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FAQ/Walkthrough

by CVXFREAK

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                    - D E A D L Y   S I L E N C E -

***********************************************************************
Resident Evil: Deadly Silence / Biohazard: Deadly Silence
Available for the Nintendo DS
A FAQ/Walkthrough by CVXFREAK
Version 0.7 (incomplete)
February 13, 2006
***********************************************************************

Table of Contents
-----------------

00. Introduction 
01. Version Information
02. Resident Evil: Deadly Silence
    A. About The Game
    B. Rebirth Mode
    C. Classic Mode
    D. Easy Mode
    E. Characters
03. Controls
    A. Rebirth Mode
    B. Classic Mode
    C. Wireless Play
04. Game Basics
05. Rebirth Mode Walkthrough
    A. Jill Valentine
    B. Chris Redfield (not yet started on)
06. Classic Mode Walkthrough
    A. Jill Valentine (partially complete)
    B. Chris Redfield (not yet started on)
07. Wireless Play
08. Master of Knifing
09. Item Listing (not yet started on)
    A. Rebirth Mode
    B. Classic Mode
    C. Wireless Play
10. Weapon Listing
11. Puzzles and Codes
    A. Rebirth Mode
    B. Classic Mode (not yet started on)
    C. Wireless Play (not yet started on)
    D. Save Room Treasure Boxes 
12. Enemies and Bosses
    A. Rebirth Mode
    B. Classic Mode (not yet started on)
    C. Wireless Play (not yet started on)
13. Decisions, Decisions
14. File Transcripts
15. Credits and Conclusion

=======================================================================
00. Introduction
=======================================================================

This FAQ/Walkthrough is original work copyright 2006 by me, CVXFREAK, 
for use publicly on the following websites:

GameFAQs (www.gamefaqs.com)
GameSpot via GameFAQs
IGN FAQs (faqs.ign.com)
NeoSeeker (www.neoseeker.com)
Resident Evil Fan (www.residentevilfan.com)

Let me know if you want to host this document. But do not host it 
without permission. You can reach me at the e-mail address 
[email protected]. Also, if you need something from this guide 
for your own piece of work, feel free to use it as long as my name is 
referenced somewhere. 

Resident Evil and Biohazard and all related to them are intellectual 
property of Capcom Co., Ltd. Resident Evil: Deadly Silence and 
Biohazard: Deadly Silence are copyright Capcom, and I do not own 
anything related to the rights of that property. 

This FAQ/Walkthrough aims to be the most complete and concise document 
out there for the Nintendo DS game, Resident Evil: Deadly Silence 
(Biohazard Deadly Silence in Japan). In this document you can find 
complete, thorough and accurate walkthroughs for both Rebirth and 
Classic Mode, information on items, file transcripts and enemy 
information. It's not a source for storyline information; you may find 
information on the storyline in plot guides written by Thomas Wilde and 
Marleone Torlen, available on GameFAQs and elsewhere. 

While I aim to make a complete, easy to read document, there will be 
occasions where I incorrectly explain something, leave something out, 
glance over a spelling and grammar error, or miss out on something 
while playing the game. If so, please kindly let me know of my errors 
so they can be fixed. I'm not perfect, never will be, but I do try my 
best. 

It should be noted that this FAQ only covers the DS version of the 
original Resident Evil, Deadly Silence. Please refer to coverage of any 
other version of Resident Evil if you need help in those. 

=======================================================================
01. Version History
=======================================================================

February 13, 2006
Completed part of Jill's Classic Walkthrough. Included discovery of 
Easy Mode. 

February 12, 2006
Big day today. Yesterday I got around to completing 65% of Jill's 
walkthrough for Rebirth Mode. Today, I will finish it off and submit 
it. Work on the rest of the guide continues. 

February 3, 2006
More work has been done to this walkthrough, such as Jill's rebirth 
adventure. Unfortunately, school has begun so I've begun to work at a 
slower than acceptable pace, so bear with me. I want to submit it when 
80% of all sections are done. 

January 29, 2006
I received Biohazard Deadly Silence for the Japanese Nintendo DS 
yesterday, and finally beat it today on Rebirth Mode playing as Jill. 
Began her walkthrough for Rebirth Mode.

December 28, 2005
I began the outline of this guide in preparation for the Japanese 
release of Biohazard: Deadly Silence in the middle of January. I 
created the table of contents, introduction, section about the game 
itself and this paragraph all on this day. 

=======================================================================
02. Resident Evil: Deadly Silence
=======================================================================

-----------------
A. About The Game
-----------------

Known as Biohazard: Deadly Silence in Japan, Resident Evil: Deadly 
Silence is a Nintendo DS revision of the original Resident Evil title 
released almost ten years ago on the PlayStation. To celebrate the 
tenth anniversary of the Resident Evil series' debut, Capcom decided to 
port the original game to the unique Nintendo DS and adjust it to fit 
on that platform. 

The subtitle, Deadly Silence, has the acronym "DS" in fitting with the 
DS system. It contains the original PlayStation game with the addition 
of an always-available map, knife switching on the fly and the 180-
degree auto turn first introduced in the third Resident Evil. Even more 
of an addition is the Rebirth Mode, which rearranges the original RE to 
use the bottom touch screen for solving puzzles and having knife 
battles. Another addition is the Wireless Play, which allows people to 
link up with their DS systems for some multiplayer Resident Evil 
action. 

It should be noted that Deadly Silence is only based on the original 
PlayStation Resident Evil. Features from the Sega Saturn version 
released in 1997, which contained an extra boss and battle mode, the 
Director's Cut editions released in 1997 and 1998, which contained 
arrange mode, and *especially* the 2002 GameCube remake of Resident 
Evil, which contained content almost completely different from the 
original version, are not to be found in Deadly Silence. Deadly Silence 
stands as a revision of its own, and does not stand to replace any 
other version. 

---------------
B. Rebirth Mode
---------------

Rebirth Mode is the newest addition to the original Resident Evil. Do 
not get this confused with the GameCube version of Resident Evil, since 
that game is colloquially referred to as Resident Evil Rebirth to some 
fans. Rebirth Mode puts the Nintendo DS's unique features to work. 

There are new puzzles that involve the use of the stylus and touch 
screen, such as those involving input codes and selected first person 
combat sequences, where swiping or poking the touch screen corresponds 
to the swings or stabs of the knife. The DS's microphone is put to good 
use as well. Updated to conform to the standards of Resident Evil 3: 
Nemesis and onwards, the 180-degree auto turn has been added to making 
escaping enemies much easier. Introduced in Resident Evil 4, Rebirth 
Mode now contains knife switching on the fly by holding the L button.  

If you've beaten the original Resident Evil before on any system, 
GameCube excluded, you ought to try Rebirth Mode first since it offers 
new twists and features that people familiar to the series might not 
expect. If you've never beaten the original Resident Evil or have only 
beaten the GameCube version, then try the original version first to get 
a feel for the game.

---------------
C. Classic Mode
---------------

Classic Mode is the original Resident Evil from the PlayStation with a 
few tweaks. You get the additions from Rebirth Mode, which are getting 
the knife with the L button and the 180-turn. But the puzzle 
arrangement, story progression, monster placement and item placement 
remain the same as the original version.

------------
D. Easy Mode
------------

There is an Easy Mode in Deadly Silence, although it isn't easily 
discoverable like in the PSone/Saturn/GameCube editions of this game. 
In the title screen, access New Game, and then highlighting either 
Reirth Mode or Classic Mode, hold right on the D-Pad for a few seconds 
and the text should become green. If it's green, then select either 
mode will be Easy Mode.

Easy Mode gives double the ammo, and double ink ribbons. Enemies take 
fewer bullets to kill, and Chris and Jill take more hits to die. Select 
this mode only if you truly suck at the game. :P

-------------
E. Characters
-------------

Here are character descriptions taken from the various instruction 
booklets of the original Resident Evil games, and the remake, as well 
as other games these characters have appeared in. 

~~~~~~~~~~~~~~
Chris Redfield
~~~~~~~~~~~~~~
Age: 25
Height: 5ft 11in
Weight: 177 lbs
Blood Type: O
CHRIS REDFIELD is a member of the S.T.A.R.S. Alpha Team. After being 
kicked out of the Air Force, Chris became a drifter until he met Barry 
Burton. Barry recruited him for the newly formed S.T.A.R.S. Now Chris 
has been reassigned to a smaller unit at Raccoon City headquarters to 
prove himself quickly. Chris is a tough guy who possesses both a strong 
mentality and great vitality. He is a seasoned veteran who possesses 
both intelligence and immense strength. He has completed various 
missions by overcoming critical situations and great danger. 

~~~~~~~~~~~~~~
Jill Valentine
~~~~~~~~~~~~~~
Age: 23
Height: 5ft 5in
Weight: 111 lbs
Blood Type: B
JILL VALENTINE is a member of the S.T.A.R.S. Alpha Team. She is a 
highly intelligent agent who possesses both quick reflexes and common 
sense. She has been decorated for her bravery in many dangerous 
situations where her cool judgment kept herself and others alive. Jill 
has strong moral convictions and fights for what she believes in. An 
intelligent soldier that has saved many S.T.A.R.S. members from danger 
in the past, Jill has just been reassigned to Raccoon City just like 
Chris. She is excellent with mechanical devices such as lockpicks. 
While she has a great capacity for holding items, her small vitality 
puts her at a small disadvantage. 

~~~~~~~~~~~~~~~~
Rebecca Chambers
~~~~~~~~~~~~~~~~
Age: 18
Height: 5ft 3in
Weight: 93 lbs
Blood Type: AB
REBECCA CHAMBERS is the newest member of the S.T.A.R.S. Team. She is a 
gifted woman who sped through school and graduated from her university 
at the age of 18. The youngest member of the group, Rebecca has been 
recruited for her knowledge of field medicine and First Aid. She is 
nervous around other members, both because of her age and lack of 
experience. Rebecca is eager to please and will take on any task 
assigned to her without hesitation. A highly organized agent, Rebecca 
knows how to control a situation without letting it control her.

~~~~~~~~~~~~
Barry Burton
~~~~~~~~~~~~
BARRY BURTON is a former SWAT team member with more than 16 years of 
experience. He is regarded as one of S.T.A.R.S. most exceptional 
members. He is a highly skilled weapons expert. Barry is very much a 
family man with strong values. Past experiences have made him wary of 
others. 

=======================================================================
03. Controls
=======================================================================

It's extremely important to learn the controls of Resident Evil Deadly 
Silence in order to master the game. Figure out how to move the 
characters, arm yourself with weapons, heal yourself, and move about 
the item screen. It's mostly self explanatory.

These are the controls for the default Japanese version, Type A. 

---------------
A. Rebirth Mode
---------------

- Start Button -
Function: Skip Cutscenes, Go to the Item Menu

- Select Button -
Function: Go to the Options Menu

- A Button -
Function: Open doors, attack, confirm selections

- B Button - 
Function: Dash, Cancel selections

- Y Button - 
Function: Same as the A Button

- X Button - 
Function: Inactive

- R Button -
Function: Draw weapon and target enemy

- L Button -
Function: Change target enemy, arm combat knife

- Touch Screen with Stylus/Fingers -
Function: Make selections, input codes, manipulate items, fight zombies


---------------
B. Classic Mode
---------------

- Start Button -
Function: Skip Cutscenes, Go to the Item Menu

- Select Button -
Function: Go to the Options Menu

- A Button -
Function: Open doors, attack, confirm selections

- B Button - 
Function: Dash, Cancel selections

- Y Button - 
Function: Same as the A Button

- X Button - 
Function: Inactive

- R Button -
Function: Draw weapon and target enemy

- L Button -
Function: Change target enemy, arm combat knife

=======================================================================
04. Game Basics
=======================================================================

The advice in this section applies to all modes. 

--------------------
- General Controls -
--------------------

To Shoot: Hold R and Press A or Y
To Change Enemies: While aiming, press L
To Use the Knife: Hold L
To Auto-Turn: Press Down and B
To Reload During Gameplay: Press R and B

-----------------
- Avoid Enemies -
-----------------

In the game, many enemies (in third person view) can be avoided by 
running around them before they can react and attack you. Not only does 
this save you ammo, it can avoid getting you injured and making you use 
up a precious healing item.

----------------------
- Keep Your Distance -
----------------------

Very important should avoiding an enemy not be an option. Keep your 
distance while you're attacking. Thankfully, unlike the other Biohazard 
games, weapons don't seem to noticeably lose their effectiveness when 
fired from afar (they might, but you'd probably at most lose a bullet 
or two). By keeping your distance, you have a smaller chance of injury.

-----------------
- Conserve Ammo -
-----------------

New to Deadly Silence is the ability to arm the combat knife by just 
holding the L button. This first appeared in Resident Evil 4. While the 
knife is still a relatively weak weapon, it does save a lot of 
ammunition. It works well against zombies that are on the ground, or 
"bottlenecked" in a position where they are trapped and cannot reach 
you. The knife is also the perfect weapon against smaller enemies like 
crows and wasps. You're probably better off not using it against 
Hunters, Chimeras or bosses, though.

---------------------------
- Use Your Weapons Wisely -
---------------------------

A more powerful weapon many times is the worst possible weapon to use. 
Don't use the Magnum on one lone zombie, and don't use the Handgun 
against a group of zombies. The Magnum needs to be saved for powerful 
foes, and the Handgun should be used for lone enemies a fair distance 
away. Thankfully, the Shotgun and BAZOOKA are flexible. The Shotgun 
will burn through groups of zombies in two or three shots, while the 
BAZOOKA, depending on the type of ammo, will kill most enemies in a 
shot or two. 

----------------------------
- Make Multiple Save Files -
----------------------------

Admittedly this is less of a problem with the original Biohazard than 
it is with Deadly Silence, because Deadly Silence only has five save 
slots in the cartridge. What you should do is save on multiple save 
slots a few times in your adventure. If you make a mistake and become 
unable to proceed forward in the game due to that mistake (such as 
using up too much ammo or health), then reload an older save file and 
avoid making the mistake. 

---------------------------------
- Manage Your Item Slots Wisely -
---------------------------------

Chris can only hold six items, and Jill can hold eight. For each 
character, keep a health item, weapon, ammo and a powerful weapon at 
your disposal. At least two spaces should be unoccupied for items you 
can pick up. Make frequent trips to the item box and drop things off 
that you won't need - the walkthrough will usually make note of this, 
but it should become something of your priority as you play. 

-------------------------------------------
- Use the Microphone in First Person Mode -
-------------------------------------------

If a zombie is about to vomit on you, blow into the microphone to blow 
its vomit back, preventing you from getting damaged. 

=======================================================================
05. Rebirth Mode Walkthrough
=======================================================================

-------------------------------
A. Jill Valentine - Normal Mode
-------------------------------

Jill Valentine's game is easier than Chris', and thus is labeled as 
Normal Mode. She has eight item slots, and has Barry assist her every 
now and then. It should always be played before Chris' game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~PART ONE: The Spencer Mansion~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   
Dining Room
-----------
After you watch or skip the first cut-scene, you'll end up in the 
dining room. Once you gain control, run to the opposite side of the 
room, around the big table. A cut-scene will occur with Barry, and then 
you will be free to explore again. Go through the door on the right. 

Kenneth Hallway
---------------
You'll see why this is named as such soon. Turn left and run forward 
and a cut-scene will trigger. This is the first zombie of the game, and 
the first of many more to come. Rather than waste ammo fighting it, 
simply run back to the -Dining Room-.

Dining Room
-----------
Watch the cut-scene, and then return to the -Main Hall-. 

Main Hall
---------
Watch yet another cut-scene, and then start your search for Wesker. You 
have two options: either go up the stairs of the main hall, or run 
behind them and then return to the main portion of the first floor. 
Once you do this, another cut-scene with Barry will be triggered, and 
as a result, he'll give you the LOCKPICK. After he leaves, we'll have 
to set ourselves up for a smooth journey. First, start by going up the 
stairs.

Main Hall 2F
------------
Go up the left set of stairs. Then, go through the door straight ahead.

Dining Room 2F
--------------
Starting from the doors, run to Jill's left until you see a statue. Try 
to avoid the zombies in this room; they should be far enough so that 
they don't hurt you, but if they get close enough, shoot them a few 
times and then use the combat knife when they're done. As for the 
crows, try shooting them or slash them with the knife as they fly 
nearby. As for the statue, push it until you see a gap in the railing. 
Once the statue is next to the gap, push it onto the first floor. Now 
return to -Main Hall 2F-. 

Main Hall 2F
-----------
Return to the -Main Hall- (first floor) by going down the stairs.

Main Hall
---------
Run over to the typewriter next to the stairs and take the INK RIBBONS, 
and you'll need these to save the game at a typewriter. Don't bother 
saving at this typewriter, though. Afterwards, go back to the -Dining 
Room-. 

Dining Room
-----------
From here, run to the fireplace near the pool of blood, and grab the 
WOODEN EMBLEM. Afterwards, head back into the -Kenneth Hallway-. 

Kenneth Hallway
---------------
Run back to Kenneth's body (Barry killed the zombie in that cut-scene, 
so there's no one here anymore). Examine his body several times to get 
two HANDGUN CLIPS. These serve as ammunition for your HANDGUN and 
should be conserved. Now run to the opposite end of the hallway, and go 
to the door on the left side.

Piano Bar
---------
Starting from the door, circle around the piano to an awkwardly placed 
bookshelf. Push it to the right of the screen and grab the MUSIC NOTES. 
Now, run to the piano, go to the item screen and select the MUSIC 
NOTES. Jill will play the piece, Moonlight Sonata, and then a portion 
of the wall will open up. Go into the newly revealed room, and at the 
opposite wall, grab the GOLD EMBLEM. The wall you opened up with the 
piano will shut again, but using the WOODEM EMBLEM will open it up 
again, so use it. Now, return to the -Kenneth Hallway-.

Kenneth Hallway
---------------
Return to the -Dining Room-. Pick up the ammo from Kenneth if you have 
not done so already.

Dining Room
-----------
Run over to the fireplace where you took the WOODEN EMBLEM. This time, 
place the GOLD EMBLEM above the fireplace, and then a puzzle will be 
revealed with the grandfather clock on the wall. However, we don't need 
to deal with it yet, so return to the -Main Hall-.

Main Hall
---------
Now that we've handled the left wing of the mansion, we can head into 
the right wing. Take the double doors on the right side of the room. 

Green Statue Hallway
--------------------
In this room, we're going to have our first "first person knife 
battle." This isn't too hard. Just slash and stab the zombies until 
they're all dead. Slashing sideways generally works best, but if the 
zombie is about to spit acid onto you, a series of upward stabs should 
push it back. You might get an item if you're victorious. There's a map 
of the mansion in the green statue, so push the ladder so you can climb 
and acquire it. Look on the top screen to see the entire map appear. 
The ladder needs to be pushed left and then toward the statue. 

You'll then see two doors, one blocked by a piece of furniture. Push 
the furniture to the left and then enter the passage. You'll see a 
zombie munching on another, so kill it with the combat knife or the 
Handgun. Proceed around the turn and you'll see another floored zombie. 
Kill it however way you want, and then run to the shelf and grab 
another set of INK RIBBONS. Return to the blue-tiled area of the room 
and go through the right door, which you automatically unlock with the 
LOCKPICK. 

Glass Corridor
--------------
Run forward here and do not stop. Eventually, two zombie dogs will 
burst through the windows and run after you. Avoid fighting them, as it 
isn't worth the ammo lost or the damage sustained. Go through the door 
at the end.

Door Corridor
-------------
There's a GREEN HERB to your right; pick it up if you have space. The 
first door near you is locked, so go down the hallway and go through 
the next door you see. 

Bathroom
--------
In hear, go to the sink toward the sparkling item. In the mirror, a 
zombie will approach you, so get away from the sink, near the door and 
then kill it. Then grab the HANDGUN CLIP from the sink and then exit.

Door Corridor
-------------
Proceed down the corridor until you come across two doors. Go through 
the single door to Jill's left, and your right. 

Empty Room
----------
There's only another door here that you'll need to go through.

Shotgun Room
------------
There are three zombies in here waiting to feast on you. Dispose of 
them with your HANDGUN; luckily, you'll probably get in a headshot with 
it. Approach the far wall and remove the SHOTGUN from the rack. Read 
the upcoming note BEFORE you exit the room the way you came in.

[ Note: There is another way to acquire the SHOTGUN, and that's to get 
the BROKEN SHOTGUN from the -Study Room- after you unlock it with the 
ARMOR KEY and then place it where the SHOTGUN used to be. It changes 
around the progress of the story. See "Decisions, Decisions" for more 
information. Make your choice now. ]

Empty Room
----------
Uh oh! Suddenly the ceiling will fall gradually. Examine both doors in 
this room and then wait for a cut-scene with Barry to trigger, which 
will take you back to the -Door Corridor-.

Door Corridor
-------------
Finish seeing the cut-scene (or skip it), and then go through the 
double doors in front of you.

Door Corridor 2
---------------
Inside this room are several doors (hence the name of the room). Start 
by killing the two zombies that approach you, and then run to the end 
of the room, killing the zombie beyond the small hallway. The first 
door you should try is the door that faces the extending hallway, at 
the left side of the room from where Jill entered. 

Portrait Hallway
----------------
In here, you'll experience another knife battle, so win it and possibly 
win an item. The battle this time involves crows alongside zombies, so 
attack the crows before they begin to peck you with quick stabs. After 
you're done, you'll see a series of portraits along the walls. You'll 
need to press the buttons below them in order. Press the wrong order, 
and the crows will begin to attack you. The correct order is from the 
youngest aged person on the portrait first, and then working through 
the you, middle and old ages to the death on at the very end of the 
room. The order is listed here, and you can find the paintings by 
examining them. If you're playing it in Japanese or any other language 
you don't understand, here're the paintings' placements from the 
entrance to the end of the hall:

1. Newborn Child (2nd from the door)
2. Infant (4th from the door)
3. Lively Boy (5th from the door)
4. Young Man (3rd from the door)
5. Tired, Middle Aged Man (1st from the door)
6. Bold Looking Old Man (6th from the door)
7. The End of Life (7th from the door)

The End of Life poster will fall, revealing the STAR CREST. After you 
acquire it, leave the room. 

Door Corridor 2
---------------
Starting from the door to the -Portrait Hallway-, run down the adjacent 
hallway toward a door at the end. Go through it.

Garden Tunnel
-------------
Kill the annoying crow and zombie dogs here, either with the Shotgun or 
the Handgun, depending on what gets you damaged the least. Then 
approach the end of the tunnel, and you'll see a locked door and a 
place in the wall to the left to insert four crests. Insert the STAR 
CREST into the wall and then return to the -Door Corridor 2-.

Door Corridor 2
---------------
Run back into the main portion of the corridor, and then approach the 
first door to the left of the double doors you first entered this room 
through. Unlock it, and then go through.  

Stairway (Right)
----------------
Kill the zombie ahead, and then cautiously proceed down until the 
corner turns. Shoot the zombie next to the stairs. Afterwards, grab the 
GREEN HERB on the ground if you still have any space left. Then proceed 
through the door nearby.

Storage Room
------------
This is a save room, where you can use the INK RIBBONS you've acquired 
to save your progress. Now would be a good time to save. Approach the 
item box and then deposit your INK RIBBONS inside. Inside the item box 
are two HANDGUN CLIPS, two boxes of SHOTGUN SHELLS, a GREEN HERB, a 
BLUE HERB and a RED HERB. If you're a good player, you'll still have 
the two FIRST AID SPRAYS you began the game with, so deposit one or 
both of them and carry a GREEN HERB if you like. For sure, take out the 
HANDGUN CLIPS and SHOTGUN SHELLS as you'll need them to mow down 
enemies. To the right of the item box is a CHEMICAL, which you should 
take with you. 

And lastly, you should examine the puzzle box next to the door. The 
solution I provide is this: from the five positions, the very top one 
is #1, and then it goes clock wise to #2, #3, #4 and #5. So:

                        1
                                  
                    5       2

                      4   3

So, you have the center pointers that point at two jewels at once. 
You'll notice that each jewel has a ring around it of a different 
color: the jewels must be switched to match the colors of their rings. 
The switched jewels are the two that are linked via the center 
pointers. So if the pointers are pointed at #1 and #2, then those 
colors will switch once you press the middle jewel of the center 
pointers with the stylus. You can change the pointer to point at two 
different things with the stylus. You have three tries as indicated by 
the number on the top right corner. If you make a mistake, click reset 
on the top left to start all over. So, with this, the solution to 
opening the box is:

1. #1 and #2
2. #1 and #5
3. #3 and #4

The box opens to reveal a RED HERB. You can mix it with a GREEN HERB 
you've found, or deposit it into the item box. Exit the room after you 
are finished. 

Stairway (Right)
----------------
Now go up the flight of stairs.

Upper Right Stairway
--------------------
Go up one more flight of stairs. At the top, there will be two zombies 
on both sides. Aim for the closest one, kill it (the HANDGUN should 
suffice) and then kill the other one. Run down the nearby adjacent 
hallway (it's a short one) and then go through the door by unlocking 
it. 

Red Hallway
-----------
Once again, there will be two zombies on both sides of you, so kill one 
and then go after the other. Turn right from the door you entered, and 
then go through the door at the end.

Reading Room
------------
Run forward, and then grab the BOTANY BOOK from the table. Read it if 
you want, and then return to the -Red Hallway-. (Note that the other 
door in this room, as you can see on the map, simply leads back to the 
Upper Right Stairway)

Red Hallway
-----------
Turn left and run down. Then turn the corner, and you'll see a zombie 
handing around the green double doors. Kill it and then proceed passed 
the locked green double doors. Turn the next corner and you'll see a 
zombie resting on the ground. Kill it by waking it with the knife or 
shooting it. Pass the locked single door to the door at the end of the 
hallway. Go through it.

Main Hall 2F
------------
Welcome back to the main hall. You'll see a cut-scene with Barry, and 
he'll give you ACID ROUNDS. Hopefully you have space to store it; 
otherwise, you'll lose the item forever. After the cut-scene ends, 
you'll need a weapon to use these ACID ROUNDS with. Go through the door 
to the right of the one you just came through.

Empty Hallway
-------------
There's nothing to see here... except for blood to the right of the 
door ahead. Go through the door.

Balcony
-------
Run forward and you'll see a dead body of one of Jill's comrades, 
Forrest Speyer. As you approach him, he will awaken and begin attacking 
you. Since he's close by, either auto-turn and then run to the door and 
shoot him with the HANDGUN from there, or use the SHOTGUN to decapitate 
him. After you kill him, grab the BAZOOKA. It works with the ACID 
ROUNDS Barry gave you. Exit the room. 

Empty Hallway
-------------
Now we know who's blood that is� but anyway, return to -Main Hall 2F-.

Main Hall 2F
------------
From here, return to the -Dining Room 2F-. 

Dining Room 2F
--------------
This time, head over to the opposite end of the room. To the right side 
is a door you should go through. If you didn't push the statue down 
into the first floor before, then you should do it now. 

Left Stairs 2F
--------------
A zombie will immediately ambush you, so blow it to bits with the 
SHOTGUN as you'll likely get hit and lose tons of health. A crow also 
inhabits the entrance area, so kill it, too. Two more zombies are in 
the room as you move further in, but the HANDGUN should be able to take 
them out. After killing them both, go down the stairs. 

Left Stairs
-----------
Walk away from the stairs and a zombie dog will bust in through the 
windows. Avoid it by ducking into the nearby door, which leads to 
another save room.

Infirmary
---------
This is another save room, so save up and drop off those ACID ROUNDS 
Barry gave you - you'll need them later, not now. If you decided to 
stow away the CHEMICAL, withdraw it now. On the bed are more ink 
ribbons. After solving it, approach yet another treasure box.

                        1
                                  
                    5       2

                      4   3

The solution for solving this puzzle is: 

1. #2 and #3
2. #4 and #5
3. #3 and #4
4. #1 and #5

You'll once again receive a RED HERB for your success, so keep it or 
stow it away (we'll be running into a few GREEN HERBS soon). Exit the 
room after you've solved it.

Left Stairs
-----------
The zombie dog, now to your left, still inhabits this room if you 
didn't kill it earlier, so dispose of it. Moving forward, you'll see a 
zombie on the ground, so stab it to death since you move in from behind 
it. Another zombie dog will jump in, so kill that too. Turning the 
corner, yet a third zombie dog jumps through the window, so dodge it 
and then kill it. Go through the door at the very end.

Green Hallway
-------------
The room is named as such thanks to the color of the wallpaper. Kill 
the zombie approaching you, and then run forward. Two more zombies are 
between you and the door past the corner, so kill them and enter the 
next room.

Fountain Room
-------------
I hope you brought the chemical, because you'll need to use it here. 
Near the door is a machine you should use the CHEMICAL in. Once you use 
it, the vines of the fountain will die, giving you access to a whopping 
four GREEN HERBS and two RED HERBS. Sounds like a quantitative mismatch 
until you realize that opening the two treasure boxes yielded two RED 
HERBS total. If you have to, make sure you end up with three or four 
full-powered healing items by going back and forth between the save 
room and this room. Don't forget to leave an open space for the key on 
the shield of the wall, the MANSION KEY. Examine the MANSION KEY and 
rotate it in the item screen and you will realize it's really an ARMOR 
KEY. Nice find. Exit the room.

Green Hallway
-------------
Turn the corner, run down and then return to the -Left Stairs-. You'll 
see a door nearby, which you can unlock with the ARMOR KEY. Go through.

Study Room
----------
Run ahead to the desk and open it with the LOCKPICK. Inside is a box of 
SHOTGUN SHELLS. The bookshelf to the right of the door contains a 
HANDGUN CLIP and a BROKEN SHOTGUN. Read this next note, and then exit 
the room:

[Note: Remember the trap in the -Empty Room- after you got the SHOTGUN, 
where the ceiling proceeded to fall on you? Well, Barry saved you, but 
you could have gotten the SHOTGUN and avoided the trap altogether by 
bringing the BROKEN SHOTGUN to the rack, taking the working SHOTGUN off 
the rack, and then exchanging positions. The ceiling will fail to fall, 
and Barry won't have to save you. Using the BROKEN SHOTGUN takes a lot 
longer to do since you won't have a powerful weapon to kill the 
monsters that take up residence in the left side of the mansion. Chris, 
however, always must use the BROKEN SHOTGUN as Barry isn't around to 
bust the door down and Rebecca, if she actually showed up, probably 
wouldn't be able to bust it down either. Note that whichever choice you 
make affects what game you'll get. See "Decisions, Decisions." ]

Left Stairs
-----------
Go back to the -Green Hallway-.

Green Hallway
-------------
This time, you might get a first person battle sequence with three 
zombies, so kill them and collect a prize, if one is left. Afterwards, 
turn right and head down the hallway. You'll see a tiny adjacent 
hallway with a zombie inhabiting it. Run all the way to the door at the 
end and then kill it. You'll have passed a door on your way, so you can 
unlock it with the LOCKPICK. Enter.

Bedroom
-------
On the bed is a HANDGUN CLIP, which you should take. Now approach the 
desk, and read the file. When you try to read it, a zombie will pop out 
from the closet, so kill it. Grab the SHOTGUN SHELLS in the closet, and 
finally read the file. Afterwards, exit.

Green Hallway
-------------
Now, turn right and go through the door at the end by unlocking it. 

Kenneth Hallway
---------------
Welcome back. If you recall, we dropped a statue from the -Dining Room 
2F- onto the first floor, so head back over to the -Dining Room-.

Dining Room
-----------
Run over to the other side of the table, and in the broken ruins of the 
statue, grab the BLUE JEWEL. Now return to the -Kenneth Hallway-.

Kenneth Hallway
---------------
Return to the -Green Hallway-.

Green Hallway
-------------
Run to the tiny adjacent hallway the zombie emerged from earlier, and 
go through the door there.

Tiger Statue Room
-----------------
Go over to the Tiger Statue. You'll notice that its eyes are missing. 
Place the BLUE JEWEL you just acquired into its right eye, and it will 
rotate to reveal the WIND CREST, so take it and exit.

Green Hallway
-------------
Return to the -Left Stairs-.

Left Stairs
-----------
You might get a first person action sequence here, so beat it and claim 
your prize if you get one. Go to the -Infirmary-. 

Infirmary
---------
Here, deposit the WIND CREST into the item box, and then leave. 

Right Stairs
------------
From here, go back up the stairs.

Right Stairs 2F
---------------
Head back over to the -Dining Room 2F-.

Dining Room 2F
--------------
From here, return to -Main Hall 2F-.

Main Hall 2F
------------
Head down the stairs to the first floor.

Main Hall
---------
Head over to the right side of the room towards the blue double doors. 
Instead of going through those doors, this time go to the small brown 
door on the left and unlock with the ARMOR KEY. Go through. 

Antique Room 
------------
Run forward, passed the globe and acquire the HANDGUN CLIP from the 
dresser. Turn left toward the narrow hallway and kill the zombie. Turn 
left, and run down until you see a desk, which you can use the LOCKPICK 
on. Grab the SHOTGUN SHELLS, turn around and then head down to the door 
on the other end. 

Dress Room
----------
Watch out for the zombie! Blast it with the SHOTGUN to avoid getting 
bitten. Afterwards, explore the rest of the room. There are two GREEN 
HERBS and an INK RIBBON near the red curtains on the right side. Read 
the note below and then return to the -Antique Room-.. 

[Note: You'll notice a door here that is locked. It can only be 
unlocked in a replay game when you have the SPECIAL KEY acquired and 
you use the SPECIAL KEY to unlock the door. This leads to the CLOSET, 
where you can change costumes. Jill can choose from two. One is a 
rather revealing policewoman costume and another is Jill in a casual 
outfit. This is optional. ]

Antique Room
------------
You'll get a first person battle sequence, so kill the zombies and 
collect the prize if you get one. Return to the -Main Hall-.

Main Hall
---------
Proceed up the stairs to the second floor.

Main Hall 2F
------------
Go up the right set of stairs, and through the door ahead. 

Red Hallway
-----------
Run forward and unlock the first door to the right with the ARMOR KEY. 
Then go through. 

Richard Hallway
---------------
Run forward and you'll see Richard. You'll be presented with an option: 
give him CPR, or don't. If you don't, then he'll automatically die. So, 
you might as well select "Yes". Now here's how you do CPR. 

Blow into the DS system's microphone LIGHTLY. When you blow, Richard's 
torso will pop up, so you should stop blowing when it gets too big. If 
you blow into the microphone too much (or too fast), then Richard will 
become injured. Do this too much, and he won't survive at all, ending 
the CPR sequence. If you blow softly enough and time yourself 
correctly, then Richard will survive long enough to give Jill his RADIO 
and an answer to the clock's riddle: 8:12. Yay! Grab the two GREEN 
HERBS if you want and then exit the room.

Red Hallway
-----------
Run down the hallway even further and then turn the corner. See the 
double doors? Unlock them with that wonderful ARMOR KEY and then go 
through the door. 

Knight Chamber
--------------
Run forward. At the end is a puzzle you have to solve, which seemingly 
takes a nod from Biohazard 0. You have a weight scale, and five pieces 
of jewelry. You need to distribute the five pieces onto the two plates 
of the scale so they each balance each other out evenly. To do that, 
look at the jewelry you have. You have two emeralds (green), a sapphire 
(blue), a ruby (red) and a topaz (yellow) stone. Notice that the two 
emerald tones are the same, so using your stylus, place one of each on 
the two scales. Place the topaz on the left, and the ruby and sapphire 
on the right, and the scale will balance out. You'll get the SUN CREST 
for your efforts. Exit the room.

Red Hallway
-----------
Return to the -Main Hall 2F-.

Main Hall 2F
------------
Go down the stairs onto the first floor.

Main Hall
---------
Run to the -Dining Room-. 

Dining Room
-----------
Head over to the clock. You'll have to set the correct time. Using your 
stylus, the first time you should set is 3:00, which will cause the 
clock to slide over and reveal the SHIELD KEY. Note that to move the 
hands, you'll have to touch the pointed edge of the minute (long) hand. 
Go back to the clock and then enter the time Richard gave you, which 
was 8:12. You'll get a box of SHOTGUN SHELLS for your efforts. Return 
to the -Main Hall-.

Main Hall
---------
Return to the -Green Statue Hallway-, which is beyond the double blue 
doors. 

Green Statue Hallway
--------------------
You'll probably run into a first person sequence, so finish the zombies 
off and claim the dropped item if there is one. Head over to the -Glass 
Corridor-, which is beyond the single door. 

Glass Corridor
--------------
The zombie dogs that busted through the windows are still here, so try 
to kill them if you can do so, or dodge them and head for the -Door 
Corridor-.

Door Corridor
-------------
Run to the nearest door and unlock it with the ARMOR KEY. Go through 
the door after you unlock it.

Side Garden
-----------
Immediately you'll see two zombie dogs that you should kill. One is 
beyond the fence and it can't reach you just yet. Turn the corner and 
another zombie dog will jump you. Kill it without stepping too far, 
because there's a zombie on the floor up ahead that can take a bite out 
of Jill's leg. Kill the other zombie dog and then you are free to kill 
the zombie. Now you can collect the six GREEN HERBS available for you: 
make repeat trips to the item box so you have them all. Exit once 
you're done.

Door Corridor
-------------
Proceed to -Door Corridor 2-.

Door Corridor 2
---------------
You'll probably get a first person sequence, so do your usual task of 
defeating enemies and collecting your prizes. Head over to the -Right 
Stairs-.

Right Stairs
------------
Head over to the -Storeroom-.
 
Storeroom
---------
Save your game as a boss battle is coming up soon. Then, reshuffle your 
items so you take your powerful guns, the ARMOR KEY, the SHIELD KEY and 
a healing item or two with you. Then leave the room. 

Right Stairs
------------
Go up the stairs.

Right Stairs 2F
---------------
Go up the stairs, and turn left to the nearest door. Use the ARMOR KEY 
to unlock it, and you should be prompted to discard the ARMOR KEY as 
you've unlocked all doors that it'll unlock. Read the note and then go 
through the door.

(If it doesn't prompt you to discard, then you've missed a door. The 
doors that the ARMOR KEY unlocks are: double doors and single door in -
Red hallway-, single door in the -Left Stairs-, single door in -Door 
Corridor- and this door right here.) 

Empty Room 2F
-------------
Nothing to see here, really. Turn to Jill's right and go through the 
door.

Bedroom 2F
----------
Run over to the bookshelf and collect the LIGHTER. Beside the left bed 
is a RED HERB, which you should pick up and mix. Exit when you're done. 

Empty Room 2F
-------------
Try the opposite door this time. 

Study Room 2F
-------------
Run over to the desk and grab the file. Next, near the door is an 
insect display with a button. Press it and the fish tank in the room 
loses all its water. Now that its waterless, push the fish tank towards 
the desk, and then push the bookcase to the right. You'll get GRENADE 
ROUNDS. And lastly, the coat next to the door has INK RIBBONS in it. 
Leave the room once you have them. 

Empty Room 2F
-------------
Return to the -Red Hallway-.

Red Hallway
-----------
Time to return to the -Richard Hallway-. 

Richard Hallway
---------------
Arm the SHOTGUN, and then run passed Richard's body to the door beyond 
him.

T-Hallway
---------
Shoot the SHOTGUN immediately before the two zombies can get to you. 
Then run forward and go up the small stairs and use the SHIELD KEY to 
unlock the door (discard it after). However, don't go through just yet. 
Head back down the stairs, turn right and go through the door at the 
end. 

Small Dining Room
-----------------
On the table are INK RIBBONS. On the other side of the table is a 
candle, which you should use the LIGHTER on. Once the room is lit, push 
the bookshelf to the right to reveal a secret room. Examine the shelf 
and collect the ACID ROUNDS. Return to the -T-Hall-.

T-Hall
------
Now head for the door you unlocked with the SHIELD KEY. Arm your 
BAZOOKA or SHOTGUN, as a boss battle is coming up.

Attic
-----
Walk forward and a boss fight commences.

*********************************************************
BOSS #1: Giant Snake
DIFFICULTY: Medium
SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS
SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB
STRATEGY: This boss can be lethal, but it's not too hard, and there's 
plenty of room to maneuver. Take your BAZOOKA and shoot it several 
times while dodging its severe bite attacks. If you're hit once or 
twice, you will be poisoned in a way where a BLUE HERB will do no good 
against it. I actually recommend this, as it *might* save you a healing 
item assuming you had Barry save you from the Shotgun trap. If not, 
then avoid getting poisoned and just keep attacking it until it dies. 
You should have 12 EXPLOSIVE ROUNDS, more than enough, but if for some 
reason it's still alive, then use the SHOTGUN as a backup. Stay behind 
the snake while running circles around it, and shoot it. Eventually, it 
will retreat and you'll have won. 
*********************************************************

After that damn snake retreats, grab the SHOTGUN SHELLS from the top of 
one of the barrels. Then, go to the hole from where the snake came from 
and collect the MOON CREST. Exit the room. 

T-Hall
------
Go down the stairs, and depending on the situation, Jill will either 
collapse from poison, be poisoned and be on her own, or be fine. If 
it's the first option, Jill will end up in the -Infirmary-. If it's the 
second option, which should happen if you used the BROKEN SHOTGUN, then 
run over to the -Infirmary- ASAP. If it's the third option, head over 
to the Storeroom, gather up the WIND and SUN CRESTS and unlock the door 
in the -Garden Tunnel-. Meet us in the -Garden Tunnel- (below). 

If you're in the #2 situation and for whatever reason forgot where the 
-Infirmary- was, then follow these directions: from the -T-Hall-, run 
over to the -Richard Hall-, and then over to the -Red Hallway-. From 
there, cross -Main Hall 2F- to -Dining Room 2F-, and then to the -Left 
Stairs-. Down the stairs is the -Infirmary-. 

Infirmary 
---------
Jill will either have gotten here thanks to Barry, or will have come 
here. Take the SERUM if you came here, and use it before your health 
deteriorates. Heal if your health has fallen. Now that we're here, 
withdraw the STAR and WIND CRESTS, and travel over to the -Garden 
Tunnel-. 

To get there, go from the -Infirmary- to the -Left Stairs- and then the 
-Green Hallway-. From there, get to the -Kenneth Hallway-, and then the 
-Dining Room-, and finally to the -Main Hall-. Get to the second floor, 
and then the -Red Hallway- before reaching the -Right Stairs-. From 
there, go to -Door Corridor 2- and finally to the -Garden Tunnel-. 

Garden Tunnel
-------------
Run to the end of the tunnel and place the SUN CREST, WIND CREST and 
MOON CREST into their appropriate slots. You may then exit� to freedom?

~~~~~~~~~~~~~~~~~~~~~~~~~~
~PART TWO: The Guardhouse~
~~~~~~~~~~~~~~~~~~~~~~~~~~

Shed
----
Apparently not. But it is nice to be out of the mansion. Directly ahead 
of you is a ladder. Walk over to the ladder and push it forward two or 
three paces, and then push it toward the shelf lining the adjacent 
wall. Then climb the ladder and grab the CRANK. Checking the CRANK in 
the inventory will reveal that it is a SQUARE CRANK. Once you have it, 
step down the ladder and go through the next door.

Garden
------
You'll first be confronted with a first person sequence, so deal with 
the zombies and crows accordingly. Collect your prize when you're done. 
After you return to third person mode, you'll notice baby spiders on 
the ground. They'll damage you occasionally, but nothing a GREEN HERB 
can't heal. Stepping on them is easy. Nearby, you'll notice a few 
herbs, specifically three GREEN HERBS and two RED HERBS, with two more 
BLUE HERBS around the corner. If you want, grab them, but if you have 
plenty of healing items either with you or in the item, box, you 
probably won't need them just yet. Kill the zombie dog, and then run 
through the room to the gate at the end, and go through.

Pond
----
Run forward, and to the left and you'll eventually run to a socket 
where you can slip a square crank in. Use the SQUARE CRANK to drain the 
pond of its water. Then return to the center, and go down the ladder. 
Cross the pond and go up the ladder to the other side. Proceed down the 
path, and you'll have snakes drop in on you. It's not worth fighting 
them, so ignore them, and run to the lift at the end of the path.

Lower Garden
------------
Run forward immediately and kill the two zombie dogs. There's also a 
Neptune shark that's near the waterfall. Put it out of its misery with 
the COMBAT KNIFE. Afterwards, find a gate and go through it.

Guardhouse Entrance Tunnel
--------------------------
You'll see two RED HERBS and two GREEN HERBS on either side of you. As 
with the herbs you just ran into, take them if you need to, and 
otherwise, leave them for later. Run down the tunnel and kill the two 
zombie dogs. Go through the door at the end.

Entrance Hallway
----------------
Welcome to the guardhouse. It's not as big as the mansion, nor does it 
take as long to explore, so we'll be here for a short while only. 
Straight ahead to the little area are a GREEN HERB and two BLUE HERBS. 
These you might need. Now go back to the entrance, and then push the 
gargoyle statue forward. Once you push it three paces, move to the 
right of it and push it into the adjacent hallway. Push it passed the 
two doors, until you reach another perpendicular hallway. Then push the 
gargoyle statue into the next hallway, and stop it at the hole in the 
floor. This will prevent vines from trying to strangle you. After you 
cover the hole completely, return to the previous part of the hallway 
and go through the door on the right.

Guardhouse Storeroom
--------------------
Here is the only save room in this part of the estate, but it's okay, 
since the guardhouse is relatively small anyway. Reshuffle your items 
the way you want. I suggest taking the BAZOOKA and all the ammo you 
have for it, as well as the HANDGUN. You can bring the SHOTGUN if you 
like, but you'll only need it in close encounters with zombies. Pack a 
healing item or two. You won't need the SQUARE CRANK for a long time, 
either. 

Now turn your attention to the top of the bookshelf, and grab the FIRST 
AID SPRAY. On the bottom of the shelf are EXPLOSIVE ROUNDS which you 
should take with you. Now focus on the treasure box, which you should 
solve. You have four clicks to solve it. 

                        1
                                  
                    6       2

                    5       3
 
                        4

1. #1 and #5
2. #1 and #3
3. #6 and #2
4. #2 and #4

Your reward is a box of SHOTGUN SHELLS. After taking those, and dealing 
with them accordingly leave the room. 

Entrance Hallway
----------------
Go to the room straight across from you, with the number 001 written 
above it.

001 Room
--------
Straight ahead is a sleeping zombie. Keep your distance and use the 
COMBAT KNIFE to kill it. Once that's done, head over to the bed, and 
near it is a desk. Unlock it with the LOCKPCIK and take the SHOTGUN 
SHELLS. There are three zombies having a feast on another zombie, so 
kill them with the HANDGUN or SHOTGUN. Afterwards, grab the RED BOOK 
(this goes in your inventory). Afterwards, head into the bathroom. 

001 Bathroom
------------
The room seems empty minus the baby spiders (stomp on them). Approach 
the bathtub, and then drain it. A zombie will appear, so kill it. Grab 
the CONTROL ROOM KEY from the drained bathtub. Then exit the room.

001 Room
--------
Return to the -Entrance Hallway-. 

Entrance Hallway
----------------
You'll engage for zombies in a first person sequence, so kill them and 
collect your reward. Afterwards, enter the double red doors to Jill's 
left.

Pool Room
---------
Immediately overhead is a Giant Spider. Kill it with the BAZOOKA, and 
then kill the other one to the left before it poisons you. If you're 
poisoned, one of those BLUE HERBS in the -Entrance Hallway- will heal 
you. To the right of the entrance door is an INK RIBBON on the table, 
and HANDGUN BULLETS on top of the barrels in the corner. On the other 
side of the room, to the left of the door, is a pool table. Examine it 
closely, as the balls and sticks are placed on the table as if it were 
a clock. Now exit the room. 

Entrance Hallway
----------------
Now go to the hallway where you left the gargoyle statue, and go 
through the door at the end. 

L-Shaped Hallway
----------------
Run down this long hallway, until you reach a door. Go through that 
door. 

Wasp Room
---------
You'll face a few zombies in first person mode. Deal with them and 
collect anything they leave behind. Run into the room, and you'll 
notice several doors, all of which are locked. There's a little annex 
near the 003 door. It leads to a wasp hive, and on a table nearby, a 
DORMITORY KEY. Quickly examine the DORMITORY KEY so it becomes a 002 
KEY. Now, the wasps will be going after you. So exit the room the way 
you came in as quickly as possible. 

L-Shaped Hallway
----------------
Turn right and move further down the hallway. You'll see another 
gargoyle statue that blocks you from two GREEN HERBS, which you may or 
may not need. Nearby is the 002 door, which is unlocked with the 002 
KEY. Enter.

002 Room
--------
Ahead of you is a zombie, and beyond it is a giant spider, so kill them 
both. On the bed is the PLANT 42 REPORT. You can pick the lock on the 
desk for a box of SHOTGUN SHELLS. Now toward the back of the room, 
you'll see two bookshelves. Push the one on the left forward until it 
touches the wall. For the one to the right, push it directly to the 
right. You'll expose a ladder that you should go down. 

(Note: You can explore the -002 Bathroom-, which has two zombies and 
HANDGUN BULLETS.)

Crate Tunnel
------------
This tunnel is annoying because of the baby spiders and wasps that 
inhabit the place. Try to kill the wasp as soon as possible, so it 
doesn't harass you as you proceed through the room. You'll come to a 
dead end with two crates and a small pool of water. Push both crates 
into the pool of water. It seems you need three crates. You did pass a 
crate earlier, so we'll need to use that crate. Push it toward the tiny 
hallway with ladder you used to enter this room. It's hard to explain, 
so follow this pattern, taking the crate to the X:
  
  Ladder
   |   |
   |   |_________________________
   |  <---crate                  |
   | |_________________________  |
   |_________________________  | |
                             | X |
                             |___|

Once all three crates are submerged in the water making a bridge, cross 
it. Grab the GREEN HERBS if you want, and then go into the water and 
through the double doors. 

Shark Tank
----------
Named for a reason� Immediately, wading through the water, move 
forward. DO NOT TURN LEFT FROM THE DOOR. As you go down your path, pass 
one door and make a left turn. You'll come across two doors, one with 
the word ARMS to the right of it. Suddenly, a cut-scene will occur and 
a giant shark, named Neptune, will be right behind you. Quickly run to 
the door to the left, unlock it with the CONTROL ROOM KEY, and then 
enter. 

Control Room
------------
Examine the electronic panel, and you'll see a lever in the middle. 
Pull it, and suddenly a trap will occur where the water level will 
actually rise. The water will be poisonous, too! Run to the valve 
handle to the right of the lever, and then using the stylus, touch the 
edge of the valve handle at any point, and then make circles moving 
counterclockwise. The valve handle will turn, and the four light 
indicators must light up. Once all four are lit, the trap will stop. If 
you take too long to shut the sprinkler system off, you will be 
poisoned. If you fail to shut it off, you will drown and die. After you 
finish, examine the blinking pad next to the door, and you'll have 
another puzzle to solve. 

********************
Control Room Puzzle
********************

  _______________15________________
 |       __8__         __3__       |
 |      |     |       |     |      |
                  9
___ ___ ___  ___ ___ ___  ___ ___ ___
 |   |   |    |   |   |    |   |   |
 |___15__|    |__15___|    |___15__|

The puzzle is fairly simple. You have 9 numbers and 9 slots. You need 
to insert the correct number in the correct space that satisfies the 
numbers that are added up when a line connects to two or three spots. 
The first and last spots add up to 15 as you can see by the line, so 
the two numbers in the two spots must add up to 15 (e.g. 9 + 6). 

The 5th and 6th spots are easiest, since adding those two up gives you 3. 
The only possible combination is 1 and 2. The first and last spots are 
a little less predictable, but still have few options. 6 and 9, or 8 
and 7. Consider that 9 is already in the center. That means the first 
two slots have to be 7 and 8. The three middle slots add up to 15, so 
with 9 there, and the right space occupied by a 1 or a 2, that leaves 
you with 5 or a 4. It can't be 4, because in order to get 8 between the 
3rd and 4th slots, you'll need two 4s, when there is only one. So that 
slot is a 5. With 1, 2, 5, 7, 8 and 9 occupied, we are left with 3, 4 
and 6. For the third slot, we can add in 3 because it adds up to 5 to 
equal 8. If we used 7 on the first slot, then that would mean we need 5 
to go into the middle slot, but 5 is already taken, so we need to put 
in 8 for the first slot, and 4 for the second slot. 7 thus goes into 
the last slot, and the second to last slot is occupied by a 6 to give 
us the complete solution! 

  _______________15________________
 |       __8__         __3__       |
 |      |     |       |     |      |
 8   4  3     5   9   1     2  6   7
___ ___ ___  ___ ___ ___  ___ ___ ___
 |   |   |    |   |   |    |   |   |
 |___15__|    |__15___|    |___15__|

Once you solve the puzzle, exit. 

Shark Tank
----------
Head into the next door over.

Arms Room
---------
In here, you will find tons of ammo for your weapons, which is a good 
thing. You'll find two clips of HANDGUN BULLETS, two boxes of SHOTGUN 
SHELLS and another DORMITORY KEY, this time labeled as 003 KEY once you 
check. Exit the room.

Shark Tank
----------
As you explore, you'll see the three Neptunes flailing on the ground, 
helpless since the water has been drained. Kill them with the COMBAT 
KNIFE, and then return to the -Crate Tunnel-. 

Crate Tunnel
------------
Return to the -002 Room-.

002 Room
--------
Return to the -L-Shaped Hallway-.

L-Shaped Hallway
----------------
Return to the -Wasp Room-. 

Wasp Room
---------
Run forward and unlock the 003 door with the 003 KEY. Then step inside.

003 Room
--------
Finish the zombies off in the first person sequence. Check out the 
bathroom if you like, which contains FLAME ROUNDS and two zombies. In 
the bedroom itself, you'll see a space for a book to put in after you 
acquire the V-JOLT REPORT, so use your RED BOOK. The next shelf will 
slide, revealing a door.  Now, you need to decide whether or not you 
want Jill to make V-Jolt. If you don't, then skip the next section and 
go through the door. If you do want to make V-Jolt, do not go through 
the door yet and read the next section. 

---OPTIONAL QUEST: V-JOLT---
Jill has the option of making V-Jolt or not. It takes longer, but it is 
there for you to do. 

Head to the door in the -Wasp Room- that has a keypad next to it. Using 
the stylus, enter the numbers 3, 4 and 5 in order to unlock the door. 
Go through, but make sure you have 4 spaces in your inventory 
available. You can always recover your weapons after.

V-Jolt Room
-----------
Follow instructions. Grab the 4 EMPTY BOTTLES. 

Ok, first put water into one bottle. Then look on a shelf and put UMB 2 
into another bottle. Combine the WATER and UMB 2 to create something 
called NP-003. Then go to another shelf and collect UMB 4 in another 
empty bottle. Combine UMB 4 and NP-003 to make UMB 7. Now use another 
bottle and collect some more UMB. 2. Now go use another bottle and 
collect some UMB. 4. Combine UMB 2 and UMB 4 to create YELLOW 6.

Then combine Yellow 6 and UMB 7 to create UMB. 13. Now put some water 
into another empty bottle. Put some UMB 2 into another bottle. Combine 
the water and UMB 2 to make NP-003 again. Combine NP-003 with UMB. 13 
to make V-JOLT! Good, now return to the -Shark Tank-. 

Now go back to the -Shark Tank-. 

Shark Tank
----------
Go through the door you didn't go through (neither the -Arms Room- nor 
the -Control Room-. There, look for the plant root and apply the V-
JOLT. The roots will shrivel up. Now go into the -Plant 42 Room- 
through the door in the -003 Room-.
---OPTIONAL QUEST: V-JOLT---

Plant 42 Room
-------------

*********************************************************
BOSS #2: Plant 42
DIFFICULTY: Easy/Medium
SUGGESTED WEAPON: BAZOOKA w/ FLAME ROUNDS
SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB
Whether or not you opted to make V-JOLT, shoot it with your BAZOOKA 
ammo. It uses vicious whips to "whip Jill into shape." These can be 
easily dodged if you shoot and are quick to get out of the way. 
Thankfully, being a plant, FLAME ROUNDS in particular are effective 
against Plant 42, so it should, at most, take about 4 to 6 rounds to 
get rid of it. After you damage it enough, if you used V-JOLT, it dies. 
If you didn't make V-JOLT, Barry will come in and finish the job. 
*********************************************************

Once you're finished, examine the fireplace and you will get the 
MANSION KEY. Checking it will turn it into the HELMET KEY, which is 
what you need to check out the rest of the Mansion. Exit the room.

Wasp Room
---------
Return to the -L-Shaped Hallway-.

L-Shaped Hallway
----------------
You'll get a cut-scene with Wesker. Afterwards, return to the -Entrance 
Hallway- after you smash the three wasps Wesker shot.

Entrance Hallway
----------------
Make sure you have the HELMET KEY with you, and the SHOTGUN and 
HANDGUN. Return to the -Guardhouse Entrance Tunnel-. 

Guardhouse Entrance Tunnel
--------------------------
Don't forget to take the HERBS with you if you failed to take them. 
Return to the -Lower Garden-. 

Lower Garden
------------
You'll encounter a first person sequence, so as usual, beat it and move 
forward. Head back to the lift you used to get here and ride it up 
again. 

Pond Room
---------
Avoiding the snakes again, cross the band and go back through the gate 
to the -Garden-.

Garden
------
Once again you'll get a first person knifing sequence, so kill the 
zombies and crows. Don't forget to gather any HERBS you might've left 
here, and return to the -Shed-.

Shed
----
Go through the door to the -Garden Tunnel-.

Garden Tunnel
-------------
Run all the way down and return to the Mansion, where we need to search 
just a few more rooms in order to find the escape route. Don't worry, 
as our revisit will be much shorter than our first visit.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~PART THREE: The Spencer Mansion Revisited~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Door Corridor 2
---------------
As you walk in, you'll get a cut-scene and you'll be introduced to the 
Hunter. The HANDGUN is usually no good against it, so use the SHOTGUN 
or BAZOOKA. It deals tons of damage, so try not to let it hit you, 
especially with its lethal jump slash attack. With your wonderful, new 
HELMET KEY, you can unlock the only locked door in here. Enter. 

Dark Office
-----------
It's too dark to see much, but you can see part of the desk. On the 
desk is a lamp that you can turn on to illuminate the room. You'll find 
an MO DISK and some MAGNUM ROUNDS. Take them and then exit.

Door Corridor 2
---------------
Head to the -Left Stairs-.

Right Stairs
------------
Dispose of the Hunters with the SHOTGUN. And then read the sign near 
the -Storeroom-, which was written by Barry. Go through. 

Storeroom
---------
You'll see that Barry has left you a FIRST AID SPRAY, SHOTGUN SHELLS 
and ACID ROUNDS. Take them and deposit anything into the item box that 
you don't need, especially the MO DISK, which isn't used until much 
later. Exit the room after you are finished.

Right Stairs
------------
Climb up the stairs.

Upper Right Stairs
------------------
This part is tricky. Climb up the stairs, and then automatically make 
an auto-180 turn and head back down. The Hunter nearby will then be in 
range so you can shoot it from below the stairs with your SHOTGUN. Go 
back up the stairs, and then dispose of the zombie nearby. Kill the 
other Hunter in the room, and then from the stairs, go all the way down 
the hallway to a door you've never been to yet. 

Furnace Room
------------
If you packed the LIGHTER, you can use it on the stove here to acquire 
a map, but at this point you probably don't need it. Use your HELMET 
KEY on the door nearby and then go through.

Music Box Room
--------------
Run to the corner and examine the phonograph. This puzzle can be 
difficult, so here's the solution:

******************
Phonograph Puzzle
******************
Using your finger, NOT the stylus, spin the record clockwise slow 
enough so you can hear a song playing, but fast enough so it sounds 
like a melody. You'll have to do this for about a minute, but once the 
dial on top reaches the end, Jill will say "Yes!" if you did it right, 
and "Damn" if she did it incorrectly. Try again until you get it. 

After solving the puzzle, you will be presented with another boss 
fight.

*********************************************************
BOSS #3: Giant Snake Rematch
DIFFICULTY: Medium
SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS
SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB
STRATEGY: It's the snake from earlier. If you've had the SERUM, it 
can't poison you again. But like before, this boss can be lethal, but 
it's not too hard. However, there's less room to maneuver than before. 
Like the previous fight, take your BAZOOKA and shoot it several times 
while dodging its severe bite attacks. Use the SHOTGUN as a backup. 
Stay behind the snake while running circles around it, and shoot it. 
Eventually, it will dissolve and you'll have won.  
*********************************************************

After beating that damn Giant Snake for good, examine the hole in the 
ground it created. Barry will come in, so watch the cut-scene or skip 
it. Barry will drop a rope into the hole, and you'll be able to 
explore. If you failed to properly give Richard CPR earlier, then Barry 
will give you the COMMUNICATION RADIO, which takes up no space in your 
inventory. 

Secret Grave
------------
You end up in the secret grave. Examine the grave, and you'll be 
presented with another puzzle. 

*****************
Hand Stab Puzzle
*****************
This puzzle looks hard, but it's simple. There will be a series of 
points between Jill's fingers. Poke them all with the stylus as quickly 
as you can, in order from right to left, and without stabbing her 
hands. Otherwise, she loses health. Once you finish, the grave opens to 
reveal a ladder. 

Now, wait for Barry to come back with the rope before going down. Once 
he does, watch the cut-scene and he'll give you the PASS NUMBER. Read 
it, and then return to the Secret Grave. Then descend the ladder.

Secret Tunnel 1
---------------
Run forward and then turn the corner. At the end, you'll see a 
FLAMETHROWER attached to the wall and SHOTGUN SHELLS, so grab both. 
Equip the FLAMETHROWER, and then move forward. A group of zombies are 
waiting for you, so use your trusty new FLAMETHROWER on them. You'll 
have it for a short time anyway. Go through the door at the end. 

Secret Tunnel 2
---------------
Moving forward, fry two zombies near you. As you proceed, you'll see 
two GREEN HERBS. Grab them if you like, and then finish your 
FLAMETHROWER on two feasting zombies. At the end is a door. Examine the 
rack and put the FLAMETHROWER on it. Then go through the door.

Kitchen
-------
Run toward the door straight ahead and you'll get a cut-scene. A zombie 
will then pop through, so kill it. The zombie is actually fast and 
tough, so kill it. Near the elevator in the annex is a sleeping zombie, 
so knife it to death. Then ride the lift down. 

Lift Hallway
------------
To the immediate right is a Hunter, so kill it. Beyond it is another 
Hunter, so kill that too. Go through the brown door nearby.

Storage Room
------------
In here, you'll find two EXPLOSIVE ROUNDS and a BATTERY. At this point, 
you'll get a message stating that you can use it in the garden 
courtyard. This means that you certainly have the capability of leaving 
now, but if you do, you will miss out on the best weapon in the game, 
and an item needed for the best possible ending. Exit once you are 
done.

Life Hallway
------------
Take the lift back up to the -Kitchen-.

Kitchen
-------
Go to the door the zombie came through, and go through it. 

Lift Stairs
-----------
Go up the stairs, and turn the corner around the lift (it doesn't stop 
on this floor). Go through the double doors at the end after you unlock 
them.

Kenneth Hallway
---------------
We're back in familiar territory. I guess the room shouldn't be named 
as such anymore because Kenneth's body is gone� From here, kill or 
avoid the two Giant Spiders and head over to the -Green Hallway-. 

Green Hallway
-------------
Up ahead are two Hunters, so kill them. Then go to the -Lower Left 
Stairs-.

Lower Left Stairs
-----------------
Ahead is yet another damn Hunter. Kill it, and the two zombies beyond 
it. Near the save room is a Hunter, so kill that, too. Go to the 
-Infirmary-.

Infirmary
---------
Drop off the BATTERY in the item box. You won't need it until later. 
Reshuffle your items as needed, and then leave the room. 

Lower Left Stairs
-----------------
Go up the stairs. 

Left Stairs
-----------
This will piss you off, because there's a crow and a Hunter in the 
room, which throws off the aiming. Kill the crow first, and then the 
Hunter. Afterwards, go to the door near the stairs in this room that's 
locked, and unlock it with the HELMET KEY. Discard the HELMET KEY 
after. Enter the room.

Candle Room
-----------
Run to the back wall and collect the ORDERS, SHOTGUN SHELLS and MAGNUM 
ROUNDS. Then, push the ladder left a little bit so it is aligned with 
the dear head on the far wall (not the statue on the wall with the door 
in it). Now examine the candles on the table and blow them out by 
blowing into the DS microphone. Blow them out one by one with three 
breaths, before they relight themselves up (for whatever reason O_O). 
Once they're out, climb the ladder, examine the deer head and grab the 
RED JEWEL. Then exit the room.

Left Stairs
-----------
Go down the stairs.

Lower Left Stairs
-----------------
Head to the -Green Hallway-.

Green Hallway
-------------
You might get a first person knifing sequence, so win it and collect 
your prize. Hopefully it's MAGNUM ROUNDS. Make your way back to the 
-Tiger Statue Room-. 

Tiger Statue Room
-----------------
Attach the RED JEWEL to the tiger statue and claim the MAGNUM, which is 
a powerful weapon that you should save for later. Leave the room.

Green Hallway
-------------
Return to the -Lower Left Stairs-. 

Lower Left Stairs
-----------------
You might get a first person sequence, so deal with it and then head up 
the stairs. 

Left Stairs
-=---------
Go to the far door at the end of the hallway, and use the passcode 
Barry gave you to unlock it. Then go through the door.

Marble Tunnel
-------------
Kill the wasp in this room, and then proceed down. Go through the door.

Lift Hallway
------------
Welcome back. Go passed the lift and collect the GREEN HERB in the 
little space next to it. Then go through the blue double doors at the 
end. 

Library
-------
To the right of the door is a desk. Pick it with the LOCKPICK to get 
MAGNUM BULLETS. Proceed into the area with the shelves. Kill the three 
zombies and then grab the SCRAPBOOK. Backtrack a slight bit to a door 
with a sword in it. Use the touchscreen and your fingers. Touch the 
sword, and move your finger up and down until the sword comes out. Odd 
contraption, eh? Enter the door.

Observation Room
----------------
The zombie was apparently stabbed with the sword through the door so it 
wouldn't go through and kill whoever survived. It's on the ground, but 
still alive. So stab it to death. On the center table is an INK RIBBON. 
On the shelf is a HANDGUN CLIP. Examine the window and three crows will 
bust through. Kill them. Then exit.

Library
-------
Go passed the shelves and through the next door.

Library Annex
-------------
You'll see a creepy shadow walk somewhere into the library, but we 
don't know what. Go to where it went, You'll see a red button on the 
wall between two bookshelves that you should press. It'll turn on a 
light that shines on the ground at a particular location, in this case 
the tiles in the corner. Run back to the door, and go ahead of it to a 
statue you can push. From there, push the statue toward the spot where 
the light is shining. It will cause a bookshelf to slide over and 
reveal a hidden room. Go to the desk and grab the file, ERIC'S LETTER, 
which is actually new to the DS version of Resident Evil. Read it. When 
you try to exit, a Chimera, our shadowy friend, will make an 
appearance, so kill it. Then leave.

Library
-------
Try to avoid wasting ammo on the Chimeras, perhaps stunning them with 
the SHOTGUN and then running away afterwards. Return to the -Lift 
Hallway-. 

Lift Hallway
------------
Take the life back to the -Kitchen-.

Kitchen
-------
Head back to -Secret Tunnel 2-.

Secret Tunnel 2
---------------
Grab the FLAMETHROWER again. Then head over to -Secret Tunnel 1-.

Secret Tunnel 1
---------------
Run all the way to the ladder and climb it. 

Secret Grave
------------
Climb the rope back to the -Music Box Room-.

Music Box Room
--------------
Go to the -Furnace Room-.

Furnace Room
------------
Look at the rack near the other door. Place the FLAMETHROWER here. Then 
go through the door.

Upper Right Stairs
------------------
Head back downstairs.

Right Stairs
------------
Travel to -Door Corridor 2-. We're permanently leaving the mansion from 
here on out. So, if you left anything anywhere, now is the time to get 
it. 

Door Corridor 2
---------------
Head to the -Garden Tunnel-. 

Garden Tunnel
-------------
There will be a Hunter here, so kill it and head for the -Shed-.

Shed
----
Head for the Garden.

Garden
------
You'll encounter a first person action sequence, so win and collect 
your prize. Then head over to the -Pond-. 

Pond
----
Cross the pond again and head down the lift.

Lower Courtyard
---------------
Head back into the -Guardhouse Entrance Tunnel-.

Guardhouse Entrance Tunnel
--------------------------
Head over to the -Entrance Hallway-.

Entrance Hallway
----------------
Head over to the L-Shaped Room. It's highly advised that you stop in 
the save room and save your game, as well as pack a few healing items.

L-Shaped Hallway
----------------
Kill the two Hunters in here and then head to the -Wasp Room-. Again, I 
warn that you save your game if you haven't. 

Wasp Room
---------
You're better off running forward and avoiding the Hunters here. Head 
for the -Plant 42 Room- as soon as you can. Have your stylus in hand 
and ready to go.

Plant 42 Room
-------------
And we are presented with a new boss fight unique to Deadly Silence� 
sort of. 

*********************************************************
BOSS #4: Giant Snake in First Person Mode
DIFFICULTY: Hard
SUGGESTED WEAPON: Combat Knife
SUGGESTED HEALING ITEMS: a few full healing items
STRATEGY: The Giant Snake in first person mode appears in the same room 
Plant 42 was in the Guardhouse. This boss battle is difficult because 
you may have limited healing items and the Giant Snake only gets hurt 
in certain circumstances. Stab the Giant Snake when it opens its mouth, 
and then when it backs its head to begin its lunge, try to predict 
where on the screen its mouth will be when it begins its attack, and 
then stab it in defense. If you hit it, the snake will stop its attack, 
and either wait or launch a second or third attack right away. If you 
pull off an "issen" (a powerful, flashing slash that kills any enemy 
once hit; name taken from Onimusha) in its mouth, it will roll its head 
back a little, leaving its underbelly exposed. Now, as fast as you can, 
stab the body of the Giant Snake while it isn't invincible. Eventually, 
if I had to guess, about 50 or so clean hits to its mouth or belly will 
kill the Giant Snake. 
*********************************************************

Grab the DOOM BOOK 1. Check it in the inventory screen, and rotate it 
so its pages show. Press A and you'll end up with the EAGLE MEDAL. 
Avoiding the Hunters, return to the save room.

Storage Room
------------
Drop off the EAGLE MEDAL here as you won't need it for a little while. 
Then, gather the BATTERY and the SQUARE CRANK, and return to the -Lower 
Garden-. 

Lower Garden
------------
You'll be confronted with a first person sequence, so kill the zombies 
and zombie dog. Claim your prize. Then, find the lift in the room that 
DOES NOT lead back to the pond. It's further into the room, on the very 
opposite wall of the waterfall. Near the lift, you'll see a hole for 
the BATTERY, so use the BATTERY to restore power to the lift. Take the 
lift up.

Garden
------
You're back in the Garden. Nearby is a MAP OF THE GARDEN that you don't 
need to take, but you might as well take it anyway. Run forward, and 
you're back in the main portion of the -Garden-. Return to the -Pond-.

Pond
----
Run back to the mechanism you used the SQUARE CRANK on earlier, and 
once again use the SQUARE CRANK. It will refill the pool, and the 
waterfall in the -Lower Courtyard- will stop flowing. Return to the 
-Garden-. 

Garden
------
You might get a first person sequence, so like always, win it and 
collect your prize. Then take the lift back down to the -Lower 
Courtyard-. 

Lower Courtyard
---------------
Run toward where the waterfall used to be. With the pond water no 
longer creating the waterfall, you have full access to the ladder 
beyond, so go down, into the tunnels�

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~PART FOUR: The Underground Tunnels~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This section is even shorter than the others, but don't worry, we're 
closer to the end. 

U-Shaped Tunnel
---------------
Checking your map, you'll see that the tunnel is shaped like an upside 
down U. Enter the door you see to Jill's right immediately. 

Fork Tunnel
-----------
Watch the cut-scene with Barry, and you will be prompted with a choice. 
Whichever choice you pick will affect which ending you get, so if you 
want to experience them both, make a save in a new save slot so you can 
go back and experience the other ending later. Regardless of your 
choice, go forward, turn left and go through the door at the end.

Pit Tunnel
----------
There's a pit in this room. Wonder what it was used for. (Play the 
Remake to find out.) Run passed the pit to a generator and grab the 
FIRST AID SPRAY and EXPLOSIVE ROUNDS. Turning to Jill's left from the 
generator, run through the door you see at the turn of the tunnel. If 
Barry's with you, you will see a cut-scene. 

Enrico Tunnel
-------------
Run to the end of the tunnel and watch the cut-scene. Afterwards, 
examine Enrico's body for HANDGUN BULLETS. Then, leave the tunnel. On 
your way, you'll see a CRANK, which upon checking it in your inventory 
screen, becomes a HEX CRANK. 

Pit Room
--------
You'll get a first person sequence against a zombie and two Hunters, so 
beat them and claim your prize. Then, turn to Jill's left and run 
through the door at the end. 

Fork Tunnel
-----------
Watch out for the Chimeras here. You're better off avoiding them. Run 
down the tunnel, and then go through the door in the middle.

U-Shaped Tunnel
---------------
Back here, turn to Jill's right and run down until you come across a 
dead end. Luckily, the HEX CRANK can be used on the little crank hold 
on the left wall, so use it. Then, run to the door at the end. 

Boulder Tunnel
--------------
Looks like a dead end, right? Well, from the door, turn to Jill's 
right. Run all the way down until you cannot run anymore. Then, turn 
around. Run down and then the boulder will start rolling. Quickly run 
as fast as you can toward the door. The boulder will roll passed you 
and you will escape death. Run toward where the boulder was earlier, 
and then a Hunter will enter the room, so kill it. In a little nook 
will be FLAME ROUNDS. Turn around and run to where the boulder crashed. 
You'll see it broke through the wall to expose a secret tunnel. Arm 
your BAZOOKA if you brought it and then go through the doors.

Spider Room
-----------
There's a Giant Spider in here that technically qualifies for a boss, 
but it's so simple to kill that I won't need to dedicate a boss section 
to it. But for the sake of formality, here goes:

*********************************************************
BOSS #5: Giant Spider
DIFFICULTY: Easy
SUGGESTED WEAPON: BAZOOKA + FLAME ROUNDS
SUGGESTED HEALING ITEMS: BLUE HERB, GREEN HERB
STRATEGY: Two to five well placed hits with the BAZOOKA will finish it 
off. The FLAME ROUNDS from the previous room are perfect for it. Try to 
avoid getting poisoned.  
*********************************************************

After finishing the boss off, you can collect the INK RIBBON in the 
corner. Then, go to the door that's covered with spider web. You can 
use your FLAME ROUNDS to burn through it, or preferably the COMBAT 
KNIFE. If you use the KNIFE, aim straight and slash.

Fork Tunnel 2
-------------
Immediately to Jill's right will be a charging zombie, so kill it 
before it deals major damage to you. Turn left from the door and go 
through the next door at the end. 

Tunnel Save Room
----------------
You'll find a FIRST AID SPRAY, a BLUE HERB and an INK RIBBON in here. 
There will also be another treasure box, so let's approach it. 

You have five clicks to solve it. 

                        1
                                  
                    6       2

                    5       3
 
                        4

1. #5 and #4
2. #2 and #3
3. #3 and #4
4. #5 and #6
5. #1 and #2

You will get EXPLOSIVE ROUNDS for your efforts. You should bring along 
the EAGLE MEDAL, too. Exit the room.

Fork Room 2
-----------
Run across the hallway to the door at the end. 

Boulder Room 2
--------------
From the door, turn right to a long tunnel. And then turn left and move 
down. On the left side of the room is another HEX CRANK hole, so use 
your HEX CRANK three times so a passage to the left is exposed. Run 
toward the boulder at the end, turn around and let it start rolling. 
Duck into the passage you exposed with the HEX CRANK. Once the boulder 
stops rolling, run to the area it had previously covered. Grab the map 
on the wall, and the MO DISK in the little compartment to the left. Now 
go back to the newly revealed passage and go through the door at the 
end. 

Hidden Room
-----------
You'll encounter a first person fight here. After that's done and you 
claim your prize, run over to the gargoyle statue and push it toward 
the door eight paces (a pace is the amount of times you hear the 
sound).  Then go to the crank hole and use your HEX CRANK twice. 
Afterwards, push the gargoyle statue rightward onto the light-patched 
tile on the ground. A secret compartment will open, revealing DOOM BOOK 
2. Checking its middle pages will expose the WOLF MEDAL. Exit the room.

Boulder Tunnel 2
----------------
Return to the first door in this room, but rather than go through the 
door, run passed it to a lift. Ride the lift up.

Garden Fountain
---------------
Run passed the double doors (they can't be opened). You'll see two RED 
HERBS and two GREEN HERBS, so take them if you want. Run over to the 
fountain. On two opposite points of the circular fountain, there are 
two stones where you can use the WOLF MEDAL and the EAGLE MEDAL, 
depending on the description. So use the two medals. If you're playing 
the Japanese version, just use either one to see which one fits. Once 
you use both, the fountain will drain, revealing a stairway to a new 
place. Head on down�

~~~~~~~~~~~~~~~~~~~~~~~~~~~
~PART FIVE: The Laboratory~
~~~~~~~~~~~~~~~~~~~~~~~~~~~

Laboratory Entrance
-------------------
Run around the corner and go down the ladder. 

Laboratory Chest Room
---------------------
In here is an item box and a puzzle treasure box. Deposit the HEX CRANK 
as you won't need it anymore, although bringing the MO DISKS is a good 
idea if you want the best ending. I suggest you bring the MAGNUM and 
MAGNUM ROUNDS along. You probably won't need the HANDGUN and HANDGUN 
BULLETS anymore, as long as you have 30 or more SHOTGUN SHELLS. Now 
approach the treasure box. You have 4 clicks to open it. 

                        1
                                  
                    6       2

                    5       3
 
                        4

1. #1 and #2
2. #5 and #6
3. #1 and #6
4. #3 and #4

You'll get MAGNUM ROUNDS after you open it. Go through the door.

Laboratory Stairs
-----------------
You'll get a first person sequence with a bunch crows. Afterward, 
quickly aim your gun at the zombie charging toward you. The SHOTGUN is 
recommended. There are two more zombies approaching you, one on the 
ground, so kill them both. There's an adjacent hallway with another 
zombie in it. After getting rid of it, grab the third and final MO DISK 
at the end. Then go down the stairs.

O-Shaped Room
-------------
Be careful of the zombies in here, as they deal tons of damage and move 
fast. There is one ahead of you, and one to Jill's left. Get rid of 
them. Turn to Jill's left and run down the tunnel until you reach 
double doors to her left. Go through them.

Computer Room
-------------
A zombie will charge at you, so kill it. On the ground are SLIDES. Grab 
them if you want, although they're optional. Now examine the computer 
across from the door. Using your stylus, enter "JOHN" as the login 
name, and then "ADA" as the password (play RE2 to see the significance 
of this). Once you enter those, select B2. The password is "MOLE". 
After that, select B3 and then you'll have unlocked two doors. Quit the 
computer and then exit the room.

O-Shaped Room
-------------
Head back up the stairs.

Laboratory Stairs
-----------------
Go toward where you got the MO DISK, and enter the -Visual Data Room- 
that you unlocked with the computer.

Visual Data Room
----------------
There's an annoying wasp in here, so try to kill it so it doesn't annoy 
you anymore. On the table is a projector. Use the SLIDES if you want. 
After watching the sequence, go to the wall on the left and examine the 
dark panel. After the panel slides, press the switch and you'll have to 
solve a puzzle. 

************************
Visual Data Room Puzzle
************************

You have five blue buttons and five red lamps above. You need to light 
up all the buttons within five presses in order to beat the puzzle. The 
solution is, from left to right, with the buttons and lamps named A, B, 
C, D and E, actually quite simple once you learn the puzzle. 

Button A lights Lamp E. Button B lights no lamps. Button C lights Lamp 
A. Button D lights Lamp C. Button E lights Lamp B. 

1. D
2. C
3. A
4. E
5. B

Solving the puzzle exposes a hidden shelf on the opposite side of the 
room. Grab the LAB KEY there. Examine the key and it becomes the P. 
ROOM KEY. To the right of the door is the SECURITY FILE. Exit the room.

Laboratory Staircase
--------------------
Head back down the stairs.

O-Shaped Room
-------------
Run forward, and then turn the corner. Kill the two naked zombies. On 
the ground near the floor is an INK RIBBON. Moving forward, there are 
two doors ahead, one to the left side and one straight ahead. Go to the 
door straight ahead and unlock it with the P. ROOM KEY. Go through the 
door. 

T-Shaped Hallway
----------------
Go to the doors to the left of Jill.

Gas Chamber
-----------
Left of the door on a shelf is a RED HERB, and nearby are SHOTGUN 
SHELLS. Move to the end of the room until you get an overhead camera 
angle. The crate to the right should be pushed forward against the 
wall, covering the vent. The crate to the left is a little bit 
trickier. Push the ladder six or seven paces to the right (make sure 
there's enough space between the ladder and the wall for Jill to go 
through). Then push the left crate four paces to the right. Push the 
ladder down three paces, and then push the crate up three paces. Then, 
push the crate left four paces or so. Finish by pushing it above the 
vent on the ground. Now, for the ladder, push it up and then left, and 
then push it between the two crates, making sure if aligns with the 
ventilation hole at the top of the room. If gas leaks, exit the room 
immediately. If you're in danger mode, heal ASAP or the gas will kill 
you. Go through the air shaft at the top.  

Mortuary
--------
There are a bunch of zombies here lying on the ground, so kill them. 
Toward the back of the room is an MO DISK reader. If you want the best 
ending, use the MO DISK. You'll obtain a code. On the shelf near the 
air shaft are MAGNUM ROUNDS. Unlock the doors and exit.

O-Shaped Room
-------------
Head back to the -T-Shaped Hallway-. 

T-Shaped Hallway
----------------
Run forward, and then head to the door straight ahead of you. 

Rest Room
---------
This is a save room. On the shelf are FLAME ROUNDS and an INK RIBBON. 
Near the bed are a GREEN HERB and BLUE HERB. Now examine the final 
treasure box, in which you have four clicks to solve it. It's special 
since there are two needles, one each being a different color, so 
you'll be dealing with two exchange pairs at once. One of the needles 
are pointing on opposite ends, but there is no double dipping here in 
terms of needles and pairs, so the speak. 

                         1
                      8     2        
                    7         3 
                      6     4
                         5

1. #1 and #3, #2 and #6
2. #5 and #7, #2 and #6
3. #6 and #4, #1 and #5
4. #2 and #8, #1 and #5

You'll get MAGNUM ROUNDS for your effort. Exit the room after you are 
finished. 

T-Shaped Hallway
----------------
Beat the first person sequence that arises. Then collect your prize, 
and turn to Jill's left. There's a door at the very end. Go through it.

Generator Room 1
----------------
Watch out for the first person sequence with a few zombies, a zombie 
dog and a Hunter. Afterwards, collect your prize. Then, avoiding the 
Chimeras that crawl on the ceilings in this room (they're hard to 
shoot), turn to Jill's left and turn the corner. Go through the door at 
the end.

Generator Room 2
----------------
Run straight down from the door, avoiding the Chimeras if they arrive 
(I never see them in here, so maybe this room is actually empty). 
You'll run into another MO Disk reader, so use another MO DISK to 
obtain PASS CODE 03. Then head back down, and turn the corner into the 
adjacent hallway and go through the door at the end.

Generator Room 3
----------------
Turn left, avoiding the Chimeras. In the center of the room is a huge 
power generator. Examine the computer you see and you'll be prompted 
with another puzzle.

************************
Generator Room 3 Puzzle
************************

You'll have to attach two wires to the wire set up in order to make all 
three bars on the top screen of equal length. Here is the set up so 
far:

|||||||||           |||||||||           ||||||||| 
|       |           |       |           |       |
|       |===========|       |           |       |
|       |           |       |           |       | 
|       |           |       |           |=======|
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |===========|       |
|       |           |       |           |       |  
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |           |       | 
|       |           |       |           |       | 
|       |===========|       |===========|       | 
|       |           |       |           |       | 
|=======|           |       |           |=======|
|       |           |       |           |       |
5       6           3       2           4       7

Now add lines as indicated on the graph by the star symbols:

|||||||||           |||||||||           ||||||||| 
|       |           |       |           |       |
|       |===========|       |           |       |
|       |           |       |           |       | 
|       |           |       |           |=======|
|       |***********|       |           |       |
|       |           |       |           |       |
|=======|           |       |===========|       |
|       |           |       |           |       |  
|       |           |       |           |       |
|       |           |*******|           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |           |       | 
|       |           |       |           |       | 
|       |===========|       |===========|       | 
|       |           |       |           |       | 
|=======|           |       |           |=======|
|       |           |       |           |       |
5       6           3       2           4       7

Power should be restored. Return to -Generator Room 2-.

Generator Room 2
----------------
Return to -Generator Room 1-.

Generator Room 1
----------------
Here, run passed the first door, and then make a left turn. Avoiding or 
killing the Chimeras, run down to the power console to solve yet 
another wiring puzzle. 

************************
Generator Room 1 Puzzle
************************

|||||||||           |||||||||           ||||||||| 
|       |           |       |           |       |
|       |===========|       |           |       |
|       |           |       |           |       | 
|       |           |       |           |=======|
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |===========|       |
|       |           |       |           |       |  
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |           |       | 
|       |           |       |           |       | 
|       |===========|       |===========|       | 
|       |           |       |           |       | 
|=======|           |       |           |=======|
|       |           |       |           |       |
2       3           4       5           6       7

Now add the lines as indicated by the star symbols:

|||||||||           |||||||||           ||||||||| 
|       |           |       |           |       |
|       |===========|       |           |       |
|       |           |       |           |       | 
|       |           |*******|           |=======|
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |===========|       |
|       |           |       |           |       |  
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |           |*******| 
|       |           |       |           |       | 
|       |===========|       |===========|       | 
|       |           |       |           |       | 
|=======|           |       |           |=======|
|       |           |       |           |       |
2       3           4       5           6       7

Now you'll have restored power to the elevator, so leave the room and 
head for the -T-Shaped Hallway-.

T-Shaped Hallway
----------------
Before we take the elevator, head for the O-Shaped Room.

O-Shaped Room
-------------
Head for the door directly next to the staircase.

Passcode Hall
-------------
Three zombies crawl towards you on the floor, so get rid of them. Then 
go into the first door onto Jill's right.

Book Room
---------
There will be a first person sequence here, so do the usual and collect 
your prize. Run around the bookshelves, passed the poster with the 
bikini woman on it, and then approach the final MO Disk reader. Use the 
MO DISK and then get PASS CODE 01. Then exit the room.

Passcode Hall
-------------
Run to the end of the room and you'll see a locked door that requires 
three passcodes to unlock. If you got all three of them, they'll 
automatically be applied onto the console to the right of the door. 

Jail Cell Hallway
-----------------
Run to the end of the room and watch the cut-scene. Then exit.

Passcode hallway
----------------
Return to the -O-Shaped Room-.

O-Shaped Room
-------------
Head back to the -T-Shaped Hallway-.

T-Shaped Hallway
----------------
Head down into the perpendicular hallway, and then turn left. At the 
end is the elevator. Reactivate it by pressing the button to the right 
of it. Watch the various cut-scenes, and then you'll be fighting a boss 
fight.

Tyrant Room
-----------

*********************************************************
BOSS #6: Tyrant
DIFFICULTY: Easy
SUGGESTED WEAPON: MAGNUM + MAGNUM ROUNDS
SUGGESTED HEALING ITEMS: full healing item
STRATEGY: This battle isn't that hard. Just run away from it, and then 
shoot it with the MAGNUM from a safe distance. It won't run after you, 
so you can keep running around the room in circles, shooting it until 
it falls. It should take a maximum of seven or so MAGNUM ROUNDS to down 
it (maybe more, maybe less).   
*********************************************************

After you finish the Tyrant off, the flow of the rest of the game 
differs slightly. If you chose NOT to go with Barry in the underground 
tunnels, then there will be a LAB KEY (MASTER KEY once examined) near 
Wesker for you to take. If you went with Barry, then there won't be a 
MASTER KEY for you to take and you'll have to wake Barry up. Examine 
the computer near the capsule the Tyrant came out of in order to lock 
the room (if you have the MASTER KEY). Then exit.

B4 Hallway
----------
There might be a cut-scene here if Barry is with you. Take the elevator 
back down.

T-Shaped Hallway
----------------
There should be another cut-scene if Barry is with you. Regardless, 
head for the -O-Shaped Room-.

O-Shaped Room
-------------
Chimeras have taken up residence here, so be careful. If you want to 
save Chris, then visit his cellblock again and free him. If Barry was 
with you during the Tyrant battle, his door should be unlocked. If 
Barry wasn't with you, use the MASTER KEY to unlock Chris' jail cell. 
Bring the SHOTGUN to take care of a pack of zombies that have appears 
outside his jail cell. Otherwise, or afterwards, head to the 
-Laboratory Stairs-.

Laboratory Stairs
-----------------
Kill the zombies here, and head for the -Laboratory Chest Room-.

Laboratory Chest Room
---------------------
If you have the MASTER KEY with you, then you'll see a cut-scene here. 
If you don't see the cut-scene here, pack the MAGNUM and all its ammo 
with you. Pack a few healing items with you as well, and a backup 
weapon like the BAZOOKA. Leave one space open whether you see the cut-
scene or not. Head for the -Laboratory Entrance-.

Laboratory Entrance
-------------------
Approach the large double doors. Unlock them with the MASTER KEY if you 
have it. Otherwise, go through it. 

Escape Tunnel
-------------
Run down the long tunnel, and you'll get a radio reception from Brad. 
Continue running down. You'll see another BATTERY on the ground, so use 
it next to the elevator. Another scene will occur, and then you'll will 
end up on the helipad. 

Helipad
-------
Immediately to your right is a FLARE, so take it and use it. Now, if 
Barry is still alive, then you'll have to fight the Tyrant again. If 
not, then the game ends.

*********************************************************
BOSS #7: Tyrant Rematch
DIFFICULTY: Medium
SUGGESTED WEAPON: MAGNUM + MAGNUM ROUNDS, ROCKET LAUNCHER
SUGGESTED HEALING ITEMS: 2 full healing items
STRATEGY: This rematch can be difficult if you have one or few healing 
items. Arm the MAGNUM, get as far away from the Tyrant as the MAGNUM's 
radius will allow, and shoot. It's difficult to avoid the Tyrant's 
slash attacks, and they do tons of damage. The timer is also ticking 
down. After you shoot between 7 to 14 MAGNUM ROUNDS into the Tyrant, 
and time is close to running out, Brad will drop a ROCKET LAUNCHER that 
has 4 rounds in it. Grab the ROCKET LAUNCHER, and shoot the Tyrant to 
destroy it. Try not to miss, since there are only 4 rounds. After it is 
destroyed, the game ends.
*********************************************************

CONGRATULATIONS! You've beaten Resident Evil Deadly Silence as Jill in 
Rebirth Mode! Enjoy the ending, and try the other modes you've 
unlocked!

When you restart a new game, you will have the CLOSET KEY with you. If 
you beat it under three hours, you'll have the INFINITE ROCKET LAUNCHER 
with you. Also, Barry will be unlocked in Wireless Play. 

=======================================================================
06. Classic Mode Walkthrough
=======================================================================

--------------------------
A. Jill Valentine - Normal
--------------------------

-------------------------------
A. Jill Valentine - Normal Mode
-------------------------------

Jill Valentine's game is easier than Chris', and thus is labeled as 
Normal Mode. She has eight item slots, and has Barry assist her every 
now and then. It should always be played before Chris' game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~PART ONE: The Spencer Mansion~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   
Dining Room
-----------
After you watch or skip the first cut-scene, you'll end up in the 
dining room. Once you gain control, run to the opposite side of the 
room, around the big table. A cut-scene will occur with Barry, and then 
you will be free to explore again. Go through the door on the right. 

Kenneth Hallway
---------------
You'll see why this is named as such soon. Turn left and run forward 
and a cut-scene will trigger. This is the first zombie of the game, and 
the first of many more to come. Rather than waste ammo fighting it, 
simply run back to the -Dining Room-.

Dining Room
-----------
Watch the cut-scene, and then return to the -Main Hall-. 

Main Hall
---------
Watch yet another cut-scene, and then start your search for Wesker. You 
have two options: either go up the stairs of the main hall, or run 
behind them and then return to the main portion of the first floor. 
Once you do this, another cut-scene with Barry will be triggered, and 
as a result, he'll give you the LOCKPICK. After he leaves, we'll have 
to set ourselves up for a smooth journey. First, start by going up the 
stairs.

Main Hall 2F
------------
Go up the left set of stairs. Then, go through the door straight ahead.

Dining Room 2F
--------------
Starting from the doors, run to Jill's left until you see a statue. Try 
to avoid the zombies in this room; they should be far enough so that 
they don't hurt you, but if they get close enough, shoot them a few 
times and then use the combat knife when they're done. As for the 
statue, push it until you see a gap in the railing. Once the statue is 
next to the gap, push it onto the first floor. Now return to -Main Hall 
2F-. 

Main Hall 2F
-----------
Return to the -Main Hall- (first floor) by going down the stairs.

Main Hall
---------
Run over to the typewriter next to the stairs and take the INK RIBBONS, 
and you'll need these to save the game at a typewriter. Don't bother 
saving at this typewriter, though. Afterwards, go back to the -Dining 
Room-. 

Dining Room
-----------
From here, run to the fireplace near the pool of blood, and grab the 
WOODEN EMBLEM. Afterwards, head back into the -Kenneth Hallway-. 

Kenneth Hallway
---------------
Run back to Kenneth's body (Barry killed the zombie in that cut-scene, 
so there's no one here anymore). Examine his body several times to get 
two HANDGUN BULLETS. These serve as ammunition for your HANDGUN and 
should be conserved. Now run to the opposite end of the hallway, and go 
to the door on the left side.

Piano Bar
---------
Starting from the door, circle around the piano to an awkwardly placed 
bookshelf. Push it to the right of the screen and grab the MUSIC NOTES. 
Now, run to the piano, go to the item screen and select the MUSIC 
NOTES. Jill will play the piece, Moonlight Sonata, and then a portion 
of the wall will open up. Go into the newly revealed room, and at the 
opposite wall, grab the GOLD EMBLEM. The wall you opened up with the 
piano will shut again, but using the WOODEM EMBLEM will open it up 
again, so use it. Now, return to the -Kenneth Hallway-.

Kenneth Hallway
---------------
Return to the -Dining Room-. Pick up the ammo from Kenneth if you have 
not done so already.

Dining Room
-----------
Run over to the fireplace where you took the WOODEN EMBLEM. This time, 
place the GOLD EMBLEM above the fireplace, and then a key will be 
revealed with the grandfather clock on the wall. However, we don't need 
to take it yet, so return to the -Main Hall-.

Main Hall
---------
Now that we've handled the left wing of the mansion, we can head into 
the right wing. Take the double doors on the right side of the room. 

Green Statue Hallway
--------------------
There's a map of the mansion in the green statue, so push the ladder so 
you can climb and acquire it. Look on the top screen to see the entire 
map appear. The ladder needs to be pushed left and then toward the 
statue. 

You'll then see two doors, one blocked by a piece of furniture. Push 
the furniture to the left and then enter the passage. Turning the 
corner, you'll see a floored zombie. Kill it however way you want, and 
then run to the shelf and grab another set of INK RIBBONS. Return to 
the blue-tiled area of the room and go through the right door, which 
you automatically unlock with the LOCKPICK. 

Glass Corridor
--------------
Run forward here and do not stop. Eventually, two zombie dogs will 
burst through the windows and run after you. Avoid fighting them, as it 
isn't worth the ammo lost or the damage sustained. Go through the door 
at the end.

Door Corridor
-------------
There's a GREEN HERB to your right; pick it up if you have space. The 
first door near you is locked, proceed down the corridor until you come 
across two doors. Go through the single door to Jill's left, and your 
right. 

Empty Room
----------
There's only another door here that you'll need to go through.

Shotgun Room
------------
Approach the far wall and remove the SHOTGUN from the rack. Read the 
upcoming note BEFORE you exit the room the way you came in.

[Note: There is another way to acquire the SHOTGUN, and that's to get 
the BROKEN SHOTGUN from the -Study Room- after you unlock it with the 
ARMOR KEY and then place it where the SHOTGUN used to be. It changes 
around the progress of the story. See "Decisions, Decisions" for more 
information. Make your choice now.]

Empty Room
----------
Uh oh! Suddenly the ceiling will fall gradually. Examine both doors in 
this room and then wait for a cut-scene with Barry to trigger, which 
will take you back to the -Door Corridor-.

Door Corridor
-------------
Finish seeing the cut-scene (or skip it), and then go through the 
double doors in front of you.

Door Corridor 2
---------------
Inside this room are several doors (hence the name of the room). Start 
by killing the zombie that approaches you, and then run to the end of 
the room, killing the zombie beyond the small hallway. The first door 
you should try is the door that faces the extending hallway, at the 
left side of the room from where Jill entered. 

Portrait Hallway
----------------
In here, you'll experience another knife battle, so win it and possibly 
win an item. The battle this time involves crows alongside zombies, so 
attack the crows before they begin to peck you with quick stabs. After 
you're done, you'll see a series of portraits along the walls. You'll 
need to press the buttons below them in order. Press the wrong order, 
and the crows will begin to attack you. The correct order is from the 
youngest aged person on the portrait first, and then working through 
the you, middle and old ages to the death on at the very end of the 
room. The order is listed here, and you can find the paintings by 
examining them. If you're playing it in Japanese or any other language 
you don't understand, here're the paintings' placements from the 
entrance to the end of the hall:

1. Newborn Child (2nd from the door)
2. Infant (4th from the door)
3. Lively Boy (5th from the door)
4. Young Man (3rd from the door)
5. Tired, Middle Aged Man (1st from the door)
6. Bold Looking Old Man (6th from the door)
7. The End of Life (7th from the door)

The End of Life poster will fall, revealing the STAR CREST. After you 
acquire it, leave the room. 

Door Corridor 2
---------------
Starting from the door to the -Portrait Hallway-, run down the adjacent 
hallway toward a door at the end. Go through it.

Garden Tunnel
-------------
Kill the annoying zombie dog here, either with the Shotgun or the 
Handgun, depending on what gets you damaged the least. Then approach 
the end of the tunnel, and you'll see a locked door and a place in the 
wall to the left to insert four crests. Insert the STAR CREST into the 
wall and then return to the -Door Corridor 2-.

Door Corridor 2
---------------
Run back into the main portion of the corridor, and then approach the 
first door to the left of the double doors you first entered this room 
through. Unlock it, and then go through.  

Stairway (Right)
----------------
Kill the zombie ahead, and then cautiously proceed down until the 
corner turns. Afterwards, grab the GREEN HERB on the ground if you 
still have any space left. Then proceed through the door nearby.

Storage Room
------------
This is a save room, where you can use the INK RIBBONS you've acquired 
to save your progress. Now would be a good time to save. Approach the 
item box and then deposit your INK RIBBONS inside. Inside the item box 
are two HANDGUN BULLETS. If you're a good player, you'll still have the 
FIRST AID SPRAY you began the game with, so deposit it and carry a 
GREEN HERB if you like. For sure, take out the HANDGUN BULLETS as 
you'll need them to mow down enemies. To the right of the item box is a 
CHEMICAL, which you should take with you. Exit the room after you are 
finished. 

Stairway (Right)
----------------
Now go up the flight of stairs.

Upper Right Stairway
--------------------
Go up one more flight of stairs. At the top, there will be a zombie on 
both sides. Aim for it and kill it (the HANDGUN should suffice). Run 
down the nearby adjacent hallway (it's a short one), kill the zombie 
there and then go through the door by unlocking it. 

Red Hallway
-----------
Once again, there will be two zombies on both sides of you, so kill one 
and then go after the other. Turn right from the door you entered, and 
then go through the door at the end.

Reading Room
------------
Run forward, and then grab the BOTANY BOOK from the table. Read it if 
you want, and then return to the -Red Hallway-. (Note that the other 
door in this room, as you can see on the map, simply leads back to the 
Upper Right Stairway)

Red Hallway
-----------
Turn left and run down. Then turn the corner, and then proceed passed 
the locked green double doors. Turn the next corner and you'll see a 
zombie. Kill it by. Pass the locked single door to the door at the end 
of the hallway. Go through it.

Main Hall 2F
------------
Welcome back to the main hall. You'll see a cut-scene with Barry, and 
he'll give you ACID ROUNDS. Hopefully you have space to store it; 
otherwise, you'll lose the item forever. After the cut-scene ends, 
you'll need a weapon to use these ACID ROUNDS with. Go through the door 
to the right of the one you just came through.

Empty Hallway
-------------
There's nothing to see here... except for blood to the right of the 
door ahead. Go through the door.

Balcony
-------
Run forward and you'll see a dead body of one of Jill's comrades, 
Forrest Speyer. As you approach him, grab the BAZOOKA. It works with 
the ACID ROUNDS Barry gave you. If you examine Forrest's body, crows 
will appear and attack you. Exit the room. 

Empty Hallway
-------------
Now we know who's blood that is� but anyway, return to -Main Hall 2F-.

Main Hall 2F
------------
From here, return to the -Dining Room 2F-. 

Dining Room 2F
--------------
This time, head over to the opposite end of the room. To the right side 
is a door you should go through. If you didn't push the statue down 
into the first floor before, then you should do it now. 

Left Stairs 2F
--------------
Two zombies are in the room as you move further in, but the HANDGUN 
should be able to take them out. After killing them both, go down the 
stairs. 

Left Stairs
-----------
From the stairs, head into the nearby door, which leads to another save 
room. Take out the zombie approaching the stairs and the one hanging 
out near the door.

Infirmary
---------
This is another save room, so save up and drop off those ACID ROUNDS 
Barry gave you - you'll need them later, not now. If you decided to 
stow away the CHEMICAL, withdraw it now. On the bed are more ink 
ribbons. Exit the room after you're done.

Left Stairs
-----------
Moving forward, you'll see a zombie as you turn the corner, so shoot it 
to death. Go through the door at the very end.

Green Hallway
-------------
The room is named as such thanks to the color of the wallpaper. Kill 
the zombie approaching you, and then run forward. Enter the next room 
at the very end of the hallway.

Fountain Room
-------------
I hope you brought the chemical, because you'll need to use it here. 
Near the door is a machine you should use the CHEMICAL in. Once you use 
it, the vines of the fountain will die, giving you access to a whopping 
four GREEN HERBS and two RED HERBS. Don't forget to leave an open space 
for the key on the shield of the wall, the MANSION KEY. Examine the 
MANSION KEY and rotate it in the item screen and you will realize it's 
really an ARMOR KEY. Nice find. Exit the room.

Green Hallway
-------------
Turn the corner, run down and then return to the -Left Stairs-. You'll 
see a door nearby, which you can unlock with the ARMOR KEY. Go through.

Study Room
----------
Run ahead to the desk and open it with the LOCKPICK. Inside is a box of 
SHOTGUN SHELLS. The bookshelf to the right of the door contains a 
HANDGUN CLIP and a BROKEN SHOTGUN. Read this next note, and then exit 
the room:

[Note: Remember the trap in the -Empty Room- after you got the SHOTGUN, 
where the ceiling proceeded to fall on you? Well, Barry saved you, but 
you could have gotten the SHOTGUN and avoided the trap altogether by 
bringing the BROKEN SHOTGUN to the rack, taking the working SHOTGUN off 
the rack, and then exchanging positions. The ceiling will fail to fall, 
and Barry won't have to save you. Using the BROKEN SHOTGUN takes a lot 
longer to do since you won't have a powerful weapon to kill the 
monsters that take up residence in the left side of the mansion. Chris, 
however, always must use the BROKEN SHOTGUN as Barry isn't around to 
bust the door down and Rebecca, if she actually showed up, probably 
wouldn't be able to bust it down either. Note that whichever choice you 
make affects what game you'll get. See "Decisions, Decisions." ]

Left Stairs
-----------
Go back to the -Green Hallway-.

Green Hallway
-------------
Turn right and head down the hallway. You'll see a tiny adjacent 
hallway with a zombie inhabiting it. Run all the way to the door at the 
end and then kill it. You'll have passed a door on your way, so you can 
unlock it with the LOCKPICK. Enter.

Bedroom
-------
On the bed are HANDGUN BULLETS, which you should take. Now approach the 
desk, and read the file. When you try to read it, a zombie will pop out 
from the closet, so kill it. Grab the SHOTGUN SHELLS in the closet, and 
finally read the file. Afterwards, exit.

Green Hallway
-------------
Now, turn right and go through the door at the end by unlocking it. 

Kenneth Hallway
---------------
Welcome back. If you recall, we dropped a statue from the -Dining Room 
2F- onto the first floor, so head back over to the -Dining Room-.

Dining Room
-----------
Run over to the other side of the table, and in the broken ruins of the 
statue, grab the BLUE JEWEL. Now return to the -Kenneth Hallway-.

Kenneth Hallway
---------------
Return to the -Green Hallway-.

Green Hallway
-------------
Run to the tiny adjacent hallway the zombie emerged from earlier, and 
go through the door there.

Tiger Statue Room
-----------------
Go over to the Tiger Statue. You'll notice that its eyes are missing. 
Place the BLUE JEWEL you just acquired into its right eye, and it will 
rotate to reveal the WIND CREST, so take it and exit.

Green Hallway
-------------
Return to the -Left Stairs-.

Left Stairs
-----------
Go to the -Infirmary-. 

Infirmary
---------
Here, deposit the WIND CREST into the item box, and then leave. 

Right Stairs
------------
From here, go back up the stairs.

Right Stairs 2F
---------------
Head back over to the -Dining Room 2F-.

Dining Room 2F
--------------
From here, return to -Main Hall 2F-.

Main Hall 2F
------------
Head down the stairs to the first floor.

Main Hall
---------
Head over to the right side of the room towards the blue double doors. 
Instead of going through those doors, this time go to the small brown 
door on the left and unlock with the ARMOR KEY. Go through. 

Antique Room 
------------
Run forward, passed the globe and acquire the HANDGUN CLIP from the 
dresser. Turn left toward the narrow hallway and kill the zombie. Turn 
left, and run down until you see a desk, which you can use the LOCKPICK 
on. Grab the SHOTGUN SHELLS, turn around and then head down to the door 
on the other end. 

Dress Room
----------
Watch out for the zombie on the ground. Blast it with the HANDGUN to 
avoid getting bitten. Afterwards, explore the rest of the room. There 
are two GREEN HERBS and an INK RIBBON near the red curtains on the 
right side. Read the note below and then return to the -Antique Room-.

[Note: You'll notice a door here that is locked. It can only be 
unlocked in a replay game when you have the SPECIAL KEY acquired and 
you use the SPECIAL KEY to unlock the door. This leads to the CLOSET, 
where you can change costumes. Jill can choose from two. One is a 
rather revealing policewoman costume and another is Jill in a casual 
outfit. This is optional. ]

Antique Room
------------
Return to the -Main Hall-.

Main Hall
---------
Proceed up the stairs to the second floor.

Main Hall 2F
------------
Go up the right set of stairs, and through the door ahead. 

Red Hallway
-----------
Run forward and unlock the first door to the right with the ARMOR KEY. 
Then go through. 

Richard Hallway
---------------
Run forward and you'll see Richard. You'll then be prompted to get him 
SERUM from the -Infirmary-, so run back there and get him the SERUM if 
you wish. You don't have to, but doing so will net you the radio. The 
-Infirmary- location will be flashing on the map. Grab the two GREEN 
HERBS if you want and then exit the room.

Red Hallway
-----------
Run down the hallway even further and then turn the corner. See the 
double doors? Unlock them with that wonderful ARMOR KEY and then go 
through the door. 

Knight Chamber
--------------
Run forward. You'll see a knight statue and a drainage hole on the 
floor. Push the statue so it covers the hole. Move forward and do the 
same for the second statue and the second ventilation hole. Next, press 
the red button in the middle of the room on the floor. If you covered 
the vents correctly, gas shouldn't spew into the room and the cabinet 
in the back of the room should open up. You'll get the SUN CREST for 
your efforts. Exit the room.

Red Hallway
-----------
Return to the -Main Hall 2F-.

Main Hall 2F
------------
Go down the stairs onto the first floor.

Main Hall
---------
Run to the -Dining Room-. 

Dining Room
-----------
Head over to the clock you moved earlier, and grab the key in the 
compartment. Examining it will make it the SHIELD KEY, so return to the 
-Main Hall-.

Main Hall
---------
Return to the -Green Statue Hallway-, which is beyond the double blue 
doors. 

Green Statue Hallway
--------------------
Head over to the -Glass Corridor-, which is beyond the single door. 

Glass Corridor
--------------
The zombie dogs that busted through the windows are still here, so try 
to kill them if you can do so, or dodge them and head for the -Door 
Corridor-.

Door Corridor
-------------
Run to the nearest door and unlock it with the ARMOR KEY. Go through 
the door after you unlock it.

Side Garden
-----------
Immediately you'll see a zombie dog. It is beyond the fence and it 
can't reach you just yet. Turn the corner and another zombie dog will 
jump you. Kill it and then kill the other zombie. Now you can collect 
the six GREEN HERBS available for you: make repeat trips to the item 
box so you have them all. Exit once you're done.

Door Corridor
-------------
Proceed to -Door Corridor 2-.

Door Corridor 2
---------------
Head over to the -Right Stairs-.

Right Stairs
------------
Head over to the -Storeroom-.
 
Storeroom
---------
Save your game as a boss battle is coming up soon. Then, reshuffle your 
items so you take your powerful guns, the ARMOR KEY, the SHIELD KEY and 
a healing item or two with you. Then leave the room. 

Right Stairs
------------
Go up the stairs.

Right Stairs 2F
---------------
Go up the stairs, and turn left to the nearest door. Use the ARMOR KEY 
to unlock it, and you should be prompted to discard the ARMOR KEY as 
you've unlocked all doors that it'll unlock. Read the note and then go 
through the door.

(If it doesn't prompt you to discard, then you've missed a door. The 
doors that the ARMOR KEY unlocks are: double doors and single door in -
Red hallway-, single door in the -Left Stairs-, single door in -Door 
Corridor- and this door right here.) 

Empty Room 2F
-------------
Nothing to see here, really. Turn to Jill's right and go through the 
door.

Bedroom 2F
----------
Run over to the bookshelf and collect the LIGHTER. Beside the left bed 
is a RED HERB, which you should pick up and mix. Exit when you're done. 

Empty Room 2F
-------------
Try the opposite door this time. 

Study Room 2F
-------------
Run over to the desk and grab the file. Next, near the door is an 
insect display with a button. Press it and the fish tank in the room 
loses all its water. Now that its waterless, push the fish tank towards 
the desk, and then push the bookcase to the right. You'll get GRENADE 
ROUNDS. And lastly, the coat next to the door has INK RIBBONS in it. 
Leave the room once you have them. 

Empty Room 2F
-------------
Return to the -Red Hallway-.

Red Hallway
-----------
Time to return to the -Richard Hallway-. 

Richard Hallway
---------------
Arm the SHOTGUN, and then run passed Richard's body to the door beyond 
him.

T-Hallway
---------
Then run forward and go up the small stairs and use the SHIELD KEY to 
unlock the door (discard it after). Hopefully the zombie from the 
adjacent hallway will miss biting you Now, don't go through just yet. 
Head back down the stairs, turn right and go through the door at the 
end. 

Small Dining Room
-----------------
On the table are INK RIBBONS. On the other side of the table is a 
candle, which you should use the LIGHTER on. Once the room is lit, push 
the bookshelf to the right to reveal a secret room. Examine the shelf 
and collect the ACID ROUNDS. Return to the -T-Hall-.

T-Hall
------
Now head for the door you unlocked with the SHIELD KEY. Arm your 
BAZOOKA or SHOTGUN, as a boss battle is coming up.

Attic
-----
Walk forward and a boss fight commences.

*********************************************************
BOSS #1: Giant Snake
DIFFICULTY: Medium
SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS
SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB
STRATEGY: This boss can be lethal, but it's not too hard, and there's 
plenty of room to maneuver. Take your BAZOOKA and shoot it several 
times while dodging its severe bite attacks. If you're hit once or 
twice, you will be poisoned in a way where a BLUE HERB will do no good 
against it. I actually recommend this, as it *might* save you a healing 
item assuming you had Barry save you from the Shotgun trap. If not, 
then avoid getting poisoned and just keep attacking it until it dies. 
You should have 12 EXPLOSIVE ROUNDS, more than enough, but if for some 
reason it's still alive, then use the SHOTGUN as a backup. Stay behind 
the snake while running circles around it, and shoot it. Eventually, it 
will retreat and you'll have won. 
*********************************************************

After that damn snake retreats, grab the SHOTGUN SHELLS from the top of 
one of the barrels. Then, go to the hole from where the snake came from 
and collect the MOON CREST. Exit the room. 

T-Hall
------
Go down the stairs, and depending on the situation, Jill will either 
collapse from poison, be poisoned and be on her own, or be fine. If 
it's the first option, Jill will end up in the -Infirmary-. If it's the 
second option, which should happen if you used the BROKEN SHOTGUN, then 
run over to the -Infirmary- ASAP. If it's the third option, head over 
to the Storeroom, gather up the WIND and SUN CRESTS and unlock the door 
in the -Garden Tunnel-. Meet us in the -Garden Tunnel- (below). 

If you're in the #2 situation and for whatever reason forgot where the 
-Infirmary- was, then follow these directions: from the -T-Hall-, run 
over to the -Richard Hall-, and then over to the -Red Hallway-. From 
there, cross -Main Hall 2F- to -Dining Room 2F-, and then to the -Left 
Stairs-. Down the stairs is the -Infirmary-. 

Infirmary 
---------
Jill will either have gotten here thanks to Barry, or will have come 
here. Take the SERUM if you came here, and use it before your health 
deteriorates. Heal if your health has fallen. Now that we're here, 
withdraw the STAR and WIND CRESTS, and travel over to the -Garden 
Tunnel-. 

To get there, go from the -Infirmary- to the -Left Stairs- and then the 
-Green Hallway-. From there, get to the -Kenneth Hallway-, and then the 
-Dining Room-, and finally to the -Main Hall-. Get to the second floor, 
and then the -Red Hallway- before reaching the -Right Stairs-. From 
there, go to -Door Corridor 2- and finally to the -Garden Tunnel-. 

Garden Tunnel
-------------
Run to the end of the tunnel and place the SUN CREST, WIND CREST and 
MOON CREST into their appropriate slots. You may then exit� to freedom?

~~~~~~~~~~~~~~~~~~~~~~~~~~
~PART TWO: The Guardhouse~
~~~~~~~~~~~~~~~~~~~~~~~~~~

Shed
----
Apparently not. But it is nice to be out of the mansion. Directly ahead 
of you is a ladder. Walk over to the ladder and push it forward two or 
three paces, and then push it toward the shelf lining the adjacent 
wall. Then climb the ladder and grab the CRANK. Checking the CRANK in 
the inventory will reveal that it is a SQUARE CRANK. Once you have it, 
step down the ladder and go through the next door.

Garden
------
Move forward. Nearby, you'll notice a few herbs, specifically three 
GREEN HERBS and two RED HERBS, with two more BLUE HERBS around the 
corner. If you want, grab them, but if you have plenty of healing items 
either with you or in the item, box, you probably won't need them just 
yet. Kill the zombie dogs, and then run through the room to the gate at 
the end, and go through.

Pond
----
Run forward, and to the left and you'll eventually run to a socket 
where you can slip a square crank in. Use the SQUARE CRANK to drain the 
pond of its water. Then return to the center, and go down the ladder. 
Cross the pond and go up the ladder to the other side. Proceed down the 
path, and you'll have snakes drop in on you. It's not worth fighting 
them, so ignore them, and run to the lift at the end of the path.

Lower Garden
------------
Run forward immediately and kill the two zombie dogs. Afterwards, find 
a gate and go through it.

Guardhouse Entrance Tunnel
--------------------------
You'll see two RED HERBS and two GREEN HERBS on either side of you. As 
with the herbs you just ran into, take them if you need to, and 
otherwise, leave them for later. Run down the tunnel and kill the two 
zombie dogs. Go through the door at the end.

Entrance Hallway
----------------
Welcome to the guardhouse. It's not as big as the mansion, nor does it 
take as long to explore, so we'll be here for a short while only. 
Straight ahead to the little area are a GREEN HERB and two BLUE HERBS. 
These you might need. Now go back to the entrance, and then push the 
gargoyle statue forward. Once you push it three paces, move to the 
right of it and push it into the adjacent hallway. Push it passed the 
two doors, until you reach another perpendicular hallway. Then push the 
gargoyle statue into the next hallway, and stop it at the hole in the 
floor. This will prevent vines from trying to strangle you. After you 
cover the hole completely, return to the previous part of the hallway 
and go through the door on the right.

Guardhouse Storeroom
--------------------
Here is the only save room in this part of the estate, but it's okay, 
since the guardhouse is relatively small anyway. Reshuffle your items 
the way you want. I suggest taking the BAZOOKA and all the ammo you 
have for it, as well as the HANDGUN. You can bring the SHOTGUN if you 
like, but you'll only need it in close encounters with zombies. Pack a 
healing item or two. You won't need the SQUARE CRANK for a long time, 
either. Leave the room. 

Entrance Hallway
----------------
Go to the room straight across from you, with the number 001 written 
above it.

001 Room
--------
Straight ahead is a zombie. Keep your distance and use the HANDGUN to 
kill it. Once that's done, head over to the bed, and near it is a desk. 
Unlock it with the LOCKPCIK and take the SHOTGUN SHELLS. There are 
three zombies having a feast on another zombie, so kill them with the 
HANDGUN or SHOTGUN. Afterwards, grab the RED BOOK (this goes in your 
inventory). Afterwards, head into the bathroom. 

001 Bathroom
------------
Approach the bathtub, and then drain it. Grab the CONTROL ROOM KEY from 
the drained bathtub. Then exit the room.

001 Room
--------
Return to the -Entrance Hallway-. 

Entrance Hallway
----------------
Enter the double red doors to Jill's left.

Pool Room
---------
Immediately overhead is a Giant Spider. Kill it with the BAZOOKA, and 
then kill the other one to the left before it poisons you. If you're 
poisoned, one of those BLUE HERBS in the -Entrance Hallway- will heal 
you. To the right of the entrance door is an INK RIBBON on the table, 
and HANDGUN BULLETS on top of the barrels in the corner. On the other 
side of the room, to the left of the door, is a pool table. Examine it 
closely, as the balls and sticks are placed on the table as if it were 
a clock. Now exit the room. 

Entrance Hallway
----------------
Now go to the hallway where you left the gargoyle statue, and go 
through the door at the end. 

L-Shaped Hallway
----------------
Run down this long hallway, until you reach a door. Go through that 
door. 

Wasp Room
---------
Run into the room, and you'll notice several doors, all of which are 
locked. There's a little annex near the 003 door. It leads to a wasp 
hive, and on a table nearby, a DORMITORY KEY. Quickly examine the 
DORMITORY KEY so it becomes a 002 KEY. Now, the wasps will be going 
after you. So exit the room the way you came in as quickly as possible. 

L-Shaped Hallway
----------------
Turn right and move further down the hallway. You'll see another 
gargoyle statue that blocks you from two GREEN HERBS, which you may or 
may not need. Nearby is the 002 door, which is unlocked with the 002 
KEY. Enter.

002 Room
--------
Ahead of you is a zombie, and beyond it is a giant spider, so kill them 
both. On the bed is the PLANT 42 REPORT. You can pick the lock on the 
desk for a box of SHOTGUN SHELLS. Now toward the back of the room, 
you'll see two bookshelves. Push the one on the left forward until it 
touches the wall. For the one to the right, push it directly to the 
right. You'll expose a ladder that you should go down. 

(Note: You can explore the -002 Bathroom-, which has two zombies and 
HANDGUN BULLETS.)

Crate Tunnel
------------
Run forward. You'll come to a dead end with two crates and a small pool 
of water. Push both crates into the pool of water. It seems you need 
three crates. You did pass a crate earlier, so we'll need to use that 
crate. Push it toward the tiny hallway with ladder you used to enter 
this room. It's hard to explain, so follow this pattern, taking the 
crate to the X:
  
  Ladder
   |   |
   |   |_________________________
   |  <---crate                  |
   | |_________________________  |
   |_________________________  | |
                             | X |
                             |___|

Once all three crates are submerged in the water making a bridge, cross 
it. Grab the GREEN HERBS if you want, and then go into the water and 
through the double doors. 

Shark Tank
----------
Named for a reason� Immediately, wading through the water, move 
forward. DO NOT TURN LEFT FROM THE DOOR. As you go down your path, pass 
one door and make a left turn. You'll come across two doors, one with 
the word ARMS to the right of it. Suddenly, a cut-scene will occur and 
a giant shark, named Neptune, will be right behind you. Quickly run to 
the door to the left, unlock it with the CONTROL ROOM KEY, and then 
enter. 

Control Room
------------
Examine the electronic panel, and you'll see a lever in the middle. 
Pull it, and the water will drain. After you finish, examine the 
blinking pad next to the door, and press it to unlock the room next 
door. Exit. 

Shark Tank
----------
Head into the next door over.

Arms Room
---------
In here, you will find tons of ammo for your weapons, which is a good 
thing. You'll find two clips of HANDGUN BULLETS, two boxes of SHOTGUN 
SHELLS and another DORMITORY KEY, this time labeled as 003 KEY once you 
check. Exit the room.

Shark Tank
----------
As you explore, you'll see the three Neptunes flailing on the ground, 
helpless since the water has been drained. Kill them with the COMBAT 
KNIFE, and then return to the -Crate Tunnel-. 

Crate Tunnel
------------
Return to the -002 Room-.

002 Room
--------
Return to the -L-Shaped Hallway-.

L-Shaped Hallway
----------------
Return to the -Wasp Room-. 

Wasp Room
---------
Run forward and unlock the 003 door with the 003 KEY. Then step inside.

003 Room
--------
Check out the bathroom if you like, which contains FLAME ROUNDS and two 
zombies. In the bedroom itself, you'll see a space for a book to put in 
after you acquire the V-JOLT REPORT, so use your RED BOOK. The next 
shelf will slide, revealing a door.  Now, you need to decide whether or 
not you want Jill to make V-Jolt. If you don't, then skip the next 
section and go through the door. If you do want to make V-Jolt, do not 
go through the door yet and read the next section. 

---OPTIONAL QUEST: V-JOLT---
Jill has the option of making V-Jolt or not. It takes longer, but it is 
there for you to do. 

Head to the door in the -Wasp Room- that has a keypad next to it. Using 
the stylus, enter the numbers 3, 4 and 5 in order to unlock the door. 
Go through, but make sure you have 4 spaces in your inventory 
available. You can always recover your weapons after.

V-Jolt Room
-----------
Follow instructions. Grab the 4 EMPTY BOTTLES. 

Ok, first put water into one bottle. Then look on a shelf and put UMB 2 
into another bottle. Combine the WATER and UMB 2 to create something 
called NP-003. Then go to another shelf and collect UMB 4 in another 
empty bottle. Combine UMB 4 and NP-003 to make UMB 7. Now use another 
bottle and collect some more UMB. 2. Now go use another bottle and 
collect some UMB. 4. Combine UMB 2 and UMB 4 to create YELLOW 6.

Then combine Yellow 6 and UMB 7 to create UMB. 13. Now put some water 
into another empty bottle. Put some UMB 2 into another bottle. Combine 
the water and UMB 2 to make NP-003 again. Combine NP-003 with UMB. 13 
to make V-JOLT! Good, now return to the -Shark Tank-. 

Now go back to the -Shark Tank-. 

Shark Tank
----------
Go through the door you didn't go through (neither the -Arms Room- nor 
the -Control Room-. There, look for the plant root and apply the V-
JOLT. The roots will shrivel up. Now go into the -Plant 42 Room- 
through the door in the -003 Room-.
---OPTIONAL QUEST: V-JOLT---

Plant 42 Room
-------------

*********************************************************
BOSS #2: Plant 42
DIFFICULTY: Easy/Medium
SUGGESTED WEAPON: BAZOOKA w/ FLAME ROUNDS
SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB
Whether or not you opted to make V-JOLT, shoot it with your BAZOOKA 
ammo. It uses vicious whips to "whip Jill into shape." These can be 
easily dodged if you shoot and are quick to get out of the way. 
Thankfully, being a plant, FLAME ROUNDS in particular are effective 
against Plant 42, so it should, at most, take about 4 to 6 rounds to 
get rid of it. After you damage it enough, if you used V-JOLT, it dies. 
If you didn't make V-JOLT, Barry will come in and finish the job. 
*********************************************************

Once you're finished, examine the fireplace and you will get the 
MANSION KEY. Checking it will turn it into the HELMET KEY, which is 
what you need to check out the rest of the Mansion. Exit the room.

Wasp Room
---------
Return to the -L-Shaped Hallway-.

L-Shaped Hallway
----------------
You'll get a cut-scene with Wesker. Afterwards, return to the -Entrance 
Hallway- after you smash the three wasps Wesker shot.

Entrance Hallway
----------------
Make sure you have the HELMET KEY with you, and the SHOTGUN and 
HANDGUN. Return to the -Guardhouse Entrance Tunnel-. 

Guardhouse Entrance Tunnel
--------------------------
Don't forget to take the HERBS with you if you failed to take them. 
Return to the -Lower Garden-. 

Lower Garden
------------
Head back to the lift you used to get here and ride it up again. 

Pond Room
---------
Avoiding the snakes again, cross the band and go back through the gate 
to the -Garden-.

Garden
------
Don't forget to gather any HERBS you might've left here, and return to 
the -Shed-.

Shed
----
Go through the door to the -Garden Tunnel-.

Garden Tunnel
-------------
Run all the way down and return to the Mansion, where we need to search 
just a few more rooms in order to find the escape route. Don't worry, 
as our revisit will be much shorter than our first visit.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~PART THREE: The Spencer Mansion Revisited~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Door Corridor 2
---------------
As you walk in, you'll get a cut-scene and you'll be introduced to the 
Hunter. The HANDGUN is usually no good against it, so use the SHOTGUN 
or BAZOOKA. It deals tons of damage, so try not to let it hit you, 
especially with its lethal jump slash attack. With your wonderful, new 
HELMET KEY, you can unlock the only locked door in here. Enter. 

Dark Office
-----------
It's too dark to see much, but you can see part of the desk. On the 
desk is a lamp that you can turn on to illuminate the room. You'll find 
DOOM BOOK 1 (examining it will yield the EAGLE MEDAL) and some MAGNUM 
ROUNDS. Take them and then exit.

Door Corridor 2
---------------
Head to the -Left Stairs-.

Right Stairs
------------
Dispose of the Hunter with the SHOTGUN. And then read the sign near the 
-Storeroom-, which was written by Barry. Go through. 

Storeroom
---------
You'll see that Barry has left you a FIRST AID SPRAY, SHOTGUN SHELLS 
and ACID ROUNDS. Take them and deposit anything into the item box that 
you don't need, especially the MO DISK, which isn't used until much 
later. Exit the room after you are finished.

Right Stairs
------------
Climb up the stairs.

Upper Right Stairs
------------------
Climb up the stairs, and then kill the Hunter nearby with your SHOTGUN. 
Then, from the stairs, go all the way down the hallway to a door you've 
never been to yet. 

Furnace Room
------------
If you packed the LIGHTER, you can use it on the stove here to acquire 
a map, but at this point you probably don't need it. Use your HELMET 
KEY on the door nearby and then go through.

Music Box Room
--------------
Run to the corner and examine the piano. Afterwards, you will be 
presented with another boss fight.

*********************************************************
BOSS #3: Giant Snake Rematch
DIFFICULTY: Medium
SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS
SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB
STRATEGY: It's the snake from earlier. If you've had the SERUM, it 
can't poison you again. But like before, this boss can be lethal, but 
it's not too hard. However, there's less room to maneuver than before. 
Like the previous fight, take your BAZOOKA and shoot it several times 
while dodging its severe bite attacks. Use the SHOTGUN as a backup. 
Stay behind the snake while running circles around it, and shoot it. 
Eventually, it will dissolve and you'll have won.  
*********************************************************

After beating that damn Giant Snake for good, examine the hole in the 
ground it created. Barry will come in, so watch the cut-scene or skip 
it. Barry will drop a rope into the hole, and you'll be able to 
explore. If you failed to properly give Richard CPR earlier, then Barry 
will give you the COMMUNICATION RADIO, which takes up no space in your 
inventory. 

Secret Grave
------------
You end up in the secret grave. Examine the grave, and it'll reveal a 
secret ladder.

Now, wait for Barry to come back with the rope before going down. Once 
he does, watch the cut-scene and he'll give you the PASS NUMBER. Read 
it, and then return to the Secret Grave. Then descend the ladder.

Secret Tunnel 1
---------------
Run forward and then turn the corner. At the end, you'll see a zombie 
and SHOTGUN SHELLS, so grab both. Return to the main portion of the 
hallway and then move forward. A zombie is waiting for you, so use your 
trusty HANDGUN on it. Go through the door at the end. 

Secret Tunnel 2
---------------
Moving forward, kill the two zombies munching on another zombie near 
you. As you proceed, you'll see two GREEN HERBS. Grab them if you like. 
At the end is a door. Go through the door.

Kitchen
-------
Run toward the door straight ahead and you'll get a cut-scene. A zombie 
will then pop through, so kill it. Near the elevator in the annex is a 
sleeping zombie, so knife it to death. Then ride the lift down. 

Lift Hallway
------------
To the immediate right is a Hunter, so kill it. Beyond it is another 
Hunter, so kill that too. Go through the brown door nearby.

Storage Room
------------
In here, you'll find two EXPLOSIVE ROUNDS and a BATTERY. At this point, 
you'll get a message stating that you can use it in the garden 
courtyard. This means that you certainly have the capability of leaving 
now, but if you do, you will miss out on the best weapon in the game, 
and an item needed for the best possible ending. Exit once you are 
done.

Life Hallway
------------
Take the lift back up to the -Kitchen-.

Kitchen
-------
Go to the door the zombie came through, and go through it. 

Lift Stairs
-----------
Go up the stairs, and turn the corner around the lift (it doesn't stop 
on this floor). Go through the double doors at the end after you unlock 
them.

TO BE CONTINUED

------------------------
B. Chris Redfield - Hard
------------------------

Coming soon.

=======================================================================
07. Wireless Play
=======================================================================

NOTE: Wireless Play is called Multi-Card Play in the U.S. version, 
while Wireless Play is the name in the Japanese game. 

More information on this section coming soon.

=======================================================================
08. Master of Knifing
=======================================================================

This mode is unlocked after beating one of the games once. You can 
control Chris or Jill, in five levels of first person knife action. 
They start off easy, but become progressively more difficult. You fight 
zombies, crows, Hunters and zombie dogs and you have to kill all of 
them before you lose too much health and die. 

Jill's game is easier as she faces fewer enemies that are less 
aggressive. Chris' game on the other hand is fairly difficult once you 
reach the fourth stage. The final boss is the Giant Snake in first 
person mode. Jill faces it alone, while Chris faces it along with a few 
crows. Refer to the Enemies and Bosses section for tips on how to kill 
the Giant Snake. 

Beating the mode as Jill will unlock Albert Wesker in Wireless Mode. 
Beating the mode as Chris will unlock Forest Speyer in Wireless Mode. 

=======================================================================
09. Item Listing
=======================================================================

The item listings for both Chris and Jill are coming soon. 

=======================================================================
10. Weapon Listing
=======================================================================

COMBAT KNIFE
Characters: Chris, Jill, Rebecca
Power: ** / *****
The Combat Knife is surprisingly powerful in Deadly Silence. It's 
always equipped and can be brandished by holding the L button much like 
in Resident Evil 4. It takes about three to six hits to kill a zombie, 
a hit or two to kill crows and wasps and two to four to put a zombie 
dog down, although the Combat Knife is not recommended for Hunters or 
Chimeras. 

HANDGUN
Characters: Chris, Jill, Rebecca
Power: *** / *****
Ammo: HANDGUN BULLETS
The standard gun for all the Resident Evil games is the HANDGUN. With 
plentiful ammo and moderate power, it can kill zombies and lesser 
enemies with ease, but isn't powerful against bigger enemies and 
bosses.

SHOTGUN
Characters: Chris, Jill
Power: **** / *****
Ammo: SHOTGUN SHELLS
A powerful weapon with plenty of spread, the SHOTGUN can take care of 
most monsters and bosses in the game with relatively few shells. It can 
also take out multiple enemies at the same time thanks to its spread. 
SHOTGUN SHELLS are less frequent than the HANDGUN but fairly plentiful 
anyway. 

BAZOOKA
Characters: Jill
Power: ***** / *****
Ammo: EXPLOSIVE ROUNDS, FLAME ROUNDS, ACID ROUNDS
This multipurpose weapon is only available to Jill. It accepts three 
types of ammo that have varying degrees of effectiveness against 
certain enemies. ACID ROUNDS take down Hunters with ease, while FLAME 
ROUNDS will make short work of Plant 42. Ammo is surprisingly 
plentiful, although it should not be wasted and instead saved for 
certain enemies. 

MAGNUM
Characters: Chris, Jill
Power: ***** / *****
Ammo: MAGNUM ROUNDS
This is the ultimate gun in the game. It'll take out almost any non-
boss enemy in one hit, and Chimeras usually take two. Unfortunately, it 
is found in the middle of the game and ammo isn't too plentiful, so the 
MAGNUM should be saved for the libratory and the fight against the 
Tyrant. 

ROCKET LAUNCHER (INFINITE)
Characters: Chris, Jill
Power: ********** / *****
Ammo: None
This is technically the best gun in the game, since it'll kill 
anything, including bosses, in one or two hits. It uses powerful 
rockets as its name implies. In the main game, it is only used against 
the last boss before the game ends. Beating a game under three hours 
unlocks this gun and you can use it for the duration of the game, 
making it good for speed runs. 

=======================================================================
11. Puzzles and Codes
=======================================================================

---------------
A. Rebirth Mode
---------------

****************************
Knight Chamber Scale Puzzle
****************************

You have a weight scale, and five pieces of jewelry. You need to 
distribute the five pieces onto the two plates of the scale so they 
each balance each other out evenly. To do that, look at the jewelry you 
have. You have two emeralds (green), a sapphire (blue), a ruby (red) 
and a topaz (yellow) stone. Notice that the two emerald tones are the 
same, so using your stylus, place one of each on the two scales. Place 
the topaz on the left, and the ruby and sapphire on the right, and the 
scale will balance out. You'll get the SUN CREST for your efforts. Exit 
the room.

*******************
Wasp Room Passcode
*******************

Examine the pool table in the Guardhouse, and then enter the code 345 
to unlock the door to the room where you mix V-JOLT. 

********************
Control Room Puzzle
********************

  _______________15________________
 |       __8__         __3__       |
 |      |     |       |     |      |
                  9
___ ___ ___  ___ ___ ___  ___ ___ ___
 |   |   |    |   |   |    |   |   |
 |___15__|    |__15___|    |___15__|

The puzzle is fairly simple. You have 9 numbers and 9 slots. You need 
to insert the correct number in the correct space that satisfies the 
numbers that are added up when a line connects to two or three spots. 
The first and last spots add up to 15 as you can see by the line, so 
the two numbers in the two spots must add up to 15 (e.g. 9 + 6). 

The 5th and 6th spots are easiest, since adding those two up gives you 3. 
The only possible combination is 1 and 2. The first and last spots are 
a little less predictable, but still have few options. 6 and 9, or 8 
and 7. Consider that 9 is already in the center. That means the first 
two slots have to be 7 and 8. The three middle slots add up to 15, so 
with 9 there, and the right space occupied by a 1 or a 2, that leaves 
you with 5 or a 4. It can't be 4, because in order to get 8 between the 
3rd and 4th slots, you'll need two 4s, when there is only one. So that 
slot is a 5. With 1, 2, 5, 7, 8 and 9 occupied, we are left with 3, 4 
and 6. For the third slot, we can add in 3 because it adds up to 5 to 
equal 8. If we used 7 on the first slot, then that would mean we need 5 
to go into the middle slot, but 5 is already taken, so we need to put 
in 8 for the first slot, and 4 for the second slot. 7 thus goes into 
the last slot, and the second to last slot is occupied by a 6 to give 
us the complete solution! 

  _______________15________________
 |       __8__         __3__       |
 |      |     |       |     |      |
 8   4  3     5   9   1     2  6   7
___ ___ ___  ___ ___ ___  ___ ___ ___
 |   |   |    |   |   |    |   |   |
 |___15__|    |__15___|    |___15__|

******************
Phonograph Puzzle
******************
Using your finger, NOT the stylus, spin the record clockwise slow 
enough so you can hear a song playing, but fast enough so it sounds 
like a melody. You'll have to do this for about a minute, but once the 
dial on top reaches the end, Jill or Chris will say "Yes!" if you did 
it right, and "Damn" if she or he did it incorrectly. Try again until 
you get it. 

*****************
Hand Stab Puzzle
*****************
This puzzle looks hard, but it's simple. There will be a series of 
points between Jill or Chris' fingers. Poke them all with the stylus as 
quickly as you can, in order from right to left, and without stabbing 
his or her hands. Otherwise, she loses health. Once you finish, the 
grave opens to reveal a ladder. 

************************
Visual Data Room Puzzle
************************

You have five blue buttons and five red lamps above. You need to light 
up all the buttons within five presses in order to beat the puzzle. The 
solution is, from left to right, with the buttons and lamps named A, B, 
C, D and E, actually quite simple once you learn the puzzle. 

Button A lights Lamp E. Button B lights no lamps. Button C lights Lamp 
A. Button D lights Lamp C. Button E lights Lamp B. 

1. D
2. C
3. A
4. E
5. B

Solving the puzzle exposes a hidden shelf on the opposite side of the 
room.

************************
Generator Room 3 Puzzle
************************

You'll have to attach two wires to the wire set up in order to make all 
three bars on the top screen of equal length. Here is the set up so 
far:

|||||||||           |||||||||           ||||||||| 
|       |           |       |           |       |
|       |===========|       |           |       |
|       |           |       |           |       | 
|       |           |       |           |=======|
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |===========|       |
|       |           |       |           |       |  
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |           |       | 
|       |           |       |           |       | 
|       |===========|       |===========|       | 
|       |           |       |           |       | 
|=======|           |       |           |=======|
|       |           |       |           |       |
5       6           3       2           4       7

Now add lines as indicated on the graph by the star symbols:

|||||||||           |||||||||           ||||||||| 
|       |           |       |           |       |
|       |===========|       |           |       |
|       |           |       |           |       | 
|       |           |       |           |=======|
|       |***********|       |           |       |
|       |           |       |           |       |
|=======|           |       |===========|       |
|       |           |       |           |       |  
|       |           |       |           |       |
|       |           |*******|           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |           |       | 
|       |           |       |           |       | 
|       |===========|       |===========|       | 
|       |           |       |           |       | 
|=======|           |       |           |=======|
|       |           |       |           |       |
5       6           3       2           4       7

Power should be restored.

************************
Generator Room 1 Puzzle
************************

|||||||||           |||||||||           ||||||||| 
|       |           |       |           |       |
|       |===========|       |           |       |
|       |           |       |           |       | 
|       |           |       |           |=======|
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |===========|       |
|       |           |       |           |       |  
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |           |       | 
|       |           |       |           |       | 
|       |===========|       |===========|       | 
|       |           |       |           |       | 
|=======|           |       |           |=======|
|       |           |       |           |       |
2       3           4       5           6       7

Now add the lines as indicated by the star symbols:

|||||||||           |||||||||           ||||||||| 
|       |           |       |           |       |
|       |===========|       |           |       |
|       |           |       |           |       | 
|       |           |*******|           |=======|
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |===========|       |
|       |           |       |           |       |  
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|       |           |       |           |       |
|=======|           |       |           |*******| 
|       |           |       |           |       | 
|       |===========|       |===========|       | 
|       |           |       |           |       | 
|=======|           |       |           |=======|
|       |           |       |           |       |
2       3           4       5           6       7

Now you'll have restored power to the elevator.

---------------------------
D. Save Room Treasure Boxes
---------------------------

One of the new features to Resident Evil Deadly Silence's rebirth mode 
is the inclusion of puzzles present in every save room, probably thanks 
to the game's director, Minoru Nakai, who had a hand in the Onimusha 
series (note that Minoru Nakai directed Deadly Silence, while Shinji 
Mikami directed the original PlayStation and GC remake games). 

They're optional, but always yield nice prizes. They're fairly tricky 
to solve, but are fairly fun to do so I encourage you to solve them on 
your own, but if you don't want to, here are the solutions as well as 
an explanation on how the treasure boxes work. 

So, you have the center pointers that point at two jewels at once. 
You'll notice that each jewel has a ring around it of a different 
color: the jewels must be switched to match the colors of their rings. 
The switched jewels are the two that are linked via the center 
pointers. So if the pointers are pointed at #1 and #2, then those 
colors will switch once you press the middle jewel of the center 
pointers with the stylus. You can change the pointer to point at two 
different things with the stylus. You have a certain amount of tries as 
indicated by the number on the top right corner. If you make a mistake, 
click reset on the top left to start all over. So, with this, the 
solution to opening the boxes are:

************
1. STOREROOM
************
Character: Jill
Location: Mansion, right side
Number of tries: 3
Number of rings: 5

From the five positions, the very top one is #1, and then it goes clock 
wise to #2, #3, #4 and #5. So:

                        1
                                  
                    5       2

                      4   3


1. #1 and #2
2. #1 and #5
3. #3 and #4

The box opens to reveal a RED HERB.

************
2. INFIRMARY
************
Character: Jill
Location: Mansion, left side
Number of tries: 4
Number of rings: 5

                        1
                                  
                    5       2

                      4   3

The solution for solving this puzzle is: 

1. #2 and #3
2. #4 and #5
3. #3 and #4
4. #1 and #5

You'll once again receive a RED HERB.

***************
3. STORAGE ROOM
***************
Character: Jill
Location: Guardhouse
Number of tries: 4
Number of rings: 6

                        1
                                  
                    6       2

                    5       3
 
                        4

1. #1 and #5
2. #1 and #3
3. #6 and #2
4. #2 and #4

Your reward is a box of SHOTGUN SHELLS.

*******************
4. TUNNEL SAVE ROOM
*******************
Character: Jill
Location: Underground Tunnels
Number of tries: 5
Number of rings: 6 

                        1
                                  
                    6       2

                    5       3
 
                        4

1. #5 and #4
2. #2 and #3
3. #3 and #4
4. #5 and #6
5. #1 and #2

You will get EXPLOSIVE ROUNDS for your efforts. 

************************
4. LABORATORY CHEST ROOM
************************
Character: Jill
Location: Laboratory
Number of tries: 4
Number of rings: 6

                        1
                                  
                    6       2

                    5       3
 
                        4

1. #1 and #2
2. #5 and #6
3. #1 and #6
4. #3 and #4

You'll get MAGNUM ROUNDS after you open it. 

************
5. REST ROOM
************
CHARACTER: Jill
Location: Laboratory
Number of tries: 4
Number of rings: 8

It's special since there are two needles, one each being a different 
color, so you'll be dealing with two exchange pairs at once. One of the 
needles are pointing on opposite ends, but there is no double dipping 
here in terms of needles and pairs, so the speak. 

                         1
                      8     2        
                    7         3 
                      6     4
                         5

1. #1 and #3, #2 and #6
2. #5 and #7, #2 and #6
3. #6 and #4, #1 and #5
4. #2 and #8, #1 and #5

You'll get MAGNUM ROUNDS for your effort. 

=======================================================================
12. Enemies and Bosses
=======================================================================

---------------
A. Rebirth Mode
---------------

This section will apply to enemies as seen in the first person 
perspective exclusive to Rebirth Mode. For 3rd person view enemies, 
please check out the Classic Mode section. 

Zombie
------
Here is our standard Resident Evil enemy (well, it was standard before 
RE4, anyway). While slow, they do provide a reasonable amount of 
damage. One, two and especially three bites, vomits or slashes will 
definitely reduce the character's health down one level. When 
attacking, sideswipes with the knife are the most effective way to deal 
damage to them, especially when you are up against a few of them. When 
they back their heads to prepare to vomit or bite you, a few uppercuts 
or fast, constant stabs will cause them to stumble and cancel their 
attack. Keep the knife going and they'll all eventually die after 10 - 
15 slashes. 

Crow
----
The crow is probably the easiest enemy to defeat. It takes relatively 
little effort to stab or slash them as they get up close. It takes 
quite a few hits for them to reduce your health one level, perhaps as 
many as five or six, but when you're fighting them alongside other 
enemies, get rid of them first as they're also somewhat easy to miss. 

Hunter
------
Even though these bastards wouldn't normally be susceptible to the 
knife, in first person mode it works well against them. Slashing 
sideways works best, while stabs are almost ineffective in stopping 
them from attacking. One strong hit (especially when the Hunter leaps 
into the air and slashes), or two to three slashes will bring your 
health down. Slash the Hunters sideways and keep the attacks going. 
Don't let them hit you. When jumping at you, wait until they land and 
then uppercut them or constantly slash sideways (although slashing 
might not stop their attack). I'd guess about 15 to 20 powerful slashes 
are required to down them, maybe more, maybe less. 

Zombie Dogs
-----------
Perhaps the most frustrating enemies in first person mode are the 
zombie dogs. They follow one pattern: howl like a wolf, and then run to 
bite you. Two to three bites take off health by one level. To kill 
them, you'll need to employ the stab. When they charge at you, time 
yourself right so you poke the screen before the dog bites your 
character's arms. This will severely injure and maybe kill the dog. 

JILL BOSS STRATEGIES: 
---------------------

*********************************************************
BOSS #1: Giant Snake
DIFFICULTY: Medium
SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS
SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB
STRATEGY: This boss can be lethal, but it's not too hard, and there's 
plenty of room to maneuver. Take your BAZOOKA and shoot it several 
times while dodging its severe bite attacks. If you're hit once or 
twice, you will be poisoned in a way where a BLUE HERB will do no good 
against it. I actually recommend this, as it *might* save you a healing 
item assuming you had Barry save you from the Shotgun trap. If not, 
then avoid getting poisoned and just keep attacking it until it dies. 
You should have 12 EXPLOSIVE ROUNDS, more than enough, but if for some 
reason it's still alive, then use the SHOTGUN as a backup. Stay behind 
the snake while running circles around it, and shoot it. Eventually, it 
will retreat and you'll have won. 
*********************************************************

*********************************************************
BOSS #2: Plant 42
DIFFICULTY: Easy/Medium
SUGGESTED WEAPON: BAZOOKA w/ FLAME ROUNDS
SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB
Whether or not you opted to make V-JOLT, shoot it with your BAZOOKA 
ammo. It uses vicious whips to "whip Jill into shape." These can be 
easily dodged if you shoot and are quick to get out of the way. 
Thankfully, being a plant, FLAME ROUNDS in particular are effective 
against Plant 42, so it should, at most, take about 4 to 6 rounds to 
get rid of it. After you damage it enough, if you used V-JOLT, it dies. 
If you didn't make V-JOLT, Barry will come in and finish the job. 
*********************************************************

*********************************************************
BOSS #3: Giant Snake Rematch
DIFFICULTY: Medium
SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS
SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB
STRATEGY: It's the snake from earlier. If you've had the SERUM, it 
can't poison you again. But like before, this boss can be lethal, but 
it's not too hard. However, there's less room to maneuver than before. 
Like the previous fight, take your BAZOOKA and shoot it several times 
while dodging its severe bite attacks. Use the SHOTGUN as a backup. 
Stay behind the snake while running circles around it, and shoot it. 
Eventually, it will dissolve and you'll have won.  
*********************************************************

*********************************************************
BOSS #4: Giant Snake in First Person Mode
DIFFICULTY: Hard
SUGGESTED WEAPON: Combat Knife
SUGGESTED HEALING ITEMS: a few full healing items
STRATEGY: The Giant Snake in first person mode appears in the same room 
Plant 42 was in the Guardhouse. This boss battle is difficult because 
you may have limited healing items and the Giant Snake only gets hurt 
in certain circumstances. Stab the Giant Snake when it opens its mouth, 
and then when it backs its head to begin its lunge, try to predict 
where on the screen its mouth will be when it begins its attack, and 
then stab it in defense. If you hit it, the snake will stop its attack, 
and either wait or launch a second or third attack right away. If you 
pull off an "issen" (a powerful, flashing slash that kills any enemy 
once hit; name taken from Onimusha) in its mouth, it will roll its head 
back a little, leaving its underbelly exposed. Now, as fast as you can, 
stab the body of the Giant Snake while it isn't invincible. Eventually, 
if I had to guess, about 50 or so clean hits to its mouth or belly will 
kill the Giant Snake. 
*********************************************************

*********************************************************
BOSS #5: Giant Spider
DIFFICULTY: Easy
SUGGESTED WEAPON: BAZOOKA + FLAME ROUNDS
SUGGESTED HEALING ITEMS: BLUE HERB, GREEN HERB
STRATEGY: Two to five well placed hits with the BAZOOKA will finish it 
off. The FLAME ROUNDS from the previous room are perfect for it. Try to 
avoid getting poisoned.  
*********************************************************

*********************************************************
BOSS #6: Tyrant
DIFFICULTY: Easy
SUGGESTED WEAPON: MAGNUM + MAGNUM ROUNDS
SUGGESTED HEALING ITEMS: full healing item
STRATEGY: This battle isn't that hard. Just run away from it, and then 
shoot it with the MAGNUM from a safe distance. It won't run after you, 
so you can keep running around the room in circles, shooting it until 
it falls. It should take a maximum of seven or so MAGNUM ROUNDS to down 
it (maybe more, maybe less).   
*********************************************************

*********************************************************
BOSS #7: Tyrant Rematch
DIFFICULTY: Medium
SUGGESTED WEAPON: MAGNUM + MAGNUM ROUNDS, ROCKET LAUNCHER
SUGGESTED HEALING ITEMS: 2 full healing items
STRATEGY: This rematch can be difficult if you have one or few healing 
items. Arm the MAGNUM, get as far away from the Tyrant as the MAGNUM's 
radius will allow, and shoot. It's difficult to avoid the Tyrant's 
slash attacks, and they do tons of damage. The timer is also ticking 
down. After you shoot between 7 to 14 MAGNUM ROUNDS into the Tyrant, 
and time is close to running out, Brad will drop a ROCKET LAUNCHER that 
has 4 rounds in it. Grab the ROCKET LAUNCHER, and shoot the Tyrant to 
destroy it. Try not to miss, since there are only 4 rounds. After it is 
destroyed, the game ends.
*********************************************************

=======================================================================
13. Decisions, Decisions
=======================================================================

So I took the name of this section from the final scenario in the first 
Biohazard Outbreak game. :P 

In Resident Evil Deadly Silence, there are several occasions where 
gameplay decisions affect how your game will play out, what ending 
you'll receive, and who you will celebrate that ending with. Read the 
following passages to see how the game goes with what decision:

--------------
Jill Valentine
--------------

1. The Shotgun Decision
-----------------------
Almost immediately is Jill confronted with a choice to make with how 
her game proceeds. She can either use the BROKEN SHOTGUN to get the 
working SHOTGUN, or she can take the SHOTGUN and have Barry save here. 
There's really no difference in Deadly Silence. 

2. The Chris Decision
---------------------
Towards the end of the game, you have the option to save Chris before 
you escape. In the laboratory, he's situated in a jail cell with no way 
to escape, except for the MO DISKS. Throughout the game, you will need 
to get three MO DISKS and use them in three MO DISK readers in the 
laboratory in order to find Chris. Then, you either need the MASTER KEY 
or the self-destruct sequence in order to free him from the jail cell. 
The MO DISKS can be found in the -Office- in the mansion, the -2nd 
Boulder Tunnel- in the tunnels, and one in the -Laboratory Stairs-. 
Remember that after you get the MASTER KEY or the self-destruct 
sequence begins, you need to visit Chris in order to escape. Don't do 
so, and Chris will be left behind. 

Saving Chris is simply a story mechanic of the game and doesn't 
actually change Jill's course of events. Chris will either be there at 
the end of the game or not. It's Barry's job to change the endings. 

2. The Barry Decision
---------------------
When you meet Barry in the tunnels, he will ask you if you want to 
explore with hi. Say Yes or No. If you pick Yes, Barry will not be 
killed, and the mansion will explode. Pick No, and later on, Barry will 
die. The mansion also won't explode. If you're going for a speed game, 
you best let Barry get killed as it prevents you from fighting the 
Tyrant a second time. 

--------------
Chris Redfield
--------------

1. The Rebecca Decision
-----------------------

Coming soon. 

2. The Jill Decision
--------------------
Towards the end of the game, you have the option to save Jill before 
you leave the mansion. In the laboratory, she's situated in a jail cell 
with no way to escape, except for the MO DISKS. Throughout the game, 
you will need to get three MO DISKS and use them in three MO DISK 
readers in the laboratory in order to find Jill. Then, you either need 
the MASTER KEY or the self-destruct sequence in order to free her from 
the jail cell. The MO DISKS can be found in the -Office- in the 
mansion, the -2nd Boulder Tunnel- in the tunnels, and one in the -
Laboratory Stairs-. Remember that after you get the MASTER KEY or the 
self-destruct sequence begins, you need to visit Jill in order to 
escape. Don't do so, and Jill will be left behind. 

Saving Jill is simply a story mechanic of the game and doesn't actually 
change Chris' course of events. Jill will either be there at the end of 
the game or not. It's Rebecca's job to change the endings. 

=======================================================================
14. File Transcripts
=======================================================================

------------------
FILE: BONTANY BOOK
------------------
~ About Medical Herbs ~
As you may know, there are many plants that have medicinial qualities. 
Since ancient times, humans have been healing wounds and diseases using 
various plants.

In this book, we're going to explore three such herbs that grow around 
the Arklay mountains and provide information on those plants with 
medical properties.

Each herb has a different color and a different effect as a medical 
plant: the green one recovers physical strength, the blue one 
neutralizes natural toxins, while the red herb does not have any effect 
by itself.

The red herb is only effective when it is mixed with other herbs. For 
example, if you mix the herb with the herb that recovers physical 
strength, the recovery effect will be tripled.

By adjusting the amount and experimenting with these three herbs, you 
can create various kinds of medicines but I'll leave the details in 
your hands because that's the best way to acquire true knowledge.

--------------------
FILE: KEEPER'S DIARY
--------------------
May 9th 1998

At night, I played Poker with Scott the guard, Alias and Steve the 
researcher. Steve was really lucky, but I think he was cheating. What a 
scumbag!

May 10th 1998
Today, a high ranking researcher asked me to take care of a new kind of 
monster. They look like gorillas without any skin. They told me to feed 
them live food. When I threw in a pig, they were playing with it... 
tearing off the pig's legs and pulling out the guts before they 
actually ate it.

May 11th 1998
Around 5 o'clock this morning, Scott came in and woke me up suddenly. 
He was wearing a protection suit that looks like a space suit. He told 
me to put one on as well. I heard there was an accident in the basement 
lab. It's no wonder, those researchers never rest, even at night.

May 12th 1998
I've been wearing this annoying space suit since yesterday. My skin 
grows musty and feels very itchy. By way or revenge, I didn't feel 
those dogs today. Now I feel better.

May 13th 1998
I went to the medical room because my back is all swollen and itchy. 
They put a big bandage on my back and the doctor told me I did not need 
to wear the space suit any more. I guess I can sleep well tonight.

May 14th 1998
When I woke up this morning, I found another blister on my foot. It was 
annoying and I ended up dragging my foot as I went to the dog's pen. 
They have been quiet since morning, which is unusual. I found that some 
of them escaped. I'll be in real trouble if some of the higher-ups find 
out.

May 15th 1998
Even though I didn't feel well, I decided to go see Nancy. It's my 
first day off in a long time. But I was stopped by the guard on the way 
out. They say the company has ordered that no one leaves the grounds. I 
can't even make a phone call. What kind of joke is this?!

May 16th 1998
I heard a researcher who tried to escape from this mansion was shot 
last night. My entire body feels burning and itchy at night. When I was 
scratching the swelling on my arm, a lump of rotten flesh dropped off. 
What the hell is happening to me?

May 19th 1998
Fever gone but itchy. Hungry and eat doggie food.
Itchy itchy Scott came.
Ugly face so killed him.
Tasty.

4
Itchy.
Tasty.

-----------------------
FILE: RESEARCHER'S WILL
-----------------------

My dear Alma,

The fact that you have received this letter is both a joy and sadness 
for me. I could not even talk to you because of that guy in the 
sunglasses. Alma, be calm and read this. I think I've told you that I 
moved to pharmaceutical company's lab. They headhunted me.

Last month, there was an accident in the lab and the virus we were 
studying escaped. All my colleagues who were infected by the virus are 
dead. To be accurate, they've become living dead. They still wander 
around. Some of them are knocking on my room door desperately right 
now.

But there's no sign of intelligence in their eyes. That cursed virus 
takes away all humanity from the human brain. Love, Joy, sorrow, fear, 
humor,... eternally. And Alma, even the memories of the days I spent 
with you... [Yes, I'm infected. I did everything I could, but I could 
only delay the progress by a few days.

The most frightening thing is, that I forget more about you by the day. 
So I chose a peaceful death, rather than become the living dead. Within 
an hour, I will have entered my eternal sleep. I do hope you'll 
understand my decision...

Goodbye and Forever Yours,

Martin Crackhorn]

------------
FILE: ORDERS
------------

TOP SECRET

July 22nd 1998 2:13 

To the Head of the Security Department 

"X-Day" is approaching. Complete the following orders within the week.
1. Lure members of S.T.A.R.S. into the lab and have them fight with the 
B.O.W. in order to obtain data of actual battles.
2. Collect two embryos per B.O.W. type making sure to include all 
species except for Tyrant.
3. Destroy the Arklay lab including all researchers and lab animals in 
a manner, which will seem accidental.

U.C. 

-----------------
FILE: PASS NUMBER
-----------------

8108310

---------------------
FILE: PLANT 42 REPORT
---------------------

4 days have passed since the accident and the plant at point 42 is 
growing amazingly fast. It has been effected [sic] by the T-virus 
differently than other plants have been and shows unique shape in 
addition to its size. Looking at the way it behaves, it is now 
difficult to determine what kind of plant it was originally. 

There are two ways in which Plant 42 gathers nutrition.

The first is through its root that reaches into the basement. 
Immediately after the accident, a scientist went mad and broke the 
water tank in the basement. Now the basement is filled with water. It 
is easily imaginable that some chemical elements were blended in the 
water and promotes the incredibly fast growth of Plant 42.

Another part of Plant 42 from the basement grows through the duct and 
hangs down like so many bulbs from the ceiling of the first floor. Many 
vines come out of those bulbs and they are the second resource for its 
nutrition. Upon sensing movement, Plant 42 shoots its vines around the 
prey and restrains it. Then it starts sucking up blood, using the 
suckers located at the back of its vines. It also appears to have some 
intelligence.

It has been witnessed using its vines to block doorways when it has 
either captured prey or is I a state of rest. Several staff members 
have already fallen victim to this.

May 21st 1998
Henry Sarton

---------------------
FILE: "V-JOLT" REPORT
---------------------

As I stated in the last report, there are some common features found in 
the cells of the plant infected by the Tyrant virus. We also have found 
another interesting fact through some experiments.

We found an element that destroys these plant cells rapidly in "UMB 
No.16", one of the series of UMB chemicals that we used for that 
experiment. We named this "UMB No.16" as "V-JOLT". According to our 
calculations, it will take less than 5 seconds to destroy Plant 42 if 
we put the "V-JOLT" directly on its roots. 

You need to mix some of the UMB series chemicals in a specific order to 
create a "V-Jolt". But the UMB series chemicals may generate a 
poisonous gas which is harmful to the human body. Extreme caution 
should be taken when handling these chemicals. Following are the types 
of UMB series chemicals and their brief characteristics.

UMB No.2 
Red NP-003  
Purple UMB No.4 
Green Yellow-6 
Yellow UMB No.7 
White UMB
No.13 Blue (stimulating smell) 
V-JOLT (UMB.No 16) Brown

---------------
FILE: SCRAPBOOK
---------------

Raccoon Times

May 27th 1998
Animal Attack? 

Woman Mutilated 

May 20th. Around 10pm a 20-year-old young woman's body was found by a 
baser-by on the left bank of Marble River in the Cider District of 
Raccoon City. Raccoon police assume it to be a grizzly or other 
animal's doing because there are teeth marks along the woman's arms and 
a severed left foot which suggests considerable power. Police speculate 
that the woman was hiking in the Arklay mountains when the attack 
occurred. Police have no leads on the identity of the woman at this 
time.  

Raccoon Weekly

June 16th 1998
Monsters in Arklay Mountains? 

Some people claim they've seen monsters in the Arklay Mountains. The 
monsters are allegedly about the same size as large dogs and usually 
run in packs as wolves do. It may sound like a group of ordinary wild 
dogs, but these monsters are surprisingly fierce and very resistant to 
attacks. It is said that they won't bother people unless they are 
provoked, so it may be advisable to remain out of the Arklay Mountains 
for the time being until this issue has been cleared up. But for all 
you thrill-seekers out there, this may be your chance for some 
adventure!

Raccoon Times

Mystery On Arklay Mountains: Mountain Road Blocked 

Due to successive disasters in the Arklay Mountains, the city 
authorities have decided to block the road leading to the foothills. At 
the same time, Raccoon police intend to begin the search for lost 
people with the help of S.T.A.R.S. team members. They expect great 
difficulty because of the vast size of the Arklay Mountains and the 
primeval forest that covers most of the area. Also people are still 
reporting sightings of grotesque monsters in the mountains.

-------------------
FILE: ERIC'S LETTER
-------------------

David,

I have a favor to ask. Can you look for a book I misplaced? 

Actually, it appears I lost it somewhere around the Guardhouse Quarters 
when I had a little too much to drink. 

It's very important to me. Please find it. Thank you.

Eric

-------------------------
FILE: RESEARCHER'S LETTER
-------------------------

June 8th 1998
Dear Ada,

By the time you read this, I'll be something... different. Today's test 
turned out to be positive, just as I expected. I feel like going crazy 
when I think about becoming one of them. Ada, you're not infected and I 
hope you never will be. In case you are the last one left, take the 
material in the Visual Data Room and go to the Power Room to operate 
the Triggering System before you escape.

And please don't let them get away with this, let the world know. 

If everything is in order, all the locks can be opened by the security 
system. You can access the system if you log in with my name from the 
terminal in the small lab and enter the password. The password is your 
name.

To unlock the door at B2 where the Visual Data Room is located, you'll 
need to access with our name first and then enter another password. 
I've written the code below. I'm sure you'll understand it. 

And this is my last request - if you find me completely changed, please 
kill me yourself.

Password : (It's a weird symbol)

Yours, John

---------
FILE: FAX
---------

To: General Manager of Sanitation Division 
From : Special Committee on Disasters Raccoon Special Research Dept

This memorandum is strictly confidential and must be destroyed as soon 
as it is understood. Regarding the "T-virus" outbreak which occurred 
recently, this Committee conducted a field survey. According to the 
results, estimates on the amount of damage caused by the accident are 
considerably greater than reported earlier. First, although it is very 
difficulty to obtain accurate data in terms of actual numbers, it is 
thought that more than half of the researchers died after exposure to 
the "T-virus".

The body count will almost likely increase since nearly all of the 
survivors show symptoms peculiar to the "T-virus".

Second, our security system is still in operation. However, our special 
security guard squad has been nearly destroyed. Because of that, 
research information considered by our company to be top secret has 
been made available to outsiders. Counter-measures should be taken as 
soon as possible.

Finally, many of the "subjects" from the experiments have escaped and 
are out of control. We believe that some of the researchers were killed 
by these "subjects" and their bodies were mutilated. By a curious 
coincidence, these events are proof of the success of our research. 
However, there is also a very high risk that his news may be leaked to 
the press if we don't act immediately.

The condition is very serious. Our operation to cover-up the situation 
is difficult to attain, however we hope the problem will be solved 
quickly. We are especially concerned that the State Police and 
S.T.A.R.S. are intervening too quickly. We need to act on this 
situation as well.

--------------------
FILE: PASS CODE NO.1
--------------------

"I swear by myself", declares the Lord, "that because you have done 
this and have not withheld your son, your only son, (Genesis 22:16)

--------------------
FILE: PASS CODE NO.2
--------------------

I will surely bless you and make your descendant as numerous as the 
stars in the sky, and as the sand on the seashore. Your descendants 
will take possession of the cities of their enemies, (Genesis 22:17)

--------------------
FILE: PASS CODE NO.3
--------------------

And through your offspring all nations on earth will be blessed, 
because you have obeyed me." (Genesis 22:18)

----------------------------
FILE: SECURITY SYSTEM MANUAL
----------------------------

Basement Level 1
Helicopter Port Executive and Government Officials only on helicopter 
port. This restriction may not apply in case of an accident. Passage To 
The Helicopter No one is allowed to enter unless they are attended by a 
Research Consultant or Security Director. All others will be shot on 
sight. Elevator The elevator stops during all emergencies.

Basement Level 2 Visual Data Room
Visual Data Room is within the control of Special Research Division. 
Keith Arving, the Room Manager, is designated to have jurisdiction over 
room usage. Basement Level 3 Prison Sanitation Division controls the 
usage of the prison. Consultant Researchers (E.Smith, S.Ross, A.Wesker) 
must be present if virus is used. Triple Lock Door No one is allowed to 
enter unless he presents all pass code documents.

The Chief Researcher of each block must create pass code documents on 
the specialized output machine. Power Room Only Headquarters 
Supervisors may enter. This restriction may not apply in the Consultant 
Researcher has received special instructions.

Pass-code Output Machine 
No one is allowed to use the pass code output machine but the Chief 
Researchers.

Basement Level 4 Top Secret
Regarding the progress of "Tyrant" after the use of T-virus... 
(Remaining document is unreadable)

------------
FILE: SLIDES
------------

1. "Umbrella Bio-Organic Weapon Official Report"
2. "MA-39 Cerberus"
3. "FI-3 Neptune"
4. "MA-121 Hunter"
5.  "T-002 Tyrant"
6. (none)
7. "Bio-Weapon Research Institute. R and D Staff"

---------------------
FILE: BARRY'S PICTURE
---------------------

Something is written on the back of the picture.

"My dearest Moira and Poly. I hope you will grow up to be strong and 
beautiful woman and help to cheer up mother. Your father will be 
watching you all from heaven.

Dad"

=======================================================================
15. Credits and Conclusion
=======================================================================

Big thanks to: 

- Friends and Family as always
- Jonnyram for ordering me the Japanese limited edition so I could 
avoid paying hefty import makup
- CJayC for hosting this on GameFAQs
- Capcom, for making this game
- Nintendo, for making the DS

If your questions are unanswered, please drop an email. I do not accept 
questions over AIM.  

CVXFREAK
[email protected]