open machine in the corner of the room. Dump the Chemical into the machine and it will kill those plants in the middle of the room. Go to the dead plants and you'll find two Red Herbs and four Green Herbs. Make two Red/Green Herb combos and then grab the Armor Key off the wall. Afterwards, leave the room. Back in this hallway, run to the door you used to originally get here. Open this door and go back to the staircase. Open up the door underneath the staircase. We're in a medical room, also a save room. You should have these items on you: Handgun Handgun Bullets Armor Key Red/Green Herb Mix Red/Green Herb Mix Bazooka Acid Rounds Dump in all healing items, and get rid of the Bazooka and Acid Rounds. Now leave the room. Back in this hallway, go back to the door leading to the green hallway. This time, unlock the door to the right with the Armor Key and open it. In this room, get the Handgun Bullets and the Broken Shotgun off the shelf. Also unlock the desk with the Lockpick and open it for some Shotgun Shells. Afterwards, leave this room and go back to the green hallway. In the green hallway, take the opening to your left and keep running until you get to a door. Before you open it, unlock the door to your right and open it. In here, grab the Clip off the bed. Also go to the desk and check it. A zombie will come out of the closet and attack you. Kill it and then grab the Shotgun Shells from the closet. Then read the Keeper's Diary off the desk and leave the bedroom. Back in this hallway, open the door to Jill's right. We're back in the hall where we met our first zombie. Just get to the Dining Room. In the Dining Room, search the remains of the broken statue for a Blue Jewel. Once you have the Blue Jewel, go back to the green hallway and enter the little alcove near the bedroom door. In the alcove is a door, so open it. Put the Blue Jewel in the Tiger Statue and it will slide over, revealing a Wind Crest, so pick it up. From here, go back to the Dining Room and get to the Main Hall 1F. Back at the Main Hall 1F, unlock the door next to the blue doors with the Armor Key and open them. In here, run to the other side of the room and get the Handgun Bullets off the desk. Now go into the alcove and run south. Unlock the desk with the Lockpick and open it for some Shotgun Shells. Kill the zombie if he gets in your way and then get back to the Main Hall. Back in here, use the stairs to get to the second floor. Then use the stairs on your right and open the door in front of you. In this hallway, unlock the first door you find with the Armor Key and open it. Run around the corner and we'll find an injured Richard Aiken lying on the ground. He got poisoned by a poisonous snake and he needs Serum. After Jill leaves the room, the map flashes the room where the Serum is located, which is on the Medical Room in the first floor. We're not going to get it right away, because we have other things to do. Continue to follow this hallway to a set of blue double doors. When you get to them, unlock them with the Armor Key and open them. Don't worry, the armor statues won't come out and get you. To solve this puzzle, you must push both statues over both vent holes and keep them covered. Afterwards, press the switch in the middle of the room. If both holes were covered, a glass will lower and reveal a Sun Crest, so pick it up. If not, poisonous gas will be released for the room, which can kill you quickly. Once you have the Sun Crest, leave the room. Back in this hallway, follow it to the next door and open it. From here, run around the bend and go to the stairs. Before going down them, run forward and unlock the door on your right with the Armor Key, but don't open them. Now go down the stairs to the first floor. From here, open the door leading to the dark hallway. Back in here, run into the alcove and open the door. In this passage, go to the locked door and insert in the Wind Crest and the Sun Crest onto the panel to free up some space. Now leave this room to the dark hallway and open the double doors to the twisted hallway. Just open the door in front of you when you get to the twisted hallway. There's nothing much to do in here. Just open the door on the other side of the room. There are no enemies in this room. Grab the Shotgun on the wall. Afterwards, examine the hooks and it will ask you to put down the Shotgun. Select No, and THEN put down the Broken Shotgun. Afterwards, go back to the twisted hallway. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! What's the Broken Shotgun for? If you take the Shotgun without putting the Broken Shotgun in its place, the ceiling in the small square room will come down the crush you. The door leading to the twisted hallway will also be jammed. If you want the Shotgun without the Broken Shotgun, you mustn't see Barry on the second floor. While the ceiling is crushing, Jill will wonder what's going on. Barry will hear her and break the door down, thus saving her. Of course, you can do this without any backtracking in this game, and you can do it early too. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Back in this hallway, go to the door on the other side of the hall. Unlock the door on the left with the Armor Key and the game will tell you the Armor Key is useless. Discard the key, but don't open the door. Now open the door next to you. The two dogs are still here. You can easily outrun them, but if they become a problem, blast them to pieces. Get back to the Main Hall 1F. Go into the hall where you saw your first zombie and open the door leading to the green hallway. From here, get to the wooden stairwell and enter the Medical Room underneath the stairs. Grab the Serum and open the item box. You should have these items on you: Handgun Handgun Bullets Shotgun Shotgun Shells Serum Get rid of all your weapons and ammo and take out the Shield Key, the Bazooka and your Acid Rounds. Also bring out a healing item or two and then leave the room. Now leave this room and go back up the stairs. From here, get to the Main Hall 2F. Open the door leading to the hallway across from you in the Main Hall and when you get to the hallway, open the door leading to Richard's Room. Run around the bend to see Richard. Jill will give Richard a shot, but Richard will give Jill his radio and die. Afterwards, open the door in front of you. Equip your Bazooka and use it to kill the zombie around the corner. After that, unload your Bazooka and load it with your fresh Acid Rounds. Then go up the stairs, unlock the door with the Shield Key, and then open it. In this attic, run to the middle of the room and a cut-scene will happen. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: Yawn Difficulty: Easy-Medium Yawn is a giant snake who somehow can crawl around this whole mansion with these passages around the house. His bites are poisonous too, so watch out. Once the fight starts, fire one Acid Round to see if it hits him, Hit L to follow its movements and dump a few more Acid Rounds onto him. It will take 3 Acid Rounds to make Yawn go back to the hole it came out of. After about 2-3 bites, check your health. If the ECG line is orange or red, heal. Also, you don't have to fight the snake. You can just get it stuck around the pole and run to the other side of the room, where you can grab the Moon Crest from the hole and get out. If needed, run around the attic and keep firing. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight, go to the hole the snake came out of. Get the Moon Crest out of the hole. Also, get the Shotgun Shells from the barrels in the corner of the room. Then leave this room and go down the stairs. If you got poisoned by the snake, Jill will pass out. Barry will enter the room and you will awaken in the Medical Room at full health. From here, get to the Main Hall 1F and work your way to the storage room. If you weren't poisoned, just get to the storage room on the first floor (go into the hallway, then open the door on the other end, and then head down the stairs). You should have these items on you: Bazooka Shotgun Shells A healing item or two Moon Crest Put away the Bazooka and take out the Shotgun and all your ammo for it. Now go back to the Stairwell and get to the dark hallway. Go into the alcove and open the door. Back in this passage, run over to the locked door with the panel. 3 out of the 4 crests should already be on the panel. Insert the Moon Crest into the panel. With all 4 crests, the door will unlock, so open it. In here, push the ladder to the middle of the room and then push it upward towards the high shelf. Climb the mini ladder and get the Square Crank off the shelf. Now go down the ladder and open the double doors in the room that will lead us outside. -------------- THE COURTYARD -------------- As soon as you step outside, run forward and kill all of the dogs in this area. Once they are all dead, you'll get a radio call from Brad. He's still flying around the area. We can hear him, but he can't hear us. Also, if you have the space, use the Herbs around here to make two Green/Red/Blue Herb combos. Afterwards, open the gate on the other side of the room. In this area, follow the path and you'll get to a slot. Use the crank when you get to the slot, which will cause the water level to drain in this area. Run to the ladder and climb down it. Now run to the ladder across from you and climb up it. Snakes will be falling from the trees in this area, but do your best to ignore them. Simply run to the elevator and go down it once you get to it. In this area, go forward and kill all three dogs with your Shotgun. Once they are all dead, run to the gate at the other end of this room. Also note the waterfall and the other elevator here. Once the gate once you get to it. There are three dogs in this passage, but it's best that you run around them and avoid them, as they won't show up later on. If they become a problem, kill all of them. Then you can run to the door and open it, bringing you into the guardhouse. --------------- THE GUARDHOUSE --------------- Use the Blue Herbs across from you if you got poisoned by the snakes. Then run into the opening to your left. There is a door labeled "001" to Jill's left. Open this door first. In here, just open the door next to you before doing anything else. Examine the tub and drain it. Once the tub is completely drained, grab the Control Room Key out of the tub. Now go back to the 001 room. Go into the bigger area and kill the zombie. Unlock the desk with the lockpick and open it for some Shotgun Shells. Also, grab the Red Book off the bed and then go back to the hallway. This time, open the door on the opposite side of the 001 room. In this save room, take the Explosive Rounds and the First Aid Spray if you wish. You should have these items on you: Shotgun Shotgun Shells Red Book Control Room Key Crank Any healing items you have Dump in your Shotgun, Shotgun Shells, and the Crank, and be sure to have one healing item on you. Also, take out the Bazooka, which should have about 3 acid rounds on it. Now save your game if you want and go back to the hallway. There's a set of double doors here, but we don't need to enter them. Simply run into the opening to the right of the double door. A vine will come out of the hole on the floor and strangle Jill, but it shouldn't be too much of a problem. Head to the door in this area and then open it. In this hallway, simply follow the hall and open the first door you find. In here, run into the alcove to the right and you'll find a huge bee's nest and a desk. Grab the 002 Key off the desk and immediately run back to the door you used to enter this room. The bees will be flying after you, but as long as you don't do anything stupid, you're fine. Open the door once you get to it. Back in this hallway, just follow it to the next door, which is labeled "002". Unlock this door with the 002 Key, toss the key, and then open the door. There are no enemies in this room. Run forward to the bedroom area. Unlock the desk with your Lockpick and open it for some Shotgun Shells. Also, grab the Plant 42 Report off the bed. Across from the bed are two cabinets. Push the left one forward and then push the one on the right to the right. It will reveal a ladder, so climb down it. Down here, we need to solve a puzzle by pushing all three crates into the water to create a bridge. Keep following the hallway until you find two crates. Push them both into the water. Now, go back to the third crate. Put your back to the ladder and push it forward (not down the longer part of the hall). The third crate should now be on the wall across from the ladder. Now push the crate south until it hits another wall. From here, push it to the left until it sinks in the water. Now cross the bridge and continue following the hallway to a set of double doors. Use the Green Herbs if you need to heal and then open the double doors once you get to them. This area is flooded with water. Run to Jill's right and follow this path until an FMV happens. The FMV is through the eyes of a shark chasing you. After the FMV, run from the sharks and unlock the door on the left with your Control Room Key. Toss the key and open the door. In here, examine the flashing light and move the lever. This will drain all of the flooded water in this basement (but where does the water drain)? Once the water is drained, push the button near the door and we'll hear a click from the other room. Leave this room and open the door next to this room. In here, grab the two sets of Shotgun Shells across from you and get the 003 Key on the shelf to the right. Don't get the two Clips, as the Handgun is pretty much useless now. From here, get back to the 002 room. Once you get to the 002 room, leave the place and go back to the hallway. Now open the door leading to the wasp nest room. This time, run forward and unlock the door with the 003 key. Toss the key and open the door. In here, simply open the door leading to the bathroom. Kill the zombie in here and pick up the Flame Rounds. Empty out the Bazooka and load it up with the new Flame Rounds. Go back to the 003 room. In here, run to the bedroom area and unlock the desk with your Lockpick for an Ink Ribbon. Now Go to the bookshelf and take out the White Book, also known as the V-Jolt Report. Since there's now an empty spot on the row of red books, insert the Red Book you found earlier into the bookshelf. This will cause a cupboard to move, revealing a door. Open the door and prepare for a boss fight. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: Plant 42 Difficulty: Easy There's really no strategy in beating this boss. With your new Flame Rounds, just hold R and tap A three times. Three Flame Rounds is all you need to technically end the fight. Plant 42 can thrust you with its tentacles if you get too close, and if you stay in one spot for too long, a big drop of acid will come down and hit you. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After Plant 42 shrinks, it will re-grow and grab Jill with one of its tentacles. Barry enters the room with a Flamethrower. He saves Jill by burning the plant down with it, killing it for good. After a little chat, examine the fireplace for the Helmet Key and leave this room. Back in here, just use the door across from you to get to the previous hallway. Wesker is here, and he has killed a couple of bees. He also tells us there are still a lot of locked doors in the mansion, yet we've unlocked the majority of them. After the chat, go to the main hallway of this guardhouse. The vine won't attack you anymore, since Plant 42 is dead. Open the door leading to the save room. You should have these items on you: Bazooka Shotgun Shells Ink Ribbon Healing Item or two Helmet Key Pull out the Shotgun and keep at least one healing item. Save your game and then go back to the main hall. From here, open the door leading outside and we've officially finished the guardhouse (unless you're playing in Rebirth mode of course). -------------- THE COURTYARD -------------- Once you're outside, run forward and you will get a call from Brad. He still can't hear you and Jill will also realize the radio is broken. After, just run to the gate on the other side of the passage and open it. There's nothing to do in this big area. Just get to the elevator across from you and go up it. In here, just use the ladders to get to the gate on the other side of the room, avoiding the snake falling from the trees. Open the gate once you get to it. Back in this area, run to the other side of the room to open the double doors and get back in the mansion. --------------------- THE MANSION: PART II --------------------- We're about to go through the most difficult part in the game. As soon as you step in the mansion, open the door across from you. Back in this passage, run forward and open the door on the other side of the room. In this dark hallway, run out of the alcove and an FMV will show somebody chasing you. He can jump really high. He's really fast. And he can open doors! A Hunter will enter the room. As soon as you regain control of Jill, raise your Bazooka and pump one Flame Round into the Hunter. It will turn black and die in screeching pain. Once the Hunter's dead, unlock the only locked door in this hall with the Helmet Key and open it. In this dark study, turn on the light that's on the desk. Grab the Magnum Bullets (!) off the desk and grab the Doom Book 1 on the shelf to the right of the door. Now examine the Doom Book, turn to its pages and check it again to get the Eagle Medal. Now go back to the dark hallway and open the blue door to get back to the Stairwell. There's one Hunter here. Wait for him to get around the corner and blast him with a Flame Round. After, go into the storage room underneath the staircase. Barry decided to be a good man once again and left you some goodies. Acid Rounds (he must really love these), Shotgun Shells, and a First Aid Spray. You probably don't have the space for all of them, so go to the item box. You should have these items on you: Shotgun Shotgun Shells Bazooka Magnum Rounds Helmet Key Eagle Medal At least 1 healing item Dump in the Eagle Medal and any healing items you have. NOW pick up the Acid Rounds, Shotgun Shells, and the First Aid Spray. Now leave the storage room and go up the stairs to the second floor. Up here, run to the north and you'll see a Hunter with its back turned to us. Unload what should be your last Flame Round into the Hunter to kill it. Since your Bazooka is most likely empty by now, load in your new Acid Rounds and follow the hallway to a blue door and open it. In this room, unlock the door next to you with the Helmet Key and open it. This room is quiet, too quiet. Run over to the piano and examine it to start a cut-scene. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: Yawn Difficulty: Easy This is the 2nd and last time you fight this giant snake, unless you are playing on Rebirth Mode. It's also easier than the last time you fought him. This time, his bites won't poison you. At the beginning of the fight, he will attempt to bite you and miss, causing a hole in the floor. To beat this snake, all you need is about 4-5 Acid Rounds out of your Bazooka to win. Use L to follow its movements if it decides to squirm a lot on you. Also, heal yourself when your top DS is flashing orange or red, but the battle shouldn't last that long. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight, examine the hole. Barry will enter the room and check out the hole too. He'll drop a rope into the hole and Jill will drop down. Barry will drop the rope and he'll go out and somehow find another rope. When you regain control of Jill, go to the tombstone and push the button. It will slide over and reveal a ladder, BUT DO NOT CLIMB DOWN THE LADDER. If you do, Barry will die at the end of the game. After you push the button on the tombstone (you solve a puzzle here on Rebirth mode), go back to where Barry dropped the rope. Wait there for a few more seconds and Barry will re-enter the room and drop a rope down, pulling Jill up. After a chat, Barry will give you a Pass Number, which unlocks a door on the other side of the mansion. Some people like to use the pass number and other people don't. I always use the pass number, because on the way to the door, we can take a little side quest and get another weapon. Once Barry leave the room, you leave too. Get back to the staircase and go down the stairs to the stairwell. Down here, open the blue door to get back to the dark hallway, and then open the double doors to get to the twisted hallway. With your Bazooka equipped, follow the hallway until a Hunter charges out to attack you. Dump 1 Acid Round onto him to kill him. Then open the door on the other side of the hall. The Spiders here have replaced the dogs, but you can easily outrun them. Get to the Main Hall 1F from here. Enter the Dining Room and then go into the hall where you met your first zombie. Whoa! You're right in between two Hunters, but you've got more than enough time to open the door leading to the green hallway in front of you. If you've got 1 Acid Round on you, keep your Bazooka equipped. If not, pull out your Shotgun. Run forward and a Hunter will leap out of the alcove leading to the Tiger Statue room. Either unload your last Acid Round or kill it with a few hits from your Shotgun. Now run forward and open the door leading to the wooden stairwell. There are two Hunters here, but you only need to worry about one of them. Run forward and kill the Hunter in front of the pole with your Shotgun. Now run forward to the staircase. There is a Hunter below the stairs, but it will take him a year to realize you're in this room. Go up the stairs. Up here, use your Shotgun to kill the Hunter in the alcove next to you. Now go into the alcove and unlock the door on the left with the Helmet Key. Toss the Helmet Key and then open the door. In this room, read the Orders off the table and pick up the Shotgun Shells and the Magnum Rounds off the table. See that ladder? Push it to the left so it's directly in front of the fireplace. Now hit the switch near the door to turn the light off. Climb the ladder and face the moose head. Examine it to pick up a Red Jewel. Now leave this room, go back down the stairs, and go into the green hallway. Back in here, go into the alcove leading into the Tiger Statue Room. Open the door and put the Red Jewel in the Tiger Statue. It will move over and reveal our precious Magnum. Pick it up and go back to the stairwell and head back up the stairs. Go back into the alcove and go to the other locked door. Enter in the pass number (it automatically opens it, don't need to enter it yourself) and open the door. There is a zombie munching on a zombie that is faking dead. There is also another zombie at the other end of the hallway, but you can overrun all of these zombies without a problem. Follow the hallway to a door and then open it. Kill the zombie in front of you in this hallway. Follow this hall until you see a door and then open it. In here, there are two sets of Explosive Rounds, but don't grab them if you have two spaces or less remaining. Grab the Battery off the shelf and leave. Back in this hallway, kill the zombie around the corner and keep running down this hallway to a set of blue double doors and open them. In this big library, kill the zombie in front of you. Now run to Jill's right into the corner of the room to get to a desk. Unlock the desk with the Lockpick and open it for Magnum Rounds. Now run into the opening to your left. In this area, run left and kill the Zombie in this area. Grab the Scrapbook off the table and keep running left. Open the door in this corner of the room. We're in a messed up library. Run right and push the statue a little bit to the right. There is a switch on the wall, and turning it on will make a light shine in the corner of the room. This is where you need to push the statue. Push the statue into that corner and a bookcase will move over, revealing a small room. Go into the secret area and grab the MO Disk off the table. From here, get all the way back to the hallway you entered when you used the Pass Number. Once you get there, open the door leading to the staircase. Go down the staircase to get to the first floor. Down here, work your way to get to the Main Hall 1F. Once you get there, work your way to the Stairwell and get into the Storage Room. You should have these items on you: Shotgun Shotgun Shells Magnum Magnum Rounds Bazooka MO Disk Battery Healing Item/Explosive Rounds Dump in your Shotgun, Shotgun Shells, MO Disk, and keep your Bazooka. Also take out the Crank. Save your game if you want to and then go back to the stairwell. Open the door leading to the dark hallway. Go into the alcove and open the door. There is a Hunter in this passage, but you can run to the left and avoid him. If not, just kill him. Otherwise, get to the door on the other side of this passage and open it. After, just open the double doors and we're out of the Mansion forever! -------------- THE COURTYARD -------------- After you step outside, run to the gate across from you and open it. In the pool area, use the ladders to get to the elevator, dodging the snakes falling from the trees. Use the elevator to get to the next room. Down here, run to the other elevator and insert the battery into the slot. Now go up the elevator and you'll be taken to the area outside the doors leading to the mansion. Go back to the gates and open them. Go to the Crank Slot and use the Crank in this area. The pool will refill with water, but to get around this, go back through the gates and go back down the elevator in this area. Down here, since the waterfall is now gone, use the ladder next to the elevator to get to the Underground. ---------------- THE UNDERGROUND ---------------- There's nothing much to do in the first room. Just open the door to our left. If you waited for Barry to drop the rope, you'll find him here. Answer yes to both of his questions and he will walk off. Walk forward and you'll hear gunshots. Follow the path he took (use the path on Jill's left) and open the door. Barry will gun down a Hunter in mid-air and kill him. After another chat, use the opening on the other side of this room. Once you get to the opening, open the door across from you. Follow this hallway until a cut-scene happens. We'll find an injured Enrico who tries to tell us about a traitor on the STARS team. He gets shot by somebody and the killer runs off. Barry will remain here to check out the death. Once you regain control of Jill, go back to the door. Oh yeah, on your way back to the door, you'll see a Hexagonal Crank on the floor, so be sure to pick it up. Then open the door once you get to it. Hunters have crept into the Underground too. Kill the Hunter next to you using the Magnum and then get to the door he was guarding and open it. There is one Hunter in this room, but he can be avoided without a problem. Kill him if you need to, get to the alcove, and open the door. Back in this hallway, run south and follow the hallway until you get to a hole in the floor. There is also a crank slot to the left. Use the Hexagonal Crank on the slot to rotate the floor so the hole isn't on the floor. Now who would waste their time to make a stupid puzzle like this? After you use the Hexagonal Crank, get to the door and open it. In this hallway, run up to the north and touch the boulder. Now run back down south and the boulder will move. Immediately get back to the alcove before the boulder squishes you. Now, go through the opening created by the boulder when it crashed through the wall. There is a Hunter here, but if you run to our left (or the Hunter's right side), he'll swipe and likely miss if you are fast enough. Kill the Hunter from here since you'll catch it off guard. Now go back to where the boulder originally was. Examine the shelf there for some Flame Rounds and then load your Empty Bazooka with the new Flame Rounds. Equip your Bazooka, get to the double doors near the dead Hunter, and then open them. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: Black Tiger Spider Difficulty: Ridiculously Easy If you got the Flame Rounds, all you need to do his hold R and press A once to unleash one Flame Round and kill the Spider. Ok, so you want a challenge. It should take about three Colt Python hits to kill the spider. This huge spider can unleash poisonous acid on you or shoot non-poisonous webs. Run around the spider in a circle and keep shooting potshots at it until it dies. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight, it will unleash all of its baby spiders, who can bite the crap out of you. To make them go away, just simply leave and re-enter the room. You'll also notice a set of double doors being blocked by a web. If you stand from the middle of the room and fire two flame rounds at the door, the net should go away. If you somehow use the rest of your Flame Rounds and still can't get the net down, use your Knife to slash the web down until it's gone (hold L to bring out your Knife). Once the web is gone, open the double doors. In this hallway, run down to the south and open the door at this end of the hallway and we'll get to a much needed save room. You should have these items on you: Magnum Magnum Rounds Bazooka Square Crank Hexagonal Crank Any healing items you may have Drop in every item you have (including your weapons) except for the Hexagonal Crank. Also, bring out your Eagle Medal from the item box. There is a First Aid Spray on the table and a Blue Herb in the corner of the room. Use the Ink Ribbon on the table to save your game if you want to and then leave the room. Now why are you ditching all of your weapons? Because there aren't ANY enemies until the next item box, and we could use the extra space. Oh yeah, did I tell you no more Hunters for the rest of the game now? Yay! Unless you're playing on Rebirth Mode, you won't see them again. Now leave the save room. Back in this hallway, the snakes have somehow gotten here. Run to the other side of the hallway and open the door before they cause any trouble dropping from the ceiling. In this hallway, take the opening to the north. Now follow the hallway and you should see a hole in the wall. There is also a crank slot on the left wall. Use the crank in the slot until the hole is facing the left wall. Now run up to the boulder and touch it. Turn around and the boulder will start moving. Simply get back to the alcove to the left and let the boulder pass. Now go to where the boulder was originally standing and grab the MO Disk off the shelf. Go back to the alcove again and open the door. In here, go to the statue and keep pushing it to the right until it's on the right side of the crank slot. Now push it a little bit more to the right. Use the crank in the slot and a wall should push the statue to the middle of the room. If you missed, use the crank to retract the wall and re-adjust the statue. Once you have the statue pushes to the middle of the room, retract the wall and then push the statue to the right until it is standing on a plate. This will cause a shelf to open, revealing the Doom Book 2. Pick up the 2nd Doom Book and check it. Flip to its pages and turn it to get the wolf medal. Now leave this room. Back in this hallway, go to the door you originally used to enter this room. This time, take the south opening and use the elevator on the other side of this path to get out of here. -------------- THE COURTYARD -------------- Once you're outside, use the Green Herbs to heal if needed. Now run over to the pool. On opposite sides of the pool are hollows. Insert the Wolf Medal in one hollow and put the Eagle Medal in the other hollow. This will cause the pool to drain and open up a passage to the pool. Go into the passage and you'll be taken down the stairs. Enter the elevator in front and you'll be taken to the final part of the game. ---------------------- UMBRELLA'S SECRET LAB ---------------------- As soon as you enter the lab, run to the corner of the room and go down the ladder. There's nothing but an item box in this room. You should have these items on you: Hexagonal Crank MO Disk Maybe a Green Herb from outside Drop in the Hexagonal Crank and take out your Shotgun and Shells, in which you should have a good supply of for ammo. Also, bring out your other MO Disk. Afterwards, open the door in this room. There are two zombies in this room. Kill both of them, use the Green Herbs if you need to heal, and then go down the staircase. There is a naked zombie in one of you, but you can easily avoid it by running into the opening to your right. Follow this pathway until you get to a set of double doors. Open them when you get to them. Pick up the Slides on the floor if you want to and then get to the computer and turn it on. Using your stylus to enter the keys on the keyboard, enter in JOHN as the name and ADA as the password. Then you will be prompted to unlock either B2 or B3. Select B2 and you will be prompted with another password. Enter in MOLE as the password and hit enter. This will release the locked doors on B2. After, select B3 and it will automatically release the B3 without a password. Afterwards, shut off the computer and go back to the hallway. Back in here, go back to the staircase and head up it. Up here, go into the alcove to your left. Grab the third MO Disk off the table and open the double doors into the Visual Data Room. If you got the Slides from the computer room, insert them into the projector on the table to view various enemies from the game and check out the Umbrella development team. Also, examine the panel near the table and lower it. It will reveal a switch. Push the switch and a pole in the room will slide over, revealing a shelf. Get the Lab Key from the shelf. Before leaving the room, get the Security System off the shelf near the door. Now go back to the hallway and go down the stairs. Back down here, open the double doors to your left. Skip the first door you see this hallway and then enter the second door. In here, there are four naked zombies. Kill the three in your current view and then read the Fax on the shelf. Go to the other corner of the room and kill the naked zombie. Now go to the desk and use the MO Disk to get your first pass code from the machine. Now go back to hallway with the staircase. This time, run back to the double doors leading to the computer room. Now continue to follow this hallway until you find another set of double doors, killing the naked zombie standing in your way. When you get to the double doors, unlock them with the Lab Key, toss the key, and then open the door. Before going to the other part of this hallway, simply open the door to our right. Grab the Shotgun Shells off the table and get the Red Herb if you want it. In here are two boxes and a ladder. See those ventilation holes? Push the ladder to the right (make sure it doesn't hit the wall), and push the crate on the right to cover the right hole. Now, take the left crate, and push it right. Now, push it up, then push it to the left. From here, you can push it upward to cover up the other ventilation hole. Now, push the ladder to the switch in between the holes and crates, and climb it. Be sure not to step on the switch before both holes are covered, otherwise poisonous gas will be release. Now enter the vent shaft and we'll get to the Morgue. In this room, grab the Magnum Rounds off the shelf. Now go to the other corner of the room where there is a desk. Use another MO Disk on the machine to get your second pass code. Now go to the door in this room. Unlock it and open it. Back in this hallway, get to the double doors you used the Lab Key on and then open them. Now run forward and kill both zombies in this area. Also, open the door across from the double doors and you'll get to a save room. Go to the item box. You should have these items on you: Shotgun Shotgun Shells MO Disk Any healing items you have Drop in the Shotgun and Shotgun Shells. Take out your Magnum and Magnum Rounds. If you have a shortage of Magnum ammo, also bring out your Bazooka. Then get the Flame Rounds on the shelf, save your game if you want to, and then leave the room. Back in this hallway, run south to the double doors and open them. In the first power room, run to the north and follow this path to a computer. There may be a Chimera or two trying to bug you. Kill both of them if needed and then get to the computer. Use it to activate power throughout the lab. Now go back to the double doors. Follow the path to a door and then open it. In the 2nd power room, kill the Chimera in front of you and then run forward to an input machine. Use your third and final MO Disk to get the last pass code. Now take the other path in this room and you'll get to a set of double doors. Kill both Chimeras near the doors and then open them. There are no Chimeras in the third power room. Cross this place clockwise and you'll get to a mini computer. Use it to supply power for the elevator outside this power room. From here, get back to the hallway outside the power rooms. Now follow this hallway until you get to an elevator. Push the switch to the right of the elevator. Barry will enter the room and will follow you in the elevator. Then you'll witness a cut-scene of Barry holding Jill at gunpoint. Wesker has threatened Barry's family if he doesn't obey him and such, and we learn all about the truth of this place. Just when Wesker is about to show you the Tyrant, Barry knocks him out and after another chat, you two will enter the double doors. You'll see an FMV of the "world's most powerful biological weapon", the Tyrant. Barry decides to release the Tyrant. The Tyrant breaks out and knocks out Barry. It's up to you to take him out. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Boss: Tyrant Difficulty: Easy There's no real strategy in taking out this boss. At the start, run straight and be sure you're on his clawless side, and he may swipe at you, but most likely miss. If you're playing on Classic Mode, it will only take 3 hits from the Magnum to drop the Tyrant. On Rebirth Mode, it should take a full clip of Magnum Rounds. Don't let it get too close to you or it'll swipe you. If needed, run around the perimeter of this room and keep firing until you bring him down. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight, go examine Barry and he will regain consciousness. Now open the double doors and leave this room. Wesker has once again disappeared, and we'll be greeted by the sound of the triggering system being activated. Both of you will automatically go up the elevator. Barry then runs off to get out of here. Once you regain control of Jill, go to the alcove and open the double doors. Chimeras have replaced the naked zombies. You may need to kill at least one of them. Get back to the staircase in the corner of this room. Before going up the stairs, open the double doors to the left. Run to the other side of this hallway where you'll find double locked doors. Examine the panel to your right and if you used the 3 MO Disks, you'll automatically enter the 3 codes, causing the door to unlock, so open it. There's nothing in this hallway except a door, so open it. Chris is here in the prison. After another chat, get back to the staircase outside these hallways and go up it. There are a few more zombies up here. Kill them and then follow this hallway back to the door and open it. Back in this room, open the item box. You should have these items on you: Magnum Magnum Rounds Bazooka (maybe) Make sure you have at least 5 Magnum Rounds on you, 10 if on Rebirth Mode. If not, bring out your Bazooka for backup. Also, bring out your absolute best healing items, but make sure you have at least one free item slot. Afterwards, climb up the ladder. Barry and Chris are here waiting for you, so open the double doors. Run down this hallway and you'll get a call from Brad who is giving us one last shot to get out of here. Keep running forward and grab the Battery from the floor. Then put the Battery in the slot to the right. A 3 minute counter will go off. Barry and Chris will fight off the monsters and will meet us at the heliport, with Jill automatically entering the heliport. Grab the Flare off the box. You can use it on any part of this area, but I prefer doing in the middle. Brad will pick up the signal and attempt to pick you up, but will be interrupted by an unpleasant surprise. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: Tyrant Difficulty: Medium-Hard This boss can be a bit hard. This time, Tyrant can run and he is a lot more powerful than before. His running swipe can do a good amount of damage, and in some cases, he'll bust out a bigger claw and run after you. Your best bet is to run around the heliport firing whenever you can with the Magnum/Bazooka. Use your best healing items when the top DS screen flashes orange/red. If you run out of Magnum rounds, switch to your Bazooka or Shotgun. After about 5 Magnum hits (10 on rebirth mode), or if the timer reaches near 30 seconds, Brad will drop a Rocket Launcher in the middle of the heliport. Quickly run over to it and pick it up. Aim at Tyrant and fire, and you've finished the game! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Now, enjoy your ending (depends on your actions throughout the game), watch the credits, and then you'll get a screen showing the amount of time it took for you to beat the game and how many times you've saved. It'll also show you any items or features you've unlocked. After, create a new save file to save the items you unlocked. ==================================== 8. Classic Mode Walkthrough (Chris) ==================================== !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! NOTE: This walkthrough can be used for Rebirth Mode. However, if you find a different puzzle that is not covered in this walkthrough, please refer to the Rebirth Mode section before asking me, as there is a 99% chance the puzzle is covered there. There is one big difference throughout the game in Rebirth Mode, so please be sure to check out the little "walkthrough" found in the Rebirth Mode section. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! NOTE: With Chris, you'll spend a lot of time in the first part of the mansion, mainly because Chris can only hold 6 items and his route around the mansion is a lot different than what I normally do with Jill. -------------------- THE MANSION: PART I -------------------- This is a pleasant opening scene. Jill is aiming her gun at the captain, and then Chris realizes Barry's missing. A gunshot is heard and Chris will examine it on his own and enter the dining room. The positive thing about Chris's scenario is that there are a lot less cut-scenes than Jill's scenario. Hey, it's the DS version; you can skip them in this game, so who cares? Just simply run to the other side of the Dining Room. Leave the Emblem where it is and open the door near you. Now run to Chris's left and step on the carpet. The FMV will show you our first zombie. With Chris, don't even try to be Mr. Tough Guy and kill it with your Knife. Leave this room and get back to the Main Hall 1F. Hey! Where did Wesker and Jill go? And what's Jill's Handgun doing on the floor? Oh well, there's a firearm for us. Pick up Jill's Handgun near the carpet. Now go to the hallway where we saw the first zombie. Kill the zombie and then go to the dead body it was eating. It's Kenneth from BRAVO TEAM! Search him 3 times for two sets of Handgun Bullets. Reload your gun and get back to the Main Hall 1F. Since Chris doesn't have a Lockpick, we need to take a different route. Use the stairs to get to the second floor. Up here, go up the stairs on the left and open the double doors in front of you to get to the second floor of the Dining Room. Want to save ammo? Run to the statue and get in front of it. When the zombie gets to the statue, use your knife to slash at it. It won't crawl over the statue, so don't worry about it biting you. After it dies, kill the other zombie. Now push the statue until it's in front of the opening on the rails. Push it over the ledge and it will crumble into a million pieces. After the statue falls over, run to the door on the other side of the room and open the door. Follow this hallway until you get to the zombies. Kill the zombies and then go down the staircase. Down here, kill the zombie near you and kill the one underneath the staircase. Afterwards, open the door underneath the stairs. Watch out! It's a monster! Don't worry, it's only Rebecca Chambers spraying stuff at you. Chris and Rebecca will have a chat about the helicopter crash and whatnot. Afterwards, grab the Sword Key from the bed and go to the item box. You should have these items on you: Handgun Handgun Bullets Sword Key First Aid Spray If you're confident and skilled enough, drop the First Aid Spray into the item box and then leave this room. Before leaving, Rebecca will ask you if she can go with you or not. Say Yes to make your life a whole lot easier, but she'll remain here for the time being, and then you'll leave. Back in this hallway, follow the path to do doors. The one on the right is locked, so open the other one to get to the green hallway. Kill the zombies in this area and then run into the alcove to Chris's right. Run forward to a door and you'll see another door on our right. Unlock it with the Sword Key and open it. In this bedroom, get the Handgun Bullets off the bed and get to the desk in the corner of the room. Search the book and a zombie will pop out of the closet. Kill it quickly before it causes any trouble. Now get the Shotgun Shells from the closet and then get the Keeper's Diary off the desk. Now leave this room. Back in here, unlock the other door in your view and open it. We're back in the hall where we met the first zombie. Run to the north and you'll stop at some doors. These are locked from the other side, so unlock the door to the left with the Sword Key and open it. Run around the piano in this room to get to the shelf. Push the shelf over to the right and it'll reveal another shelf. Grab the Music Notes off this shelf. Go to the piano and use the Music Notes. Chris can't read music, so he'll play a few random notes and then Rebecca comes in, with the classic "It's me Chris" followed up with "Is that you Rebecca?" Rebecca will go to the piano and attempt to play Moonlight Sonata. She is playing at a slow pace and nearly finishes, but stumbles at the end. She'll ask you if she can practice or not. Regardless of if you say Yes or No, she'll remain here to play. We've got so much stuff to do, so we're going to ditch Rebecca for a while and let her practice forever. Yeah, we're being evil. Leave the room and get to the Dining Room from here. Back in this room, search the remains of the broken statue for the Blue Jewel. Go back to the previous hallway and open the door to the green hallway. Back in here, run in the alcove to the left and open the door. In here, use the Blue Jewel on the tiger statue and it will slide over, revealing the Wind Crest, so pick it up. Now go back to the Dining Room and get to the Main Hall 1F. Once you get to the Main Hall 1F, open the double blue doors on the opposite side of the room. Unlock the door with the Sword Key in this room and then toss it. It's best that you kill the dogs in this hallway, because you might need to use it multiple times. Run forward and let the first dog leap out of the window. Shoot it once and then knife it to death while it's on the ground. Now follow the hallway until the next dog leaps out of the window. Shoot it once and then knife it to death. See that empty shelf near where the second dog leaped out of the window? Get on its right side and push it to the left. Pick up the Handgun Bullets on the floor. Now open the door on the other side of the hallway. You're in the twisted hallway. Run forward. The first door is locked, so follow the path and open the next door to get to the bathroom. There's nothing much in here, but let's examine the tub. Drain it and it will reveal a Small Key. Get the Small key and then leave the hallway. Back in here, continue to follow the hallway until you get to a set of double doors. Open the double doors once you get to them. In this dark hallway, kill the zombies and go to the other side of the hall. Open the door in the corner of the room across from the alcove. See those crows? One mistake in the puzzle or one gunshot and they'll come to peck you to death. There are switches beneath the paintings. Examine the paintings and hit them in this order: Newborn Baby Infant Lively Boy Young Man Tired Middle-Aged Man Bold Looking Old Man "The End of Life" After you push the final painting, the picture will fall off, assuming you did the puzzle correctly. It will reveal the Star Crest, so pick it up. Now leave this room, as we're never coming here again. Run into the alcove in the dark hallway and then open the door in the alcove. In this passage, kill the dog and run to the other side of the room. There is a locked door with a panel next to it. Insert the Wind Crest and Star Crest into the panels. The door will remain locked, as we have 2 more crests to find. Now leave this passage. Back in the dark hallway, open the lock on the blue door and open it. Kill the zombie in this stairwell and then open the door at the base of the stairs. Pick up the Chemical in the corner of the room and then go to the item box. You should have these items on you: Handgun Handgun Bullets Small Key Chemical Grab a healing item and heal if needed. We don't need to dump in any items, this is just a status check. From here, leave this room and work your way back to the Main Hall 1F, using the dark, twisted, dog corridor, and marble statue hallways. Once you're back at the Main Hall 1F, get to the dining room and then to the hall where you saw your first zombie. We could probably see Rebecca now, but we're not done yet. Open the door leading to the green hallway. Back in here, go to the door leading to the wooden stairwell. This time, use the other alcove and follow it to a door. When you get to the door on the other side of this passage, open it. You'll be in the greenhouse. Dump the Chemical into the machine in the corner of the room. This will cause the plants to die off. There are also 4 Green Herbs and 2 Red Herbs in this room. Grab 1 of each and make a Green/Red Herb combo. After, run over the dead plants and get the Armor Key off the wall. Now leave this room and open the door leading to the wooden stairwell. Once you get to the wooden stairwell, unlock the other door in this hallway with the Armor Key and open it. In this room, get the Handgun Bullets and the Broken Shotgun off the wall and then use the Small Key to unlock the desk. Open it for some Shotgun Shells. Now get back to the Main Hall 1F. Back in here, unlock the door to the left of the double blue doors with the Armor Key, but don't open it. Open the double blue doors instead and get to the twisted hallway. Unlock the first door in this hall with the Armor Key, but don't open it. Now open the double doors leading to the dark hallway. From here, get to the stairwell and open the door leading to the storage room. Get to the item box. You should have these items on you: Handgun Handgun Bullets Shotgun Shells Broken Shotgun 1 Red/Green Herb Mixture Armor Key Dump in the Green/Red Herb mix and leave the room. From here, go to the dark hallway and open the double doors to get back to the twisted hallway. Back in here, open the door directly across from you. There's nothing much in this room, so just open the other door. There are no enemies here. Grab the Shotgun off the wall across from you. Then examine the shotgun rack. It will prompt you to put down the Shotgun, so say no. Then put down the Broken Shotgun. With the Broken Shotgun on the wall, the ceiling in the previous hallway won't crush you to death. Get back to the twisted hallway and open the double doors. Use the dark hallway to get back to the stairwell. Open the door leading to the storage room and go to the item box. Dump in the Handgun and Handgun Bullets and then get out of here. Now use the staircase to get to the second floor. Up here, kill the zombies to your south and then run up north from the staircase. Unlock the door on the right wall with the Armor Key and open it. In here, run to Chris's right and open the door. A zombie will enter the room, so kill it. Now open the black door. There are two beds in this bedroom. Search the ride side of the bed on the right in the corner for some Shotgun Shells. Now leave this room and go back to the hallway outside this area. Get back to the staircase. This time, run south and follow this hallway to a door. When you get to the door, unlock it and then open it. Follow this hallway to a set of double blue doors. Unlock them with the Armor Key and then open it. There are two statues and two ventilation holes in this room. You must cover both holes with both statues. Push the statues so they're each covering a hole. Once they're both completely covered, push the switch in the middle of the room. This will cause the panel to lower on the other side of the room, so go to it. Get the Sun Crest and then leave the room. If you somehow made a mistake with the statues, poisonous gas will be released into the room. Continue following this hallway until you get to a door. Unlock the door with the Armor Key and then you should be prompted to toss the Armor Key, so please do so. Don't open the door, so just follow the hallway to the next door and open it. We're back at the Main Hall 2F. Use the stairs to get to the Main Hall 1F. Down here, go into the dining room. Back in here, go to the fireplace on the other side of the room and get the Emblem above the fireplace. Now go into the hallway where you saw your first zombie. Run up north and open the door leading to the room where Rebecca is playing the piano. Rebecca's finished practicing! Chris will listen to Rebecca play Moonlight Sonata. After she is finished, a secret passage will open up. Go into it and grab the Gold Emblem off the hollow. Uh-oh. The door shut. What are we going to do? Simple, just put the regular Emblem in place to re-open the door. From here, get back to the dining room. Put the Gold Emblem in the hollow above the fireplace. The clock will ding 3 times, stop ticking, and move over to the left, revealing the Shield Key, so pick it up. From here, go back to the Main Hall 1F. Use the stairs to get to the second floor. Up here, use the stairs on the right and open the door across from you. Back in this hallway, open the first door on Chris's right. Get both Green Herbs in this room and combine them both. Go around the bend and we'll find Richard, but he is already dead by now. Just open the door in front of you. In this room, quickly go up the staircase in front of you. Unlock the door with the Shield Key and then open it. Now that you're in the attic, run to the middle of the room and you'll trigger a boss fight. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS FIGHT: Yawn Difficulty: Medium Without a Bazooka, fighting this boss turns into a real pain. Your best bet is to use the Shotgun. As soon as the battle starts, try to hit Yawn once or twice. Since you can't dispose of it immediately, try to run around this place constantly to avoid being hit. Yawn's bites poison you, and after about 2-4 hits, check your health and heal if needed. Of course, fighting this boss isn't necessary. If you can get Yawn caught around the pole in the middle of the room, you can run to the back of the room, get the Moon Crest, and then quickly leave. It should take about seven shells to have Yawn crawl back to the hole he came out of. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight is over, grab the Shotgun Shells on the barrel in the middle of the room. Also, go to the hole where Yawn Came out of and grab the Moon Crest. Leave the room afterwards. Go down the steps in this room. If you got hit by Yawn, Chris will collapse and Rebecca will enter the room. Chris needs Serum, so you will control Rebecca to get it for him. You need to go to the Medical Room on the other side of the mansion. So simply leave this room, get back to the red hallway, go into the Main Hall 2F, into the second floor of the dining room, into the next wooden hallway, down the stairs, and into the medical room underneath the stairs. Grab the Serum off the shelf and bring it back to Chris. Of course, you don't need to get the Serum if you didn't get hit. If you didn't get hit, congratulations; I've never defeated Yawn without getting hit as Chris before. Once you regain control of Chris (or if you didn't get hit), leave this small room. Simply open the door on the other side of this hallway. Back in this hallway, turn right and follow the hallway until you get to two doors. Open the door on the right. In this hallway, go down the stairs. At the bottom of the stairs, open the door near the staircase. In this save room, you should have these items on you: Shotgun Shotgun Shells Moon Crest Any Healing Items Drop in your healing item and bring out any crests you may have. If you followed my guide, you should have the Moon Crest and Sun Crest. Save your game if you want to and then leave this room. Back out here, open the blue door to go into the dark hallway. In here, run into the alcove and open the door. Run to the panel on the other side of this hallway. There should be a Wind Crest and a Star Crest already in place. Insert the Moon Crest and Sun Crest into the panel. With all four crests, the door to your right will be unlocked, so open it. In this room, push the mini ladder to the left slightly. Now get in front of the steps and push it forward. Climb to the top of the ladder and grab the Square Crank from the shelf. Before opening the double doors in this room, pick up the Small Key next to the barrel. Now open the double doors and you'll be out of the mansion for a while. -------------- THE COURTYARD -------------- As soon as you step outside, run forward and kill any dogs in this area. If you need to heal, there are plenty of red, green, and blue herbs out here for you, so ahead and make any mixed herbs you want. Once you're done in this area, run to the other side of the room and open the gate. Follow this path until you get to a crank slot. Insert the Square Crank into the slot. This will drain out the pool and allow us to cross over to the other side of this area. Now go down to the ladder near the gate. Go down the ladder and then run forward and climb up the other ladder. Follow this path to an elevator and watch out for the snakes that drop from the trees below. Once you get to the elevator, go down it. Down in this area, run forward and kill any dogs in this area. Once all of the dogs are dead, run to the gate on the other side of this room and then open it. There are dogs in this passage, but you can easily avoid them and if you avoid them, they won't be back for when we visit this point later on in the game. You can kill them if they become a pain, but the best option is just to avoid them and follow the passage to a door. When you get to a door, open it and you'll be in the Guardhouse. --------------- THE GUARDHOUSE --------------- Once you're in the guardhouse, run forward and take a right. There is a set of double doors across from you, but to the left of these double doors is another door, which has "001" labeled on it. Let's open this door first. In the 001 room, open the door right next to you to get into the bathroom. In this bathroom, examine the tub and drain it. When it is completely drained, it will reveal a Control Room Key, so pick it up. Now go back to the 001 room. Back in here, run forward into the bedroom area. Kill the two zombies wandering around. There is a small desk next to the bed. Use the Small Key you found earlier to unlock this desk and open it for some Shotgun Shells. Now get the red book on the bed afterwards. Now leave this room and go back to the main hall of this place. This time, open the single door right in front of you. In this save room, go to the item box. You should have these items on you: Shotgun Shotgun Shells Square Crank Red Book Control Room Key Healing Item Dump in the Square Crank and your healing item for now, as there are no insanely difficult places in the guardhouse. Also, I'd swap out the Shotgun and Shotgun Shells for the Handgun and any ammo you have. Once you're done, pick up the Clip on the shelf and take the First Aid Spray, but put the First Aid Spray in the item box. Now go back out to the main hallway. Facing the set of double doors, go down the passage to your right. A vine will pop out of the floor and start to strangle Chris, but it'll let go of you with minor damage. Now just follow this passage to a door and then open it. Follow this hallway to the first door you find and then open it. We're now in the wasp nest room. Run to the only other door we can see on this camera angle and examine the panel to the right of this door. Enter in one of these codes on the panel: 345 or 1245. If one of them is incorrect, abort and try the other combo. When one of them is right, it will unlock the door next to you, but don't open it. Also, this is one of the very few spots where you need to use the Stylus in Classic Mode. Once you have the code entered, run into the alcove to our right. There is a desk and a huge wasp nest. Grab the 002 key of the desk. The wasps will escape from the nest, so turn around and make a run for the door we used to enter this room. Continue to follow this hallway to another door. It will have 002 on top of it, so use the 002 key to unlock it. Toss the 002 key and then open the door. In the 002 room, run to the bed and grab the Plant 42 report off the bed. Across from the bed are two cabinets. Push the cabinet on the left forward. Now push the cabinet on the right to the right and it will reveal a ladder, so climb down it. Down here, follow this passage until you get to a water pit. There are two crates directly across from this water pit. Get on the right sides of both crates and then push them into the water. Now go back to the ladder where a third crate is. With the ladder on your right, push the crate slightly forward. Now have your back facing the ladder. From here, push the crate until it bumps into the wall. Now position yourself in front of the crate so that the ladder is on Chris's left. Push the crate all the way forward until it bumps into another wall. From here, get on a different side of the crate and push it into the water. We have created a bridge of crates. Cross the bridge and follow this path until you get to a set of double doors. When you get to a set of double doors, open them. This room is completely flooded. Run around this room counter clockwise until we get to two doors. Unlike Jill's scenario where the sharks follow her, the sharks are already in front of the two doors! Unlock the door on the left with the Control Room Key, toss the key, and then open the doors. Examine the blinking red light in this room and push it. This will completely drain all of the water in this flooded basement. Now go to the door. There is a small switch next to the door, so push it. This will unlock the door right next to us, so leave this room and open the door to the right of this room. In here, grab the two sets of Shotgun Shells and the Handgun Bullets off the shelf. Also, grab the 003 key and then leave this room. Back in here, you'll find the sharks flopping around the double doors, so they pose no threat to you anymore. Open the double doors into the previous hallway. From here, follow this path up to the ladder and then climb up it. Open the door leading to the hallway in the 002 room. Back in this hallway, open the door leading to the wasp nest room. In here, run straight and you'll find a single door and a set of double doors. The single door leads to the 003 room, so use the 003 key to unlock the door, toss the key, and then open it. Once you're in the 003 room, run forward into the bedroom area. Across from the bed is a shelf. Examine the shelf and you'll find a row of red books with one white book. Take the white book and read it, as it is the V-Jolt report. Now a book will be missing. Insert the red book you found earlier in the 001 into the bookshelf. This will cause another shelf in this room to slide over and reveal a door. NOTE: Before opening this door, it is recommended you go back to your item chest and grab a healing item. Otherwise, proceed. Just when we're about to start this fight against Plant 42, Chris just has to walk up and examine the damn thing. The plant grabs him and starts strangling him. Rebecca is just conveniently outside the room. She hears Chris scream and then barges through the double doors. And those are jammed too! How come we couldn't do that? Chris will lend her the V-Jolt report. Now we take control as Rebecca and we must make the V-Jolt to help out Chris. We start out in the wasp nest room. Go to the door we unlocked earlier with the panel and then open it. In this room, we will make the V-Jolt. Now follow the instructions below on making the V-Jolt. 1. Grab all 4 empty bottles in this room (they are the flashing objects). 2. Go to the sink and put water in one. 3. Go to the shelf behind you and get some UMB. NO 2. Put some in an empty bottle. 4. Combine the water and the UMB. NO 2. to get UMB NO. 3 5. Go to the empty shelf and get some UMB NO. 4 off of it. Put it in an empty bottle. 6. Combine the UMB No. 4 and UMB NO 3 to make UMB No. 7 7. Get UMB NO. 4 from the shelf and UMB NO. 2 from the other shelf. Combine the two and get UMB NO. 6 8. Combine UMB NO. 6 and UMB NO 7 to make UMB NO 13 9. Get some water from the sink and UMB NO. 2 from the shelf. Combine the two to make UMB NO 3 10. Combine UMB NO 3 and UMB NO 13 to make the V-Jolt NOTE: If you make a wrong combination not listed here, a poisonous gas could be released, so leave and re-enter the room. The reason we have to do this with Rebecca is because well...Chris doesn't know how to mix chemicals, so doing it with him is useless. Once you have made the V-Jolt, get out of this room and run to the 002 room nearby. Go down the ladder and follow this path to the set of double doors. Open these double doors. Back in this room, turn right and open the single door in the corner of this room (it is to the left of the double doors). There is a massive set of vines down here. Use the V-Jolt on the vines and it will cause the vines to shrivel up. When Rebecca tries to leave the room, she'll notice the shrinking vines. This will stun Plant 42 for a few seconds, thus letting Chris go. Now we can take control of Chris. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: Plant 42 Difficulty: Easy-Medium Unlike Jill's scenario, we can't just take it down with three hits, so we'll actually need to fight the thing. Plant 42 has two attacks: it can either whip you with one of its vines if you get close or it'll drop acid from the ceiling if you stand in one spot for too long. Hopefully you have the Handgun and at least 15-20 extra bullets on you. Aim high at Plant 42 and fire 3-4 bullets at it, and then move to a different spot on the room before acid falls down and hits you. Keep repeating this process until the plant dies. Heal when your health is falling low. It should take roughly 30 shots to take down this plant. You can move in any direction, as long as you're not getting hit constantly. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight, examine the fireplace for the Helmet Key. Now open the set of double doors and we'll find Rebecca out here. After a chat between you two, Rebecca will give you Richard's radio and then she will run off into the room where she made the V-Jolt. If you want to heal yourself for free, run into the V-Jolt room, talk to Rebecca, and then she'll heal you. She can only do this three times. Once you're done, leave the wasp nest room and go back into the previous hallway. Chris will hear gunshots and we'll find Wesker killing a few wasps. Wesker claims she lost Jill when they were exploring and they were attacked by a "strange creature". What a lying sack of... After the chat, Wesker will go into the Wasp Nest room. Now open the door leading to the main hallway of the guardhouse. In here, enter the save room. You should have these items on you: Handgun Handgun Bullets Shotgun Shells Helmet Key Maybe a healing item or two Drop the Handgun and the Handgun Bullets in. Take out any Shotgun Shells you may have, as well as the Shotgun. Also, make sure you have at least one healing item on you. Save your game, go back into the main hallway, and then open the door leading outside. -------------- THE COURTYARD -------------- Once you're outside, run forward and you'll hear beeping. Pause the game and check your radio. It is Brad. We can hear him but we can't hear us. After the little scene, just continue to follow this path to a gate and then open it. Back in this area, run forward and take go up the elevator across from you. At the top, follow this path to a ladder, watching out for the snakes falling from the trees above you. Drop down the ladder and run forward. Now climb up this ladder and open the gates across from you. In this area, kill the dogs if you need to and then run to the other side of the room. Use any herbs to heal if needed and then open the set of double doors to get back into the Mansion. --------------------- THE MANSION: PART II --------------------- Once you're back in the mansion, simply open the door across from you. Now follow this passage to a door and then open it. Walk out of this alcove and an FMV will happen. Something is after us. It's fast, it can leap very high, and it can open doors too! A Hunter will walk into the room. To kill these with a Shotgun, fire at it once. Count 1-2 seconds and then shoot again. You will most likely hit the Hunter. Repeat this process until the Hunter is dead. It normally takes 3-5 hits to kill a Hunter with a Shotgun. Once the Hunter is dead, unlock the door next to the blue door with the Helmet Key and then open it. In this dark room, run to the desk across from you and turn on the light. Grab the Magnum Bullets off the desk and get the first Doom Book on the shelf to the right of the door. Examine the book and turn so we can see its pages. Check it again to open it and it will reveal an Eagle Medal, so grab it. If you're playing in Rebirth Mode, you'll find a MO Disk instead, so refer to the Rebirth Mode puzzles for later on. Now leave this room. Open the blue door next to you in this hallway. Back at the stairwell, lure the Hunter over to you and kill it. Now get to the door leading to the storage room. Read the note next to the door and we'll find that Wesker was actually generous enough to leave some ammo for us in the storage room. Once you're in the storage room, grab the Shotgun Shells and the First Aid Spray off the door. Now open the item chest. You should have these items on you: Shotgun Shotgun Shells Magnum Bullets Eagle Medal Helmet Key Healing Item Drop in the Eagle Medal, Healing Item, and the Magnum Bullets, as we'll need these later. Save your game right now if you want to and then leave this room. Back out here, go back to the dark hallway. Back in here, open the double doors leading to the twisted hallway. In here, follow this hallway until we find a Hunter. Kill this Hunter and then open the door leading to the next hallway. In here, the two spiders have replaced the dogs. You can easily outrun these spiders, so get to the Main Hall 1F from here. Once you're in the Main Hall, go in the dining room and then go into the hallway where we found out first zombie. There is a Hunter on the other side of the room, but ignore it for the time being. Instead, open the door on the wall across from us. Turn to the left or right in this room. There is a Hunter walking towards us, so keep aiming your weapon until it auto-aims at the Hunter. When it does, fire at the Hunter until it's dead. Now run forward. A Hunter will come out of the alcove leading to the tiger statue room to scare the crap out of you. Make short work of this Hunter. Now run forward and open the door leading to the wooden stairwell. In here, run forward to switch camera angles. We can see a Hunter, but it can't see us. Shoot at it once to grab its attention, and then kill it. Now run to the stairwell and run up the stairs. There is a Hunter in this area, but it's too far away from you to pose any threat. Instead, run into the alcove next to us. Unlock the black door with the Helmet Key and then open it. In here, grab the Shotgun Shells, the Magnum Rounds, and the Orders. Also, push the mini- ladder so it is right in front of the deer above the fireplace. Now press the switch next to the door to turn the light off. Since it is dark, climb up the ladder and face the deer. We can see something glittering. It is the Red Jewel, so pick it up and leave this room. Back in here, go down the stairs. Back down here, ignore the Hunter and run to the green hallway. In this hall, run to the alcove leading to the tiger statue room and open the door. Insert the Red Jewel into the tiger statue and it will reveal the Magnum! Yeah! This is the best weapon Chris can get during his adventure. Now run back to the Main Hall 1F. From here, enter the blue double doors and work your way to the storage room. You should have these items on you: Shotgun Shotgun Shells Magnum Magnum Rounds Helmet Key Maybe a healing item Drop in the Magnum and the Magnum Rounds, as you won't really need them for the rest of the mansion. Save if you need to and bring out any better healing items you may have. Once you're ready, go back outside to the stairwell. Head up the stairs to the second floor. At the top of the stairs, go up the little staircase. You'll see a Hunter in the back of the hall with its back turned to you. When you shoot the Hunter, it may turn to the left, but it may never attack you. Once it's dead, go to where the Hunter is and follow the hall to a blue door and then open it. There are Green Herbs in this room. Use the Green Herb to heal if you need to. Otherwise, unlock the other door in this room with the Helmet Key, toss the Helmet Key, and then open the door. Go to the piano in the corner of this room and examine it (if on Rebirth Mode, you'll have a puzzle here). A little cut scene will happen and Yawn will come out of the fireplace. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: Yawn Difficulty: Easy Yawn is much easier this time around, mainly because of the fact that his bites won't hurt you anymore. Before the fight starts, Yawn will attempt to bite you but will miss, creating a hole in the floor. It should take about six or seven Shotgun Shells to take him down. Staying in one spot to fight him really isn't smart, as he can get into some nasty consistent bites. Heal if you need to, move around the room to try and throw him off, and eventually Yawn will die for good. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight, examine the hole in the floor. There is nobody to help Chris out in his scenario, so your only option is to jump down the hole. Down here, examine the tombstone and press the switch. This will cause the tombstone to move and reveal a ladder and slide, revealing a ladder, so climb down it. Down here, kill the zombie across from you and then run all the way to the door on the other side of this hallway and open it. There really isn't a lot to do in this hallway. There are two zombies munching on a dead zombie (and the dead zombie really is dead, he isn't faking it). The zombies don't pose any threat to you, so follow this hallway to a door and then open it once you get to it. You're in a kitchen. Get the Small Key off the cabinet on the other side of the room. Facing the cabinet, run right and you'll find an alcove. Watch out for the zombie lying on the floor, as he is faking death. Kill it and then get on the elevator. Once you get off the elevator, kill the zombie next to you. Go down the hall where the zombie was and open the first door you find. In this closet, get the Shotgun Shells off the shelves and then grab the Battery on the chair. Now leave this room. Run forward and follow this hallway until you get to a set of double doors, killing the lone zombie near the door. You're in the library. Kill the zombie in front of you. Now go to the desk in the corner of the room. Unlock it with the Small Key and then open it for some Magnum Rounds. Facing the desk, turn around and run to the other side of the room. Now run into the alcove to the right. There is a door in front of you, but before entering, go right. Kill the zombie in this area and get the Scrapbook off the table. Now go back to the door and open it. This is a messed up library. Run into the alcove in front of you and you'll be in front of a statue. Push it slightly to the right. Now, get on the north side of the statue (using this camera angle) and push it all the way down until it bumps into a wall. Once it touches the wall, get on the right side and push it to the left. This will cause the shelf behind you to open and reveal a secret room. Grab the MO Disk off the desk in this secret room. Now backtrack all the way to where the elevator was and use it to get down to the kitchen. Back down here, run to the other side of the room and go into the alcove, where an FMV will happen of a zombie opening the door. Kill the zombie and then open the door. Go up the stairs in this hallway and follow it to a set of double doors. Unlock the double doors and then open it. We're back in the hall where we met out first zombie. Killing the Hunters in front of you is highly recommended. Now get back to the Main Hall 1F. From here, open the double blue doors and work your way back to the storage room. You should have these items on you: Shotgun Shotgun Shells Magnum Rounds Battery MO Disk Maybe a healing item Drop in the Shotgun and the Shotgun Shells. Take out the Magnum and any Magnum Rounds you have. Put in the MO Disk and your healing item. Also take out the Square Crank. Once you're done here, go back out to the stairwell and open the blue door leading to the dark hallway. In here, enter the alcove and open the door. There is a Hunter in this hallway, so kill it and open the door on the other side of this passage. In here, open the double doors and we're out of this mansion forever. -------------- THE COURTYARD -------------- ******************************************************************************* NOTE: If you're playing on Rebirth Mode, use my Rebirth Mode puzzles to get to the guardhouse and grab the first Doom Book from here. After that, you can continue the game as normal. ******************************************************************************* Once you're outside, kill the dogs if you need to. Otherwise, run to the gate on the other side of this area and then open it. In here, go down the ladder, run forward, and go up the next ladder. Follow this path until you get to an elevator, watching out for the snakes falling. When you get to the elevator, go down it. Down here, go to the inactive elevator on the other end of this room. Insert the battery in the slot to make it work again, and then go up the elevator. We're back near the mansion's back door. Run forward and enter the gates again. Back in this area, follow the path to the crank slot. Use the Square Crank to raise the water in this area. What does this do? It reveals a ladder near the battery powered elevator that was previously blocked by a waterfall. From here, enter the gates again and go back down the battery powered elevator. Back down here, run to the other side of the room and you'll find a slim path. Use it to climb down the ladder to get into the underground. ---------------- THE UNDERGROUND ---------------- Once you're in the Underground, open the door right next to you. In this hallway, run forward and then run to the right. Open the door nearby to get into another hallway. From here, run forward until you see a door next to you and then open it. Follow this hallway until a cut scene happens. Enrico thinks you're a double-crosser. When he attempts to shoot you, somebody else kills him and then runs down the hallway. Now turn back around. Two Hunters have entered the room and they are near the door. Kill both Hunters and then go near the door. Before opening it, grab the Hexagonal Crank off the floor and then open the door. Back in this hallway, kill the Hunter in front of you and then open the door. Back in here, kill the Hunter coming out of the alcove. Now go into the alcove and open the door. We're back from where we started the Underground. With your back against the ladder, follow this hallway until you get to a hole in the floor. Next to the floor is a slot. Use the Hexagonal Crank to rotate the floor and eliminate the hole. Now run forward and open the door leading to another hallway. In this hallway, run north and touch the builder. Now turn around and walk forward. The boulder will start to move, so run forward and get back into the alcove before it crushes you. The boulder will crash into a wall and create an opening. Before going through the opening, pick up the Flamethrower next to the door. It will lock the door next to you, but we don't have to go through this door again. Now enter the opening. There is a Hunter in this area. You can either Kill it or run on OUR left hand side. If you do that, he will swipe and likely miss you. Now open the double doors behind the Hunter. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: Black Tiger Spider Difficulty: Very Easy This boss is a joke. All you need to do is pump in 3 Magnum Rounds to kill it. Of course, if you're not fast enough, you'll need to run around the room and take shots at it, avoiding its attacks. It can fire webs at you or shoot acid, which can be poisonous. Again, there shouldn't be any real problems with this boss. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight, go to the set of double doors that are being blocked off by webs. Use the Flamethrower to burn off all the webs and then open it. If your Flamethrower somehow runs out, use your Knife (remember, it's L in this game to draw your Knife), and pick off the webs one by one. Once all of the webs are gone, open the set of double doors. In this hallway, run up to the north and we'll get to a locked door. Insert the Flamethrower on the panel to the right to unlock the door. But before opening it, turn around and open the other door on the other side of the room. Holy crap! A save room! Use the Blue Herb to heal yourself if you got poisoned by the Black Tiger Spider. Also, grab the First Aid Spray to heal if needed. Use the Ink Ribbon to save your game if you want and then open the item box. You should have these items on you: Magnum Magnum Rounds Square Crank Hexagonal Crank Any healing items Drop in EVERYTHING but the Hexagonal Crank, as there are no enemies for the rest of the Underground. Take out the Eagle Medal and then leave this room. Back in this hallway, open the door you previously unlocked. In this hallway, use the opening to the north. Follow this hallway until you see a crank slot on the wall to the left. Use it to rotate the floor in front of you until the hole is on the LEFT. Once it's on the left, run to the boulder across from you. Touch it and then turn around. Run back to the alcove before the boulder takes you down. Now go to where the boulder was. Grab the MO Disk off the shelf and then go back to the alcove and open the door. In this room, use the Hexagonal Crank in the slot to push a wall out. Now use the Crank to retract the wall. There is a statue in this room. Push the statue to where the wall pushes in and out. Once you have it in that position, use the crank to push the wall out. This will also push the statue to the middle of the room in the process. Now use the crank to retract the wall. From here, push the statue onto the plate in the middle of the room. This will cause a slot to open up and reveal the 2nd Doom Book, so grab it. Check it and turn to its pages and check it again. It will open and reveal the Wolf Medal. Now leave this room. Back in here, go back to the door we used to enter this room. This time, use the south opening and you'll get to an elevator, so climb up it and we'll be out of the Underground. -------------- THE COURTYARD -------------- Once you're outside, run to the pool in the middle of the area. There two slots on the opposite sides of the pool. Insert the Eagle Medal into one of the slots and then insert the Wolf Medal into the other slot. This will cause the pool to drain and open up a path to the pool. Enter the path and you'll automatically go down the stairs. Open the elevator and it will take you to Umbrella's Secret Lab, which is the final part of the game. ---------------------- UMBRELLA'S SECRET LAB ---------------------- There is nothing to do in the first room, so just go down the ladder to the next room. There is an item box in this room, so open it. You should have these items on you: Hexagonal Crank Any healing items MO Disk Drop in the Hexagonal Crank and take out your Shotgun, Shotgun Shells, and your other MO Disk. Equip the Shotgun and then open the door leading to the next room. In this hallway, kill both zombies nearby. Now follow this hallway until you get to a staircase. Before going down the staircase, kill the zombie coming out of the alcove. Run into the alcove and grab the third and final MO Disk off the desk. There are a set of double doors, but they are locked for the time being. Turn around and go down the stairs. Down here, kill the naked zombie in front of you. Run down the passage next to you and you'll get to a set of double doors, so open them. In this room, examine the computer and turn it on. Using your stylus and the touch screen, enter JOHN as the user name and ADA as the password. You will also use your stylus to navigate the options on the computer. Select B3 and it will automatically unlock all electronically locked doors on this floor. Now select B2 and enter in MOLE as the password. Once you're done, leave this room. Back in this hallway, go back to the staircase. Before going back up the stairs, open the set of double doors next to you. In this hallway, run forward and open the door on Chris's right. In this room, kill all of the naked zombies in front of you. Read the FAX from the wall. Now go to the corner of the room and you'll find an input machine on the desk. Use one of your three MO Disks on this machine to get a pass-code. This is needed to unlock a door later on in the game. Now go back to the double doors, open them, and then head up the stairs. Back up here, run into the alcove and open the unlocked set of double doors. In this Visual Data room, read the Security System off the shelf next to you. Now run forward and you'll find a panel on the wall. Open the panel and it will reveal a switch, so push it. This will cause a pole to move over and reveal another shelf. Grab the Lab Key off the shelf and then leave this room. Now go back down the stairs in this area. Back down here, go into the alcove next to you. Follow the hallway until you get to a SECOND set of double doors; not the first ones we found earlier. Kill any naked zombies in front of you. When you get to the 2nd set of double doors, unlock them with your Lab Key, toss the key, and then open the door. In this hallway, just open the door next to you and we'll get to a room with a really annoying puzzle. Grab the Shotgun Shells off the table and get the Red Herb if you want it. In here are two boxes and a ladder. See those ventilation holes? Push the ladder to the right (make sure it doesn't hit the wall), and push the crate on the right to cover the right hole. Now, take the left crate, and push it right. Now, push it up, then push it to the left. From here, you can push it upward to cover up the other ventilation hole. Now, push the ladder to the switch in between the holes and crates, and climb it. Be sure not to step on the switch before both holes are covered, otherwise poisonous gas will be released. Now enter the vent shaft and we'll get to the Morgue. In this room, grab the Magnum Rounds off the shelf. Now go over to the other side of the room and we'll find an input machine on the desk. Insert a second MO Disk into the machine to get another pass-code. Once you're done in this room, unlock the set of double doors and then open them. Back in this room, open the double doors again that you previously unlocked with the Lab Key. In this hallway, run forward and kill all three zombies surrounding you. Open the door next to you and you'll get into a save room. You should have these items on you: Shotgun Shotgun Shells MO Disk Magnum Rounds Maybe a healing item Drop in the Shotgun and the Shotgun Shells. Take out your Magnum and any other Magnum Rounds you have. Heal if needed and save your game if you want to. Also, grab the Green Herb in this room and grab the Magnum Rounds off the shelf. Now leave this room. Back in here, run south and open the set of double doors to get into the first power room. This is where we find the Chimeras for the first time in the game. When you get into the power room, run up to the north and go left. Follow this path until you get to a machine. Kill both Chimeras lurking around this area. Examine the machine and use it to give out power throughout the lab. Now go back to the double doors. This time, follow the other path to a door and then open it when you get to it. In this room, kill the Chimera in front of you and then run forward. You'll get to another input machine, so use your third and final MO Disk to get a password. Now run down the path next to you until you get to a door, killing both Chimeras in the way. Once you get to the door, open it to get to the third power room. Follow this room counter clockwise and we'll get to a small computer. Use this computer to activate power for the elevator. Once you are done, get back to the hallway outside the first power room. Go into the save room, save and heal if needed, and bring a healing item if you want. Now, run to the other side of this hallway and you'll find an elevator. Press the switch next to the elevator to give power to the elevator. Rebecca will enter the room, as she saw you in the Courtyard. Both of you will go into the elevator. In the next hallway, Chris and Rebecca will come across Wesker. After a chat of what happened with Umbrella and such, Wesker shoots Rebecca right in the chest. Wesker then threatens to kill Chris if he moves, and he's going to show us the Tyrant in the next room. After a little FMV clip of the Tyrant, Chris laughs and claims it to be a failure. This pisses Wesker off, so he releases the Tyrant to attack Chris. Tyrant then kills Wesker instead, and then goes on to fight you. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: Tyrant Difficulty: Easy This boss is no real problem. It won't do anything to you as long as you are far away from it. All it takes to take it down is three Magnum Rounds. If you do get too close to Tyrant, he will swipe you with his claw. Tyrant moves around the room slow, so you have plenty of time to shoot him. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight is over, go over to the computer that Wesker used to release Tyrant. Examine it and use it to unlock the door to get out of this room. Now get out of here. Wow! Chris is surprised to see Rebecca still alive from the gunshot. Rebecca had a bulletproof jacket all along. Both of you will get on the elevator. Once both of you get off, Rebecca brings up the idea of activating the triggering system to blow up the lab and all research with it. After the cut scene is over, run forward and enter the alcove. Now open the double doors and we'll find Rebecca has already activated the triggering system. Chimeras have taken over this room. Run over to the staircase. Before going up the stairs, open the double doors next to you. Run to the double doors on the other side of the room. To the right of this door is a panel. Use the panel to enter in all three pass codes we found earlier. Don't worry, it'll enter them in automatically. Once the door is unlocked, open it. Follow this hallway to a door and then open it. Jill is in this prison and we've finally found her. Both Chris and Jill get out of the prison. Get back to the staircase and climb up it. In this room, kill or avoid the zombies in this area. Follow this hallway back to a door and then open it. Open the item chest. You should have these items on you: Magnum Magnum Rounds Any healing items Bring out your best healing items, and MAKE SURE YOU HAVE AT LEAST ONE OPEN SPOT. And if you do not have more than 5 Magnum Rounds, bring out your Shotgun. Once you are done, climb up the ladder. This is where we entered this lab. Open the double doors next to you. In here, follow this hallway until we get a call from Brad. He is still flying around the area, but this is the last time he will contact us before he flies away. Continue to follow this hallway until we get to an elevator. Pick up the Battery right in front of us and insert it into the slot. The 3 minute detonation counter will start going down. Rebecca will finally catch up to us, but there will be monsters chasing us. Jill and Rebecca will fight off the monster, while Chris will decide to go down the elevator. Out on the helipad, pick up the Flare on the crate next to you. You can use the Flare on any spot of the helipad. When you use the flare, Brad will come in and attempt to pick you up, but Tyrant will crash the party for a final fight. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: Tyrant Difficulty: Medium-Hard This time, Tyrant won't fool around. He can run fast and catch up to you. Also, he can bring up a bigger claw to swipe you. Tyrant can also take down your health really fast, so heal when your health on the top DS screen starts flashing orange or red. Take shots whenever you have the chance and run to a new spot whenever Tyrant charges at you. After about 5 hits with your Magnum or if the clock runs down to 30 seconds, Brad will drop a Rocket Launcher with four rockets. Pick it up and get at a safe distance from the Tyrant. Fire one rocket to kill off the Tyrant for good. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight, Brad will come in and pick up you, Jill, and Rebecca. The final ending scene rolls by, along with the credits. Then a screen will give you the time it took you to beat the game along with the amount of times you've saved. The screen will also show anything you've unlocked, such as if a rocket flies by the screen. The game will also ask if you want to save your game. If you do save, it will give you a save file at the very beginning of the game, along with anything you've unlocked from your previous play. ================ 9. Rebirth Mode ================ In Resident Evil: DS, there is a new type of game called Rebirth Mode. It is nearly the same thing as Classic Mode, except there are several new puzzles in the game that require you to use your stylus, bumping up the challenge. You also start out with two First Aid Sprays instead of one, and when you get to any item box, you'll find you've got additional Shotgun Shells to boot and one Green, Red, and Blue Herb. The Handgun can also blow off zombie's heads in rebirth mode, much similar to Advanced Mode on RE: Director's Cut. Also in Rebirth Mode, there are more enemies and other enemies pop up in different locations. For example, Dogs will leap out of the windows in the wooden stairwell outside the medical room instead of zombies being in the hallway (like RE:DC). Enemies also appear in rooms where you normally don't see them (when you return to the mansion, you'll find zombies in the Dining Room for example). Chimeras also appear in the libraries of the mansion, as well as replacing a few Hunters in the Underground. Another noteworthy addition of Rebirth Mode is the knifing battles. It is in first person view and requires using the stylus. When you go into a certain room (not all rooms do this), you may get into a knifing battle where you must defeat all enemies before moving on with the knife. Don't panic, as it's not very hard to study their movements. You cannot use any weapon during these fights, but you can go to your inventory and use healing items if necessary. After you win a knifing battle, you may be rewarded with an item, which may be a Green Herb, Handgun Bullets, Shotgun Shells, or Magnum Rounds. Otherwise, you'll just see a pool of blood. For tips on defeating the enemies, read the Masters of Knifing section, as you'll do the same thing while playing Rebirth Mode. Below is a list of rooms where you may encounter a knifing fight, from my experiences: --------------------- Knifing Battle Rooms --------------------- NOTE: In some of these rooms, a knifing battle may only happen depending on which door you use to enter the room. For example, the knifing fight in the art room may only happen when you enter the room using the blue double doors (that go to Main Hall 1F). ******** MANSION ******** -The art room with the "woman drawing water" statue that has a map of the first floor (coming from the blue double doors). -The L-shaped hallway where the dogs pop out from the windows. -The L-shaped hallway on the east side of the mansion that has several doors (coming from the double doors from previous hallway). This is the hallway with double doors, a door leading to a stairwell, a door leading to a Study (requires Helmet Key), a door leading to a picture gallery, and a door leading to mansion backdoor. -The stairwell hallway on the west side of the mansion, outside of Serum Save Room (coming from the door that leads to the green hallway). -The green hallway on the western side of the mansion. This is the hallway that leads to the tiger statue room, the bedroom, the greenhouse, the western stairwell, and the hallway where you see your first zombie (this fight may happen if you enter from door that leads to western stairwell). -The room with the globe on the eastern half of the mansion (just outside Main Hall 1F). You get this fight if you come from the adjacent room that has the large mirror on the wall (and that room has the door that needs the Special Key). ********** COURTYARD ********** -Main Courtyard Room (coming from either double doors that lead to mansion or the gates that lead to the pool area) -Underground Entrance Room (coming from gates that lead to passage that leads to Guardhouse). *********** GUARDHOUSE *********** -Main Hallway (coming from Dormitory 001). -Wasp Room (coming from door that leads to a corridor) -Dormitory 003 Room (coming from door that leads to Wasp Room) ************ UNDERGROUND ************ -Power Generator Room (coming from door that leads to Enrico's Hallway) -Pressure Plate Room ********************** UMBRELLA'S SECRET LAB ********************** -Hallway on B2 with staircase (coming from door that leads to B2 room with item box). -Office room on B3 that has the first pass code machine (near the double doors that require the passcodes to unlock) -Elevator Hallway (coming from door that leads to save room) -Power Room #1 (coming from double doors that leads to elevator hallway) --------------------- Rebirth Mode Puzzles --------------------- **************** MANSION: PART I **************** - When you insert the Gold Emblem into the Dining Room hollow, the clock will ding three times, but it won't move. Examine the clock and you'll notice the time is wrong. Use the stylus to move the minute hand until the clock shows 3:00. Stop moving the hand afterward and then the clock will move over, revealing the Shield Key. If you're playing as Jill, use the stylus to set the clock to 8:12 and you'll get some Shotgun Shells. For Chris, the solution to the clock is 6:15. - When you try to solve the puzzle in the knight armor room to get the Sun Crest, you'll notice the statues were replaced by a balance and a few jewels. You must use all jewels to even out the balance. If you're playing as Jill, put these jewels in the balance: Put the Green, Red, and Blue Jewels on the left side, and put the second Green and Yellow Jewels on the right side. If you're playing as Chris, put a Green and both Red Jewels on the left side, and put the Blue and Yellow Jewels on the right side. For either character after the puzzle is finished, the panel will lower and then you can grab the Sun Crest. - When you go into Richard's Room, you'll notice him lying on the ground. Instead of giving him Serum, you'll need to give him CPR. Blow into your DS Microphone at a steady rate until he recovers. Do not blow too hard or his heart will collapse. While performing CPR on Richard, notice his chest. It will inflate as you blow into the microphone. Do not let his chest inflate too much or his heart will collapse. When his chest inflates, wait a couple of seconds for his chest to come down and blow again. Repeat this until Richard is resurrect. If you can resurrect him, he will give you his radio AND tell you to set the clock in the dining room to a certain time (doing this will give you Shotgun Shells) before dying for good. If you take too long in resurrecting Richard, he will outright die. *********** GUARDHOUSE *********** -When you try to drain the water in the basement, you'll notice that poisonous gas will be released from the sprinklers and you only have limited time to get out. I HIGHLY recommend bringing a Blue Herb with you to this puzzle (you can get one upstairs in the Guardhouse Main Hall). If you are still too worried I also recommend saving before doing this puzzle. To get out of here, go to the yellow valve in the corner of the room and examine it. Use the Stylus to turn the handle COUNTER CLOCKWISE. Turn it at a steady rate because if you try to spin it fast, you may use control of the valve and put yourself into a predicament. Oh, and when turning, KEEP THE STYLUS ON THE OUTER PART OF THE VALVE. Once all four lights are shining on the left, the water will drain. If you are not fast enough in solving this puzzle, you will get poisoned. If you take way too long in solving this puzzle, you die. - Just when you drain the water in the guardhouse basement, you need to do another puzzle. When you attempt to push the button to unlock the other door, you will come across a math puzzle: A B C | D E F | G H I You will see a panel with nine number slots. There are also nine numbers that you can use (1-9). These numbers can only be used once. The number slots are divided into three rows. Each row (ABC, DEF, GHI) MUST add up to 15, in addition: -The numbers that you use in slots A and I MUST add up to 15. -The numbers that you use in slots C and D MUST add up to 8. -The numbers that you use in slots F and G MUST add up to 3. If you absolutely loathe math, just enter in from left to right, 843 on the left side, 591 on the middle, and 267 on the right. This will unlock the other door. This will release the lock in the storeroom next door. ***************** MANSION: PART II ***************** - When you try to get the Red Jewel in the taxidermy room, you'll notice you can't hit the switch to turn the light off. Instead, you must blow out all three candles on a table in the room. Before doing this puzzle, be sure to collect the Shotgun Shells, the Magnum Rounds, and the Orders (the Orders are now on the floor, rather than on a table). The best way to do this is put your DS flat on something in an unventilated room. Also, hit Select and set the Microphone sensitivity to high. Now blow as hard as you can into every angle of the microphone possible until all 3 candles are blown out. If you wait too long, any blown out candles may re-light themselves. After the puzzle is solved, if you wish to re-light the candles, you can use your Lighter to do so (you only need to do this if you failed to pick up the ammo and the Orders beforehand). - In the room where you fight Yawn for the 2nd time, you'll notice the piano was replaced by a record player. You must spin the record with your stylus at a steady rate until it automatically finishes for you. Don't go too fast either or it will mess it up. Once you are done, you can begin your battle with the snake. - Once you go down the hole (either using Barry's rope or Chris jumping in), go to the tombstone. Instead of pushing a switch to move the tombstone, you must solve another puzzle. You need to hit the lighted blue dots with your stylus fast. On the first round, only one out of six dots will be lighted up, 2 dots on the second, and so on. If you miss a lighted dot or hit your character's hand, you start over. You also need to be fast in doing this or else you start over. Once you light up all six dots on the last round, the tombstone will move. If you're Jill, you can either go down or wait for Barry, and go down if you're Chris. - If you decide to use the tombstone ladder as Jill (it's required for Chris), go into the alcove into the first room. Pick up the Flamethrower off the wall and then enter the next room. Get to the door leading to the kitchen. It is locked, but putting the Flamethrower on the panel near the door will unlock it. - In the big library, you will find a sword jammed in the door that leads to the secret study, instead of a bookcase. You need to use the stylus to try and pry the sword out of the door. Use the stylus to move the sword up and down. As the sword becomes looser, try moving the stylus a little more slowly. This puzzle can make you jump (happens a lot to me), as the sword always seems to come out when you are not expecting it to. Once the sword is free from the door, you will automatically enter the room, in which you will see what the sword was ultimately stuck to, as a zombie will drop to the ground. He's not actually dead, by the way, so shoot him if you want to. -This puzzle is the biggest change in Rebirth Mode. When you unlock the dark study with your Helmet Key, you'll notice the Doom Book 1 on the shelf was replaced by a MO Disk (like it was in Resident Evil: Director's Cut). Now work your way throughout the game until you're in the messed up library. When you push the statue into the corner of the room to move the bookshelf, you can go into the secret room and get the Doom Book...hey? Where is it? Check the desk for Eric's Letter, who says he left some book ALL THE WAY IN THE GUARDHOUSE. Now, just watch out for the nasty set of Chimeras that have appeared in the Library in Rebirth Mode as you make your way out. This means that after leaving the mansion, we need to pay a second visit to the Guardhouse before we head into the Underground. Before going to the Guardhouse, while in the Courtyard, use your Battery to activate the elevator and use your Square Crank to stop the falling water from blocking the entrance to the Underground. By solving this puzzle now, we avoid needing to do it later and we can go directly to the Underground after leaving the Guardhouse. Also, by doing the puzzle now, we can get rid of the Square Crank in the Guardhouse item box, and not need to lug it around for the first part of the Underground, freeing up another precious item space. If you're really nervous about this fight, save in the Guardhouse Save Room and bring numerous healing items with you. When in the Guardhouse, be aware of the Hunters that have appeared in the Wasp Nest Room and the hallway just outside that room. The Doom Book 1 is located in the room where you fought Plant 42. When you get to the Plant 42 room, you'll start a first-person knife battle with Yawn. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS Battle: Yawn Difficulty: Medium-Hard You can use nothing but your knife here in the first-person fight. And you use the stylus to attack it with the knife. Also, if you try to attack its head, you'll hear a metal sound and it took no damage. You can only hurt it when its mouth is open. When it raises its head back, it's going to attack you. You must counter this with a horizontal or diagonal slash from your knife or else you'll take a good amount of damage. And those attacks are necessary to kill the snake. This is very difficult if it's your first try, but eventually you'll learn the moves of this snake. After you have done enough damage to the snake, you will see a pool of blood appear beneath him, meaning that he is almost dead. Just heal when needed and eventually you'll succeed. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight, you can grab Doom Book 1 from the floor in the middle of the Room, leave the Guardhouse, and then head towards the Underground and continue your journey. ********************** UMBRELLA'S SECRET LAB ********************** - Your next stylus puzzle won't come until the near end of the game. In the Visual Data Room in Umbrella's Secret Lab, there is a panel that you open to reveal a switch. In Rebirth mode, you must enter in digits in a certain order. Pressing a blue switch may cause an orange light to go off on the top half. If an orange light goes off and the blue light below it is lighted, that blue light will turn off. One of the blue switches will NOT cause an orange light to go off. You want to save that switch for last. So you want to hit the blue switches in an order that does not cause an orange light to de-activate a blue light beneath it. If you fail to get all five blue lights lighted up after five tries, the puzzle resets. If you are playing as Jill, use the stylus to touch 4, 3, 1, 5, 2 in that order. With Chris, press the numbers in this order: 2, 5, 4, 1, 3. -There is a new puzzle in the office on B3 where you can use a MO Disk on an input machine (this office is near the double doors that need the three passcodes in order to be unlocked). In this room, the hatch that contains the FAX needs to be unlocked. Next to the passcode machine is a dartboard with nine darts. You need to get three bulls-eyes in order to unlock the hatch. If you fail to get three bulls-eyes using the nine darts, the puzzle resets. This puzzle can be a little tricky if you are new to it. The method that works best for me is to take a dart towards the bottom-middle part of the touchscreen, and use the stylus to "fling" the dart towards the dartboard. The speed that you use to throw the dart affects how it travels. Once you figure out how to get the first bulls-eye, you can get into a rhythm and usually get the last two without too much of a problem. Once the hatch is opened, you can then pick up the FAX (and even Magnum Rounds, which were not there in Classic Mode). - When you are trying to activate the power for the lab in the first power room, it is no longer simple as hitting a switch. You must use the stylus to draw two wires in the correct places to supply the correct voltage and to activate the power generator. On the top half of the screen are 3 sets of vertical bars. All three of those bars must extend into the red area in order to solve this puzzle. For Jill: | |______| |______| | | | | | |__| |++| |++| | | |__| | |______| | | | | | | | |__| | | | | | |______| |______| | | | | | | | 2 3 4 5 6 7 For Chris: |__| | | | | |__| | | | |++++| |____| | | |____| | |__| | | |__| | | | | |__| | | | | | | | | | | |__| | | | | |++| | |____| | | | | | | | | | |__| 7 5 3 1 2 4 6 8 Using your stylus, draw lines (or wires, really) where the "++" signs are. The | represents vertical wires and the ___ represents horizontal wires that are already in place. - You have to do another puzzle similar to the first wire connection when you attempt to connect the power to the elevator in the third power room. Again, you must use the stylus to draw wires in the correct positions. Use this diagram to help: For Jill: | |______| | | | | | | | |__| |__|++++++| | | | | | | |______| | |__| |++| | | | |______| |______| | |__| | | |__| | | | | | | 5 6 3 2 4 7 For Chris: | | | | | | | | | |++++| | |__| |__| | | |__| | | | | |__| |__| |__| |__| | |____| | | |____| | | | | | |++| | | | | | |____| | | | | | | | | | | | 1 7 2 3 8 5 4 6 Draw lines with your stylus where the + signs are, using the horizontal and vertical wires as references. ----------------------- Blue Chest Box Puzzles ----------------------- Throughout the save rooms in Rebirth Mode, you'll find blue chests with gems on them. You need to arrange them in a certain order with the stylus to open up the blue chest. Each chest has either ammo or a healing item to help you along the way. These steps must be followed in order or else you will throw the whole thing off. Here are the solutions for each blue chest: ***************************************** Mansion Storage Room (outside stairwell) ***************************************** Chris: A B C D E 1. Swap jewels A and B 2) Swap jewels B and D 3) Swap jewels D and E Item: First Aid Spray Jill: A B C D E 1. Swap jewels A and C 2. Swap jewels A and B 3. Swap jewels D and E Item: Red Herb ************************************************ Mansion Medical Room (outside wooden stairwell) ************************************************ Chris: A B C D E 1) Swap jewels C and D 2) Swap jewels A and D 3) Swap jewels B and E Item: Shotgun Shells Jill: A B C D E 1. Swap jewels B and D 2. Swap jewels C and D 3. Swap jewels D and E 4. Swap jewels A and B Item: Red Herb ********************* Guardhouse Save Room ********************* Chris: A B C D E 1. Swap jewels B and E 2. Swap jewels C and D 3. Swap jewels A and D 4. Swap jewels B and C Item: Shotgun Shells Jill: A B C D E F 1. Swap jewels A and E 2. Swap jewels D and E 3. Swap jewels C and F 4) Swap jewels F and B Item: Shotgun Shells ********************** Underground Save Room ********************** Chris: A B C D E F G H 1. Swap jewels A and E 2. Swap jewels F and G 3. Swap jewels E and H 4. Swap jewels D and H Item: Magnum Rounds Jill: A B C D E F 1. Swap jewels D and F 2. Swap jewels C and E 3. Swap jewels E and F 4. Swap jewels B and D Item: Explosive Rounds *************************************** Lab Storage Room (at front of the lab) *************************************** Chris: A B C D E F G H 1. Swap jewels B and E 2. Swap jewels A and G 3. Swap jewels D and F 4. Swap jewels B and H 5. Swap jewels A and F Item: Magnum Rounds Jill: A B C D E F 1. Swap jewels B and D 2. Swap jewels A and C 3. Swap jewels A and B 4. Swap jewels E and F Item: Magnum Rounds ************** Lab Save Room ************** The blue chest in this save room is different than all of the previous blue chests. There is an arrow pointing at one jewel with three other arrows next to each other. Swapping these jewels will: -Swap the jewels with the arrow by itself and the middle of the three arrows -Swap the jewels with the arrows on the far left and far right sides of the three arrows Chris: A B C D E F G H 1. With the lone arrow pointing at jewel A, swap with jewels F, G, and H 2. With the lone arrow pointing at jewel G, swap with jewels F, H, and A 3. With the lone arrow pointing at jewel D, swap with jewels E, G, and C Item: First Aid Spray JILL: A B C D E F G H 1. With the lone arrow pointing at jewel C, swap with jewels D, F, and H 2. With the lone arrow pointing at jewel F, swap with jewels A, C, and E 3. With the lone arrow pointing at jewel A, swap with jewels F, G, and H 4. With the lone arrow pointing at jewel H, swap with jewels A, B, and C Item: Magnum Rounds ====================== 10. Master of Knifing ====================== Master of Knifing is a mini game you can unlock upon completing Rebirth Mode once. These are the same knifing battles you randomly encounter (and in some case, in fixed spots) during Rebirth Mode. There are 5 stages you play in for Master of Knifing, each having their own enemies and boss. To play Master of Knifing, you must use the stylus to attack the enemies with the knife and defeat all enemies in each level. There are no healing items or other weapons to work with. You can also pick between Chris and Jill. Jill, as always, has it easier. She encounters less enemies and has an easier battle with Yawn. She can also take more damage than Chris, which is a bit ironic. Chris can take less damage and has more enemy encounters, so be sure you're good with critical hits when playing as Chris. Attacking with the knife is basic. You use the stylus to attack the enemies and the path you make with the stylus on the touch screen corresponds to the direction your character will swipe their knife. You can have horizontal (move stylus on screen from the left to right or vice versa) vertical (move stylus on screen up to down or vice versa), or even diagonal swipes (NW to SE, NE to SW and vice versa). Also, if you tap the touch screen with the stylus, you stab the enemy rather than slashing it. Another trick with the knife is the one-hit KO. Just when an enemy is on the verge of attacking you, swipe them with your knife to knock them out. This does not work on bosses however. Refer to the section below on how to time these critical hits. -------------------------- Master of Knifing Enemies -------------------------- Zombies: These enemies are found in the first four levels. Their main attacks are that they can bite you and spit acid on you. You know they are going to spit acid on you when they tilt their head way back. When this happens, just blow into the DS's microphone to send the acid right back to them. All you need to do is swipe them up to down, left to right, and all over the place to take them out. For a critical hit, wait until they are going to bite you and then slash at them. It is possible to get a critical hit on a zombie when they're going to spit acid at you. To do this, wait until the zombie's head is completely tilted back. Before its head advances forward to spit acid on you, take a vertical swipe at the zombie. You will not get a critical hit if you swipe it right before the zombie spits the acid on you. TIP: When you are fighting zombies in groups of two or three, do horizontal slashes to stun each zombie. Whenever the zombies fall to the ground, the trick is to swipe vertically to get in any additional hits before they get back up. Dogs: These enemies are only found in level 4. They have two attacks. They can leap up and bite you or they can leap up and bite the crap out of your arm. Before they attack, they will howl either once or twice. After the howl, they will leap at you. This is your signal to stab them. Dog attacks are always critical hits, but they can be a huge pain to defeat. Crows: These enemies are really annoying. They are found in levels two and three. They will fly up to you and start to peck the crap out of you. The only way you can counter this is to swipe your knife (vertical or horizontal is recommended). There is a trick used to get critical hits on crows. When they fly to the front of the screen to attack you, count to one and then swipe. This will most likely produce a critical hit. If you're lucky, the crow will bounce back and hit another enemy in the process. It won't kill the enemy, but you'll get credit for another critical hit. Do not try this with multiple crows at the front of the screen, as it can easily throw off your timing. Naked Zombies: These are pretty much the same as regular zombies. All you need to do is swipe the crap out of them until they're dead. You do fight ones of these as the boss in level one however. Hunters: Wow, what a difference these guys are in Master of Knifing. Most of the time, Hunters will run up to you and swipe you with their claws. On rare occasions, they will jump back and screech. When this happens, it means they are going to jump and take a swipe at you in midair, so be prepared.. After they are hit, they can jump back and then jump forward to get closer to you. Like zombies, you can swipe the crap out of them until they're dead, but I recommend vertical slashes because of their height. You can avoid all of that with a critical hit. Critical hits on a Hunter are really easy. Just wait for them to raise their arm back and then slash. This will take them out in one hit easily. ------------------------------------------------------------------------------- Master of Knifing Levels ------------------------------------------------------------------------------- ******************************************************** Level 1 Location: Painting Gallery (where you found Star Crest) ******************************************************** The only real threat here are zombies and nothing but zombies. This is a good place to practice critical hits on zombies. Just swipe left, swipe right, and beat the crap out of every zombie in sight. When the zombies line up in groups of two or three zombies, slash across the screen horizontally to increase your chances of stunning each zombie. The boss in this level is a naked zombie. There's no real strategy in beating it. All you need to do is slash the crap out of it and you'll eventually kill it. ******************************************************** Level 2 Location: Hallway where dogs first leaped out of window ******************************************************** This level mixes in zombies and crows. Just kill the zombies as usual, unless you want to continue to practice critical hits. When the crows are attacking, remember to swipe diagonally to increase your chances of hitting them, otherwise they'll peck you to death. The boss of this level is just a single Hunter. Again, these guys are really easy to get critical hits on. After a few critical hits, you'll take the Hunter down. Otherwise, swipe vertically until they are dead. **************************************************** Level 3 Location: Courtyard room outside the mansion's shed **************************************************** This is the level where you really need to start getting your critical hits in and timed right. Hunters, zombies, and crows are all in this level. Remember to do the critical hits on Hunters when their arm is raised back, and try to be really fast in this level. The boss in this level is Forest Speyer. Again, he is like any other zombie, so just slash the crap out of him and try to get in critical hits whenever possible. ******************************************************* Level 4 Location: Courtyard room near battery powered elevator ******************************************************* This level mixes in zombies, Hunters, naked zombies, and dogs. You'll be dealing with several double attacks throughout this level. If you cannot critically hit the Hunters and the dogs in this level, you'll be taken down pretty quickly. Midway through the level the dogs will come in. Try to memorize which dogs howl once and which dogs will howl twice, because timing is extremely critical here. Also, two naked zombies pop out in front of you if you are playing as Chris, so make sure you double swipe them for a critical hit. The "boss" to this level are two dogs if you are playing as Chris. Both of them will howl once and leap at you, so all you need is one horizontal swipe to take them both down. If you are playing as Jill, your "boss" is a dog that howls twice before it leaps up at you. *************************************************** Level 5 Location: Guardhouse room where you fight Plant 42 *************************************************** If you are playing as Chris, you will not only have to deal with the final boss, Yawn, but also have to deal with an infinite amount of crows in the process. Jill will never encounter one crow during this stage. The crows will try to piss you off during the middle of your big fight with Yawn. One of my favorite strategies to deal with the crows is to wait until the last second if they're in front of the screen. When Yawn opens his mouth, use a diagonal slash to hit Yawn and take out the crow. If not, try to focus your attention on poking the crow. If Yawn's head moves back, it means it's going to charge at you, and you must absolutely counter this with a knife attack. Attacking Yawn's head when his mouth is closed is absolutely useless, as his head is "metal". Before Yawn does go back to strike you, he will open his mouth for a brief second or two. His open mouth is vulnerable, so poke it two or three times with the stylus to get a few hits in. I've gotten up to 5 hits before with his mouth open. To do that, you must take a swipe right before he opens his mouth. When Yawn raises his head back to attack you, observe him. If his head is weaving over to your left, do a horizontal swipe from right to left. If his head is weaving to your right, so a horizontal swipe from left to right. If Yawn bobs his head backwards, do a vertical swipe, but it MUST swipe your knife from down to up. If you go from up to down on a vertical swipe on this, you will NOT stun him. If you do those correctly, you will stun him. Just poke him as fast as you can while he is stunned. When he "recovers", keep poking him for more damage until he is completely back up. As you hit Yawn more and more, a pool of blood will appear on the middle of the screen. The more damage he takes, the bigger the pool of blood gets. If you are Jill, keep repeating this until Yawn is eventually dead, as he's nothing compared to what you deal with as Chris. If you are playing as Chris, read the two paragraphs below. *FOR CHRIS ONLY* Yawn can do a triple strike attack at any time after the pool of blood appears. With a triple attack, Yawn can attack you three times in succession. You must counter all three of these attacks with a knife attack. Remember, when he goes to the left, quickly swipe from right to left, and when he goes right, swipe from left to right, and after he puts his head back, do a vertical swipe (remember, down to up). If you miss him the first time around, he'll get you the second and third times around too. To add onto the triple attack Chris has to deal with, you have a little extra to do at the end of the fight. Yawn will keep his mouth open for a prolonged amount of time. When this happens, just poke at his mouth over and over and over and over again while it is open. If you can hit his mouth enough times, you'll kill him. If you can't, he'll go back and swallow you completely. You can also attack him the second he shuts his mouth, but that's about it. This is a very tough fight. Just don't get too frustrated as you'll eventually study his moves inside and out. Once you complete Master of Knifing, bonus points will be added onto your score. You will receive extra points based on how long it took you to finish, how much damage you took, and your accuracy with the knife. You will also get a final grade in the process. ================ 11. Multiplayer ================ Thanks to the addition of wireless play to the Nintendo DS, you can play Resident Evil: DS in multiplayer mode. Unlike some select games released out there for the DS, you cannot play this game with a single game cartridge and Wi-Fi is not supported with this game. Everyone who wants to play multiplayer must have their own game cartridge, and since this game isn't the easiest game to find out there for the DS, well...good luck with that. Up to four players can play multiplayer with you. After creating a game, you can select two options, Versus or Coop. After that, you can select a character to play as. Each character has their own special abilities. ------- VERSUS ------- With Versus, you must escape and get to the goal before your opponent gets to the goal. You can select one of three levels: the mansion, the guardhouse, or the lab. You can only go through certain rooms, as others are cut off. With the mansion, you start at the Main Hall and need to get to the room with the mini ladder and the crank. In the guardhouse, you start at the save room and must get outside. In the lab, you start at the prison where you save Jill/Chris and must get to the elevator that leads to Tyrant. But you must get key items to help you get through these areas. If you defeat "yellow" enemies, your opponent's enemies will become stronger. Defeating "purple" enemies will make your opponent unable to run. Also, only one person can take items from blue storage boxes. ------ Co-op ------ In Co-op, you and your partners must work with each other and help get to the goal in one of the three levels. The levels and starting/end points are the same as they are in Versus Mode. You can your enemies share the life bar, so if they get hit, you will suffer as well. Enemies also share the same life bar too. There are also attacking bonuses if everybody is in the same room. You can pass items to other people using the item box, but only one person can take the items from the blue storage boxes. ----------- Characters ----------- In multiplayer, you can select characters other than Chris and Jill. Chris Redfield Description: Good with Handguns. Chris can manage handguns better than most other people in multiplayer. Jill Valentine Description: Large item capacity. She basically gets 8 items slots instead of 6. Barry Burton Description: Skilled Magnum user. Barry can use the Magnum better than anybody else in multiplayer. Rebecca Chambers Description: Great at first aid. Whenever she uses a healing item, it can heal a lot more health than it would for any other character. Albert Wesker Description: Master of firearms. Wesker can use any weapon better than any other character in multiplayer. Kenneth J. Sullivan Description: Masterful knife expert! Kenneth can use the knife better than any other character in multiplayer. Forest Speyer Description: Good with heavy weapons. Forest can use heavy weapons better than anybody else in multiplayer. Richard Aiken Description: Do not know, have never played multiplayer Enrico Marini Description: Do not know, never played multiplayer Now, since no one around my area has this game, I have never played multiplayer in Resident Evil: DS, so I do not know any tips or walkthroughs of how to get by multiplayer. If anybody wants to email me with some tips and such, it would be greatly appreciated. ========== 12. Items ========== This section will list all of the key items found in this game. If it is found in a different area when playing Rebirth Mode, I will list the other location as well. ------------ The Mansion ------------ Armor Key Description: Unlocks various doors in the mansion. Location: In the greenhouse after dipping the chemical into the machine to kill the vines. Shield Key Description: Unlocks attic in the mansion. Location: Behind the grandfather clock after inserting Gold Emblem into Dining Room hollow. Sword Key (Chris only) Description: Unlocks various doors in the mansion. Location: On the bed in the medical room where you find the Serum. Sun Crest Description: Unlocks door leading out of mansion. Location: Behind the glass after solving the puzzle in the knight armor room. Moon Crest Description: Unlocks door leading out of the mansion. Location: Found in the hole where Yawn came out of in the attic. Star Crest Description: Unlocks door leading out of the mansion. Location: Found behind the picture after solving the painting gallery puzzle. Wind Crest Description: Unlocks door leading out of the mansion. Location: Found behind the tiger statue after inserting the blue jewel into the tiger. Blue Jewel Description: Used to insert into the tiger statue. Location: Push the statue on the second floor of the dining room off to the first floor of the dining room. The statue will break so you can get the jewel. Red Jewel Description: Insert this into the tiger statue for a Magnum Location: Found in the deer's eye in the trophy room when returning to mansion with the Helmet Key. Broken Shotgun Description: Used to obtain the Shotgun without the ceiling crushing you. Location: Found in the tiny closet room near the medical room. Chemical Description: Used to kill the vines in the greenhouse. Location: Found in the storage room beneath the stairwell. Doom Book 1 Description: Contains an Eagle Medal inside used to get to the lab. Location: In Classic Mode, it is found in dark study upon returning to the mansion. In Rebirth Mode, after reading Eric's Letter in the messed up library, you must go back to the guardhouse and defeat Yawn to get the Doom Book. MO Disk 1 Description: Used to get a pass-code to save Chris/Jill in Umbrella's Secret Lab. Location: In Classic Mode, it is found on the desk in the messed up library upon returning to the mansion. In Rebirth Mode, you can find it on the desk in the dark study when you return to the mansion. Music Notes Description: Use these to play the piano and open a secret passage in the bar. Location: Found on a shelf behind a cabinet in the bar. Emblem Description: You can trade this item for a Gold Emblem in the piano bar. Location: Found on the hollow above the fireplace in the dining room. Gold Emblem Description: Used to obtain the Shield Key in the Dining Room. Location: Found in a little secret room after playing the piano in the bar. Square Crank Description: Used to adjust the water levels for the pool at the courtyard. Location: Found on the shelf in the mansion's "shed" when leading the mansion. Battery Description: Used to activate the dead elevator in the courtyard. Location: Found in the closet on the second floor near the big library upon returning to the mansion. Small Key (Chris only) Description: Unlocks desks around the game that Jill can normally unlock with a lockpick. Locations: In the tub in the bathroom on the first floor, on the small shelf in the hallway leading to the balcony where Forest is located, on a barrel inside the mansion's "shed" where the Crank is found, and on the counter in the kitchen upon returning to the mansion. ----------- Guardhouse ----------- 002 Key Description: Unlocks the door leading to the 002 room. Location: Found on the desk in front of the wasp nest in the wasp nest room. 003 Key Description: Unlocks the door leading to the 003 room. Location: Found on the shelf in the basement storage room after draining the water. Red Book Description: Insert this into a bookshelf to reveal a door leading to Plant 42. Location: Found on the bed inside the 001 room. Control Room Key Description: Unlocks the door leading to the control room in the basement. Location: Found after draining the tub in the 001 bathroom. Helmet Key Description: Unlocks various doors in the mansion. Location: Found in the fireplace after defeating Plant 42. Small Key (Chris only) Description: Unlocks desks around the game that Jill can normally unlock with a lockpick. Locations: Inside a cub on the desk in the 001 room and found on a box in the basement room where you use the V-Jolt. ------------ Underground ------------ Hexagonal Crank Description: Use it to adjust some of the floors in the underground Location: After Enrico is killed, you'll find it on the floor upon leaving the room. In Rebirth mode, it MIGHT be in his hands after his death. If I am wrong, please email me about this. Doom Book 2 Description: Contains the Wolf Medal when opening its pages to help get into Umbrella's Secret Lab. Location: Found behind a panel in the room where you put the statue on the plate. MO Disk 2 Description: Used to obtain a pass-code needed to rescue Jill or Chris in the lab. Location: Found on the shelf behind the second boulder in the Underground. ---------------------- Umbrella's Secret Lab ---------------------- MO Disk 3 Description: Used to obtain a pass-code needed to rescue Jill or Chris in the lab. Location: Found on the table outside the Visual Data room. Slides Description: This isn't necessary to beat the game, but you can use this in the Visual Data room to find out information on several enemies in the game. Location: Found on the floor in the room where you use the computer to release the locks. Lab Key Description: Used to unlock the door leading to the back of the lab. Location: Found on a shelf after activating a panel in the Visual Data Room. Battery Description: Used to activate the elevator to get to the helipad for the final part of the game. Location: Just right next to the inactive elevator when running to the heliport. ========== 13. Files ========== This section covers all of the files found throughout the game. Files can give you hints on what to do in the game or are just personal blogs of people such as researchers. ------------ Botany Book ------------ About Medical Herbs As you may know, there are many plants that have medicinal effects. Since ancient times, humans have been healing wounds and diseases using various plants. In this book, we're going to sample three herbs that grow around the Raccoon Mountains and give their outlines as examples of those plants with medicinal properties. Each herb has different colors and different effects as medical plants: the green one recovers physical strength, the blue one neutralizes natural toxins, while the red herb does not have any affect 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. By adjusting the amount and experimenting with these three herbs, you can create various kinds of medicines. But I'll leave the details in your hands, because that is the best way to acquire true knowledge. LOCATION: In the small library on the second floor of the mansion. It is on the little table in the middle of the room. --------------- Keeper's Diary --------------- May 9, 1998 At night, we played Poker with Scott the guard, Alias and Steve the Researcher. Steve was really lucky, but I think he was cheating. What a scumbag. May 10, 1998 Today, a high ranking researcher asked me to take care of a new monster. It looks like a gorilla without any skin. They told me to feed them live food. When I threw in a pig, they were playing with it... tearing off the pig's leg 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 protection suit that looks like a space suit. He told me to put one on as well. I heard there was an accident in the basement lab. It's no wonder, those researchers never rest, even at night. May 12, 1998 I've been wearing this annoying space suit since yesterday. My skin grows musty and feels 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 feels itchy. They put a big bandage on my back and the doctor told me I did not need to wear the space suit any more. I guess I can sleep well tonight. May 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 dog's pen. They have been quiet since morning, which is very unusual. I found that some of them escaped. I'll be in real trouble if some of the higher-ups find out. May 15, 1998 Even though I didn't feel well, I decided to go see Nancy. It's my first day off in a long time. But I was stopped by the guard on the way out. They say the company has ordered that no one leaves the ground. I can't even make a phone call. What kind of joke 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 and itchy at night. When I was scratching the swelling on my arm, a lump of rotten flesh dropped off. What the hell is happening to me? May 19, 1998 Fever gone but itchy. Hungry and eat doggy food. Itchy itchy Scott came. Ugly face so killed him. Tasty. Itchy. Tasty. LOCATION: In the bedroom of the first floor in the mansion. It is on the table next to the closet, and when you try to pick it up a Zombie will come out of the closet. ------------------ Researcher's Will ------------------ My dear Alma, The fact that you have received this letter is both a joy and a sadness for me. I could not even talk to you because of that guy in the sunglasses. Alma, be calm and read this. I think I've told you that I moved to a pharmaceutical company's lab. They headhunted me. Last month, there was an accident in the lab and the virus we were studying escaped. All my colleagues who were infected by the virus are dead. To be accurate, they've become 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 in their eyes. That cursed virus takes away all humanity from the human brain. Love, joy, sorrow, fear, humor... eternally. And Alma, even the memories of the days I spent with you... Yes, I'm infected. I did everything I could, but I could only delay the progress by a few days. The most frightening thing is, that I forget more about you by the day. So I chose a peaceful death, rather than become the living dead. Within an hour, I will have entered my eternal sleep. I do hope you'll understand my decision... Goodbye and Forever Yours, Martin Crackhorn LOCATION: In the small room with the tank and it is on the table. If you used the trick to make the game easier or if you are playing as Chris, parts of the file will be torn up. You'll only get to read from "Yes, I'm infected" to the rest of the 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 differently than the other plants have been and shows unique shape in addition to its size. Looking at the way it behaves, it is now difficult to determine what kind of plant it was originally. There are two ways in which Plant 42 gathers nutrition. The first is through its root that reaches into the basement. Immediately after the accident, scientist went mad and broke the water tank in the basement. Now the basement is filled with water. It is easily imaginable that some chemical elements were blended in the water and promotes the incredibly fast growth of Plant 42. Another part of Plant 42 from the basement grows through the duct and hangs down like so many bulbs from the ceiling of the first floor. Many vines come out of those bulbs and they are the second resource for its nutrition. Once sensing movement, Plant 42 shoots its vines around the prey and holds it. Then it starts sucking up blood, using the suckers located at the back of its vine. It also has some intelligence. It blocks the door by twining its vines around it especially when it captures prey or is sleeping. Several staff members have already fallen victim to this. May 21, 1998 Henry Sarton LOCATION: It is in the guardhouse, found on the bed in the 002 room. ---------------- "V-Jolt" Report ---------------- As I stated in the last report, there are some common features found in the cells of the plant infected by the Tyrant virus. We also have found another interesting fact through some experiments. We found an element that destroys these plant cells rapidly in "UMB No.16", one of the series of UMB chemicals that we used for that experiment. We named this "UMB No.16" as "V-JOLT". In our calculation it will take less than 5 seconds to destroy Plant 42 if we put the "V-JOLT" directly on the root. You need to mix some of the UMB series chemicals in a specific order to create a "V-JOLT". But the UMB series chemicals may generate a poisonous gas which is harmful to the human body. Extreme caution should be taken when handling these chemicals. Following are the types of UMB series chemicals and their brief characteristics. UMB No.2 Red NP-003 Purple UMB No.4 Green Yellow-6 Yellow UMB No.7 White UMB No.13 Blue (stimulating smell) V-JOLT (UMB No.16) Brown LOCATION: When putting in the red book on the shelf in the 003 room, you'll see a white book. You'll need to take this out to put in the red book. That white book is the V-Jolt Report. ------------ Pass Number ------------ Pass No. 8108310 LOCATION: If you let Barry rescue you with the rope and you climb up it, he will give you this pass number to unlock the pass coded door in the mansion. ------- Orders ------- TOP SECRET July 22, 1998 2:13 To the Head of the Security Department "X-Day" is approaching. Complete the following orders within the week. 1. Lure members of S.T.A.R.S. into the lab and have them fight with the B.O.W. in order to obtain data of actual battles. 2. Collect two embryos per B.O.W. type making sure to include all species except for Tyrant. 3. Destroy the Arklay lab including all researchers and lab animals in a manner which will seem accidental. White Umbrella LOCATION: In the room that has the deer's face with the Red Jewel in it in the mansion, it will be found on one of the tables. ---------- Scrapbook ---------- RACCOON TIMES MAY 27, 1998 May 20. At around 10pm a 20-year old young woman's body was found by a passer- by on the left bank of Marble River in the Older District of Raccoon City. Raccoon police assume it to be a grizzly or other animal's doing because there are teeth marks along her mutilated arms and left foot that show considerable power. Since she was wearing a hiking boot on her remaining foot, it has been determined that she was attacked in the Arklay Mountains and fell into the river. They are hurrying to identify this woman. RACCOON WEEKLY JUNE 16, 1998 MONSTERS IN ARKLAY MOUNTAINS? Some people claim they've seen monsters in the Arklay Mountains. The monsters are supposedly about the same size as large dogs and usually run in a pack as wolves do. This may sound like a group of ordinary wild dogs, but these monsters are surprisingly fierce and hard to hurt. They say these dogs won't bother unless you wake them, so you smart readers should stay out of the Arklay Mountains for the time being. But if you're looking for adventure, check it out! You wanna try? RACOON TIMES MYSTERY ON ARKLAY MOUNTAINS! MOUNTAIN ROAD BLOCKED Due to excessive 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. LOCATION: It is in the big library in the second floor of the mansion. It is a blue book on a small table. -------------------- Researcher's Letter -------------------- June 8, 1998 Dear Ada, Ada, by the time you read this, I'll be something... different. Today's test turned out to be positive, just as I expected. I feel like going crazy when I think about becoming one of them. Ada, you're not infected and I hope you will never 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. And make all this public through the media. If everything is in order, all the locks can be opened by the security system. You can access the system if you log in with my name from the terminal in the small lab and enter the password. The password is your name. To unlock the door at B2 where the Visual Data Room is located, you'll need to access with our names first and then enter another password. I've written the code below. I'm sure you'll understand it easily. And this is my last hope - if you find me completely changed, please kill me yourself. PASSWORD: |\/| /\ |\ |\/| |/\| \/ | | | | | /\ | | | Yours, John LOCATION: In the Umbrella's Secret Lab where John's Room is (the dark room where you need to turn on the switch). The symbols there represent the letter "Mole" so you don't have to solve a big puzzle to find it out. ---- Fax ---- To: General Manager of Sanitation Division From: Special Committee on Disasters Raccoon Special Research Dept. This memorandum is strictly confidential and must be destroyed as soon as it is understood. Regarding the "T-Virus" outbreak which occurred recently, this Committee conducted a field survey. According to the results, estimates on the amount of damage caused by the accident are considerably greater than reported earlier. First, although it is very 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". The body count will almost likely increase since nearly all of the survivors show symptoms peculiar to the "T-Virus". Second, our security system is still in operation. However, our special security guard squad has been nearly destroyed. Because of that, research information considered by our company to be top secret has been made available to outsiders. Counter-measures should be taken as soon as possible. Finally, many of the "subjects" from the experiments have escaped and are out of control. We believe that some of the researchers were killed by these "subjects" and their bodies were mutilated. By a curious coincidence, these events are proof of the success of our research. However, there is also a very high risk that 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 we hope the problem will be solved quickly. We are especially concerned that the State Police and S.T.A.R.S. are intervening too quickly. We need to act on this situation as well. LOCATION: In Umbrella's Secret Lab. It is in the room with the 5 naked zombies and where you use a mo disk to get pass code 01. ------------- 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) LOCATION: This pass code can be obtained by using a mo disk in the output machine in the room with the 5 naked zombies in Umbrella's Secret Lab (the room with the poster of a woman on the wall). ------------- 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) LOCATION: This pass code can be obtained in Umbrella's Secret Lab. To get to this room, solve the puzzle with the two crates and the ladder (without hitting the toxin switch) and then going through the vent. You'll be in the room with the dead zombies on the floor. Put a Mo Disk in the output machine in this room to get this pass code. ------------- Pass Code 03 -------------- and through your offspring all nations on earth will be blessed, because you have obeyed me." (Genesis 22:18) LOCATION: This pass code can be obtained in Umbrella's Secret Lab. The output machine for this pass code is in the small and narrow power room. Put a Mo Disk in the output machine to get this pass code. ---------------- Security System ---------------- BASEMENT LEVEL 1 HELICOPTER PORT Executives and Government Officials only on helicopter port. This restriction may not apply in case of an accident. PASSAGE TO THE HELICOPTER No one is allowed to enter unless they are attended by a Research Consultant or Security Director. All others will be shot on sight. ELEVATOR The elevator stops during all emergencies. BASEMENT LEVEL 2 VISUAL DATA ROOM Visual Data Room is within the control of Special Research Division. Keith ArVing, the Room Manager, is designated to have jurisdiction over room usage. BASEMENT LEVEL 3 PRISON Sanitation Division controls the usage of the prison. Consultant Researchers (E. Smith, S. Ross, A. Wesker) must be present if virus is used. TRIPLE LOCK DOOR No one is allowed to enter unless he presents all pass code documents. Pass code documents must be created on the specialized output machine by the Chief Researcher of each block. POWER ROOM Only Headquarters Supervisors may enter. This restriction may not apply if the Consultant Researcher has received special instructions. PASS-CODE OUTPUT MACHINE No one is allowed to use the pass code output machine but the Chief Researchers. BASEMENT LEVEL 4 TOP SECRET Regarding the progress of "Tyrant" after the use of t-virus... (Remaining document is unreadable) LOCATION: In Umbrella's Secret Lab. The room it is in is on B2, where the projector is. It is located behind the pillar when it is moved. ------- Slides ------- 1. "Umbrella Bio-Organic Weapon Official Report" 2. "MA-39 Cerberus" 3. "Fi-3 Neptune" 4. "Ma-121 Hunter" 5. "T-002 Tyrant" 6. (missing) 7. "Bio-Weapon Research Institute. R and D staff" LOCATION: In Umbrella's Secret Lab, you will need to insert the Slides into the projector in the data room. You can see the monsters of the game using this slide show and then view it as many times as you want. ---------------- Barry's Picture ---------------- Something is written on the back of the picture. "My dearest Moira and Poly. I hope you will grow up to be a strong and beautiful woman and help to cheer up mother. Your father will watching you all from heaven. Dad" LOCATION: You can only get this file if you play as Jill and let Barry die. You will get it from his dead body in the underground or he will give you it in Umbrella's Secret Lab before he dies. -------------- Eric's Letter -------------- David, I have a favor to ask. Can you look for a book I misplaced? Actually, it appears I lost it somewhere around the Guardhouse Quarters when I had a little too much to drink. It's very important to me. Please find it. Thank you. LOCATION: This is in Rebirth Mode only. It is on the desk in the little corner of the messed up Library. ============================ 14. Secrets and Unlockables ============================ Rocket Launcher with unlimited ammo: Finish the game (character and mode do not matter) in under three hours. When you create a saved game after beating the game, you will find an unlimited Rocket Launcher in your inventory when you start the game. Special Key: Beat the game (mode does not matter) getting the best possible ending for your character. For Chris, this means you need to beat the game with Rebecca and Jill alive, and with Jill, this means you need to beat the game with Barry and Jill alive. The Special Key is used to get to a secret room in the mansion where you can change your character's outfit. In Rebirth Mode, you can find different and new outfits not found in Classic Mode. To get to the room, unlock the single brown door that is next to the double blue doors in the Main Hall 1F of the mansion. Run into the area behind and open the door. You can find the locked door in here, so unlock the door and trash your Special key. Unlock Master of Knifing: Complete Rebirth Mode at least once to unlock the Master of Knifing mini-game. You can access it on the main menu of the game. Unlock more Multiplayer Characters: |------------------|----------------------------------------------------------| | CHARACTER: | HOW TO UNLOCK: | |------------------|----------------------------------------------------------| | Barry Burton | Beat the game as Jill in Rebirth Mode. | |------------------|----------------------------------------------------------| | Rebecca Chambers | Beat the game as Chris in Rebirth Mode. | |------------------|----------------------------------------------------------| | Kenneth Sullivan | Beat the game as Chris in Classic Mode. | |------------------|----------------------------------------------------------| | Forest Speyer | Beat the game as Jill in Classic Mode. | |------------------|----------------------------------------------------------| | Albert Wesker | Complete Master of Knifing with a "B" Ranking | |------------------|----------------------------------------------------------| | Richard Aiken | Complete all Versus Mode levels in Multiplayer. | |------------------|----------------------------------------------------------| | Enrico Marini | Complete all Coop levels in Multiplayer. | |------------------|----------------------------------------------------------| Fun with your character: During any time of the game, try tapping your character with the stylus in their "inappropriate" areas to get some nice reactions from your character. ============ 15. Endings ============ Resident Evil: DS has several different endings you can obtain when you do certain things throughout the game. Some of these actions positively impact your character's ending while other action's impact your character's ending negatively. CAUTION: Avoid this section if you do not want any endings spoiled to you. --------------- Jill's Endings --------------- ************************************* Best Ending (Jill, Chris, and Barry) ************************************* How to Achieve: Keep Barry alive, rescue Chris from prison cell Ending: After destroying the Tyrant, Brad comes in with a helicopter to rescue Jill, Chris, and Barry. We see a bird's eye view of the mansion, which is destroyed due to the explosion. In the helicopter, Jill is sleeping on Chris, while Chris looks over and smiles at Barry, who is occupied with his Magnum. ***************************** Good Ending (Jill and Barry) ***************************** How to Achieve: Keep Barry alive, do NOT rescue Chris from prison cell Ending: After destroying the Tyrant, Brad comes in with his helicopter to rescue Jill and Barry. The mansion is then destroyed from the explosion, and we see a shot inside the helicopter. Jill looks at Barry, who is looking at a picture of his family. Jill asks about the picture and Barry tries to talk about his family to Jill. However, Barry notices that Jill looks worried, and says "I'm sorry." The game ends with Jill (referring to Chris) saying "I know he's alive." **************************** Bad Ending (Jill and Chris) **************************** How to achieve: Do not trust Barry, rescue Chris from prison cell Ending: Brad picks up Jill and Chris at the heliport. As the chopper rises into the sky, we see a bird's eye view of the mansion, which is not destroyed, as the triggering system is never activated. Inside the helicopter, Jill, sleeping on Chris, puts her hand on Chris's leg. Chris then proceeds to put his hand on top of Jill's, and the game ends with Chris giving a long look into the camera. At the end of the credits, we see a shadow of Tyrant, still alive, looking up at the sky. ******************** Worst Ending (Jill) ******************** How to achieve: Do not trust Barry, do NOT rescue Chris from prison cell Ending: Brad picks up Jill at the heliport. The chopper rises into the sky and we are given a bird's eye view of the mansion, which does not get destroyed. Inside the chopper, we see Jill, looking worn out from the mission, take her beret off and let down her long hair. At the end of the credits, we see a shadow of Tyrant, still alive, looking up at the sky. ---------------- Chris's Endings ---------------- *************************************** Best Ending (Chris, Jill, and Rebecca) *************************************** How to achieve: Keep Rebecca safe, rescue Jill from prison cell Ending: After destroying the Tyrant, Brad comes in with his chopper to pick up Chris, Jill, and Rebecca. When the chopper rises up into the sky, we see a bird's eye view of the mansion, which is destroyed from the explosion caused by the triggering system. Inside the chopper, we see Jill sleeping on Chris, while Chris looks over to Rebecca and smiles, as she is sprawled out across the bench asleep. ******************************** Good Ending (Chris and Rebecca) ******************************** How to achieve: Keep Rebecca safe, do NOT rescue Jill from prison cell Ending: After destroying the Tyrant, Brad comes in with his chopper to pick up Chris and Rebecca. As the chopper rises into the sky, we see a bird's eye view of the mansion, which is blown up from the lab's triggering system. Inside the chopper, Rebecca is stretching and is preparing to fall asleep. Chris asks Rebecca if she is tired, while Rebecca apologizes for being sleepy. However, Chris tells Rebecca that she did a great job, but says that this case was just too weird, while shaking in head in the process. **************************** Bad Ending (Chris and Jill) **************************** How to achieve: Let Rebecca get killed, rescue Jill from prison cell Ending: Brad picks up Jill and Chris at the heliport. As the chopper rises into the sky, we see a bird's eye view of the mansion, which is not destroyed, as the triggering system is never activated. Inside the helicopter, Jill, sleeping on Chris, puts her hand on Chris's leg. Chris then proceeds to put his hand on top of Jill's, and the game ends with Chris giving a long look into the camera. At the end of the credits, we see a shadow of Tyrant, still alive, looking up at the sky. ********************* Worst Ending (Chris) ********************* How to achieve: Let Rebecca get killed, do NOT rescue Jill from prison cell Ending: Brad picks up Chris at the heliport. As the chopper rises into the sky, we see a bird's eye view of the mansion, which is not destroyed, as the triggering system doesn't get activated. Inside the chopper, Chris wipes the sweat off of his forehead, and the game ends with Chris staring blankly into space. At the end of the credits, we see a shadow of Tyrant, still alive, looking up at the sky. ------------------------------------------------------------------------------- Jill's Adventure: Determining Barry's Fate -------------------------------------- 1) Waiting for Barry to Drop the Rope -------------------------------------- After defeating Yawn for the second time, Barry will enter the room. He will drop a rope into the hole so you can go into the hole, but he will drop the rope by mistake. Barry will tell you that he will go and get another rope. You have two options here. If you wait, Barry will eventually re-enter the room with a new rope, and he will be safe until the Underground. However, if you decide not to wait for Barry, and go down the hidden ladder leading to the basement instead, you will NOT find Barry in the Underground and you will find him dying near the end of the game (next to the Item Box In B2 of the lab, as you are escaping). ---------------------------- 2) Barry in the Underground ---------------------------- If you decide to wait for Barry to drop the rope, you will encounter him again in the Underground. When you meet up with Barry, he will ask you if you want to go with him. If you say yes, he will ask you if you want him to go first. However, if you say no, and decide you do not want to go with Barry, he will ask you if you want to remain where you are. What you choose here will affect the rest of the game: -If you answer Yes/No to Barry's questions (Yes, you will go with him, No, you will go first), Barry will be safe for the rest of the game, and he will follow you around until you encounter Enrico. -If you answer Yes/Yes (Yes, you will go with Barry, and Yes, you will let Barry go first), OR answer No/No (No, you will not go with Barry, No, you will not remain where you are), Barry will walk off-screen. Take a few steps and you will hear a gunshot. You can do one of two things now. If you want to save Barry, head to the door that Barry went towards and follow Barry. You will walk in on Barry shooting down a Hunter in midair and killing it. From here, Barry will be safe for the rest of the game. However, if you do not follow Barry after the gunshot (you take one of the other two doors in the room), after encountering Enrico, you will find Barry dying at the entrance of the Underground. -If you answer No/Yes (No, you will not go with Barry, and Yes, you will remain where you are), Barry will die at the end of the game (next to the Item Box in B2 in the lab as you are escaping), regardless of what you do for the remainder of the game. ---------------------------- 3) What happens in the Lab? ---------------------------- Your previous actions with Barry will also affect your conversation with Wesker in the lab. If you waited for Barry to drop the rope in the mansion AND took the steps to keep Barry alive in the Underground (selecting Yes/No, or selecting Yes/Yes or No/No and following his gunshots), Barry will knock out Wesker with his gun before Wesker can take you into the Tyrant Lab. However, if you did not wait for Barry to drop the rope in the mansion OR you answered No/Yes in the Underground, Barry will NOT knock out Wesker and Wesker will take you into the Tyrant lab. Finally, in the event that Wesker takes you into the Tyrant lab (meaning Barry will die or already has died, based on your previous actions), the Tyrant will go after Wesker before going after you. When the Tyrant kills Wesker, Wesker will drop a Master Key that is required to escape from the lab (it will unlock the door leading to the hallway with the escape elevator). Also, the Master Key can also be used to open up the prison door where Chris is being held, if you want to save him. The triggering system does NOT get activated when Barry dies, and therefore the mansion will NOT blow up. Also, if Barry dies, you do not need to fight the Tyrant on the helipad, instead, the game ends when you launch the flare up into the sky. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Chris's Adventure: Determining Rebecca's Fate There are two areas where you can first meet Rebecca. You can either find her in the Save Room where the Serum is located, or you can find her treating Richard, who is poisoned. ------------------------------------ 1) Find Rebecca with Richard first? ------------------------------------ If you meet Rebecca in the hallway where Richard is first, Rebecca will send you off to get Serum for Richard. From here, a couple of things can happen: DELIVER THE SERUM ON TIME? -If you deliver the Serum to Rebecca and Richard on time, Rebecca will be safe until your first battle with Yawn. If you do not get poisoned by Yawn, Rebecca will be safe for the rest of the game, regardless of your future actions. -However, if do get poisoned by Yawn, after exiting the Attic, Chris will collapse to the ground. Rebecca will enter the room and you will take control of Rebecca to go and get Serum for Chris. If you deliver the Serum to Chris quickly enough, Rebecca will be safe for the rest of the game. Rebecca will also help you make the V-Jolt against Plant 42. -If you take a little longer than normal to get the Serum for Chris (Chris will outright die if you take way too long), Rebecca will not appear in the Guardhouse (and Chris will need to fight Plant 42 on his own). Upon returning to the mansion, after killing your first Hunter, you will hear a scream from Rebecca, who is upstairs. To see what happens here, look below in part 3, "Rebecca is attacked by a Hunter". You will see Rebecca being attacked by a Hunter. DO NOT DELIVER THE SERUM ON TIME? -If you take too long in getting Richard the Serum, by the time you get back to the room where Richard is, Rebecca will be gone and Richard will be dead. If this happens, if you get poisoned by Yawn, Chris will have to get the Serum for himself, as Rebecca will NOT enter the room. Also, you will not see Rebecca in the Guardhouse and therefore will need to completely fight Plant 42 on your own. When you get back to the mansion, you will hear a scream upstairs after killing your first Hunter. To see what happens here, look below in part 3, "Rebecca is attacked by a Hunter". *********************************************** Find Rebecca with Richard first - Rebirth Mode *********************************************** If you decide to meet Rebecca in Richard's Room in Rebirth Mode, you will not be required to go and get the Serum. However, you will need to perform CPR on Richard to try and resurrect him. To do this, you need to blow into the microphone of the DS. However, while blowing into the microphone, you also need to keep an eye on Richard. Blow into the microphone and you will see Richard's chest inflate. Wait for his chest to come down a little and blow into the microphone again. Repeat this until Richard is resurrected. If you blow too hard into the microphone or if Richard's chest becomes too inflated, his heart will collapse, so be careful. If you take too long in trying to resurrect him, he will die. Resurrecting Richard is equivalent to delivering the Serum to Richard on time. Rebecca will be safe until your first battle with Yawn. Just like above, Rebecca will be save for the rest of the game if you avoid getting poisoned by Yawn OR if you get poisoned by Yawn, take control of Rebecca, and deliver the Serum to Chris fast enough. If you do get poisoned by Yawn and if you take a little longer than normal as Rebecca to get the Serum back to Chris, you will NOT find Rebecca in the Guardhouse (and you will need to fight Plant 42 without the help of the V-Jolt), and upon returning to the mansion, you will hear Rebecca scream from upstairs after killing the first Hunter. However, if you are unable to resurrect Richard, he will die. This is equivalent in Classic mode to NOT delivering the Serum back to Richard on time. If you get poisoned by Yawn, you will not be helped out by Rebecca and you will need to go back to the West Save Room to get the Serum for yourself. Rebecca will not appear in the guardhouse (and you will have to fight Plant 42 without the help of the V-Jolt), and when you kill your first Hunter upon returning to the mansion, you will hear Rebecca scream. --------------------------------------------- 2) Find Rebecca in the West Save Room First? --------------------------------------------- Alternatively, you can meet Rebecca in the Save Room on the first floor where the Serum is located. If you do this, Richard will automatically be dead when you enter the hallway that he is in for the first time. At the end of the conversation, Rebecca will ask you if you can go with you or not. SAY YES TO REBECCA'S QUESTION? -If you do NOT get poisoned by Yawn, Rebecca will be safe for the rest of the game. She will also help make the V-Jolt to save you from Plant 42 in the Guardhouse. -If you get poisoned by Yawn, you will take control of Rebecca. If you get the Serum to Chris quickly enough, Rebecca will be safe for the rest of the game. She will also make the V-Jolt for Chris to beat Plant 42 in the Guardhouse. -However, if you take a little longer than normal to get the Serum for Chris (Chris will outright die if you take way too long), Rebecca will not appear in the Guardhouse (and Chris will need to fight Plant 42 on his own). Upon returning to the mansion, after killing your first Hunter, you will hear a scream from Rebecca, who is upstairs. From here, you need to rush up to the mini-library on the second floor as fast as you can. This is the room with the Botany Book. SAY NO TO REBECCA'S QUESTON? -By saying No, you are telling Rebecca to remain in the room she is in. If you get poisoned by Yawn, instead of taking control of Rebecca to get the Serum for Chris, Rebecca will take Chris into the Save Room where the Serum is and treat him for his poisoning. However, Rebecca will not appear in the Guardhouse and will not make the V-Jolt for you when fighting Plant 42. Upon returning to the mansion, when killing your first Hunter, Chris will say "What are they? Monsters? Rebecca! Is she still in the house?" When this happens, you need to get to the Serum Save Room as fast you can. To see what happens in this scenario, look at part 3 of this, "Rebecca is attacked by a Hunter." ----------------------------------- 3) Rebecca is attacked by a Hunter ----------------------------------- DOES REBECCA GET ATTACKED IN THE MINI-LIBRARY? Rebecca will be attacked in the mini-library if: -You took too long bringing the Serum back to Richard (Richard will be dead and Rebecca will no longer be in the room) -You delivered the Serum to Richard in time, got poisoned by Yawn, and took longer than normal getting the Serum to Chris while playing as Rebecca. -You said "Yes" to Rebecca's question in the Serum Save Room, got poisoned by Yawn, and too longer than normal getting the Serum to Chris while playing as Rebecca. -In Rebirth Mode, you could not resurrect Richard using CPR. After killing the first Hunter when returning to the mansion, you will hear a scream from upstairs. From here, you need to rush up to the mini-library on the second floor as fast as you can. This is the room with the Botany Book. You need to get to this room as fast as you can. From here, one of three things can happen: -If you get to the mini-library fast enough, you will see a Hunter closing in on Rebecca. You can kill the Hunter and then Rebecca will be safe for the rest of the game. -If you get to the mini-library fast enough, you can then leave the room without killing the Hunter. You will hear a scream from inside the room, as Rebecca is then killed by the Hunter. -However, if you take too long in getting up to the mini-library, when entering the room, you will see Rebecca get attacked by the Hunter. She will then try to head for the door next to her, but her head will be swiped off by the Hunter. You can do nothing during this cut-scene to save Rebecca. DOES REBECCA GET ATTACKED OUTSIDE THE SERUM SAVE ROOM? Rebecca will be attacked outside the Serum Save Room if: -You said No to Rebecca's Question after meeting her in the Serum Save Room. When returning to the mansion, after killing the first Hunter, Chris will go "What are they? Monsters? Rebecca! Is she still in the house?" From here, you need to get to the Serum Save Room as fast as you can. If you get there fast enough, you will find Rebecca in the save room and she will be safe for the rest of the game. However, if you take too long in getting to the Serum Save Room, you will instead find her being attacked by a Hunter underneath the stairwell outside the save room. You can either kill the Hunter and Rebecca will be safe for the rest of the game, or leave this hallway and have Rebecca get killed by the Hunter. ---------------------------- 4) What happens in the Lab? ---------------------------- If Rebecca is dead, when you get to the lab and talk to Wesker, Wesker will drop the Master Key after being killed by the Tyrant. The Master Key is needed to escape from the lab (it will unlock the door leading to the escape elevator). You can also use the Master Key to rescue Jill from the prison cell (assuming you've used all 3 MO Disks earlier). Since Rebecca is dead, the triggering system is never activated and the mansion doesn't get blown up. And if Rebecca dies, you do not have to fight the Tyrant to end the game. Instead, the game ends after Chris shoots up the flare into the sky. ------------------------------------------------------------------------------- ============ 16. Credits ============ Capcom = For creating the Resident Evil series. Nintendo = For creating the Nintendo DS. Me = I wrote the guide. You = You read the guide, and liked it (hopefully). SBAllen = The administrator of the best website in the world (GameFAQs) posted this guide. Thank you and CJayC for creating and maintaining a beautiful site.