---------------------------------------------
Resident Evil: Deadly Silence strategy guide
Platform: Nintendo DS
Author: Kylohk
Version: 1.0
Date: 3-9-2008
---------------------------------------------
Table of contents:
===I. PREFACE===
2. Story
3. Basics
4. Weapons

===II. JILL VALENTINE'S EASY STROLL===
5. Initial investigation
6. This isn't just any guardhouse
7. Back to the mansion
8. The great outdoors and underground
9. Fresh out of the lab

===III. CHRIS REDFIELD'S HARD DAY'S FIGHT===
10. Initial investigation
11. This isn't just any guardhouse
12. Back to the mansion
13. The great outdoors and underground
14. Fresh out of the lab

===IV. MASTER OF KNIFING===

===V. CONCLUSION===

+-------------------------------------------------------------------------+
|                              I. PREFACE                                 |
+-------------------------------------------------------------------------+
Resident Evil is arguably the signature game series of the survival horror 
genre. Released in 1996 for the PlayStation, the original game was well 
received and gained a large following. More sequels and spinoffs were 
churned out, and a remake of the first Resident Evil game was made 
exclusively for the Nintendo GameCube in 2002. That remake featured new 
areas, improved cinematics and a brand new boss.

Let's move on to late 2004. The newest Nintendo handheld, the Nintendo DS, 
was launched in the United States. Featuring two screens, one of them touch 
sensitive, this portable device offered a new way to play games. Despite 
initially looked down by the gaming media, the Nintendo DS has successfully 
held off Sony's PlayStation Portable and taken over two-thirds of the 
handheld gaming market. In 2006, Capcom released a portable version of its 
original Resident Evil game for the Nintendo DS. This version is more or 
less faithful to the original, down to the clumsy control scheme, albeit 
with some extra features added. But still, it's great that people who've 
never played the original (me included) can finally experience it anywhere 
they wish.

One more thing, this guide is copyright 2008-2011 by Kylohk. It's to be 
posted exclusively on GameFAQs, so don't even bother asking for permission 
to host it in your site. Now that's dealt with, let's begin.

*****************
About the author
*****************
I, Kylohk, am a Chinese gamer born in the year of the Tiger. The name 
Kylohk is a reference to my real name K. Y. Lo and my city of origin (HK, 
short form for Hong Kong). I've been playing Nintendo systems since the age 
of 9 and have owned all Nintendo games consoles from the SNES onwards. It 
may also interest you that I'm an exclusively Nintendo gamer: I've never 
bought a single Sega, Sony or Microsoft system ever (although I was tempted 
to buy an Xbox 360 soon after its launch). Of course, I've learnt to live 
without many big name franchises many GameFAQs users take for granted 
(Final Fantasy, Metal Gear Solid etc.)! When it comes to handhelds, I own a 
Gameboy Color, Gameboy Advance and Nintendo DS.

I have been writing guides for GameFAQs since 2002, when I posted my guide 
for the GameCube remake of the first Resident Evil. Since then, I've posted 
over 20 comprehensive guides for various games, having uploaded over 11MB 
of data. My first honour came in May 2008, when my Super Mario Galaxy guide 
was awarded a star, having received enough recommendations from the readers. 
Therefore I must thank you for all your support over time!

I do not have any MySpace or Facebook pages, since I do not believe in 
social networking websites. What I have is a YouTube channel that can be 
found at: http://www.youtube.com/kylohk

If you like my guides and/or videos, PLEASE SUBSCRIBE and I'll take that as 
a vote of confidence.

---------------
2. Story
---------------
It was July 1998. A series of mysterious murders have occurred in the 
Arklay Mountains outside Raccoon City. Reports emerged about families being 
attacked by a group of about 10 people; victims were apparently eaten. The 
Special Tactics and Rescue Service (S.T.A.R.S. for short) of the Raccoon 
Police Department sent their Bravo Team to investigate the area. However, 
all contact was lost. As a result, the Alpha Team, comprised of Chris 
Redfield, Jill Valentine, Barry Burton, Joseph Frost, Brad Vickers and 
Albert Wesker were sent in as well. That was when things went severely 
wrong. 

For once, Joseph was attacked by a pack of vicious hounds and killed 
shortly after. To make matters worse, Brad took off in the team helicopter 
upon seeing Joseph die. The four remaining S.T.A.R.S. members had to flee 
from the dogs and take shelter in a nearby mansion, but it turned out to be 
more than just any mansion. That was when the survival horror kicks in.

***************
Characters
***************
Chris Redfield
Chris is one of the two main playable characters in the game. As a veteran 
of the air force, Chris is the brawn of the two characters. He is tougher 
than Jill and can take more damage. 

Jill Valentine
She is the second of the two main characters. Jill is much more intelligent 
than Chris and acts as the brains of the two. Not only is she the "master 
of lockpicking", she can also play the piano very well. But still, she can 
take less damage than Chris.

Barry Burton
Barry is the weapons expert of S.T.A.R.S. Alpha Team. He appears only in 
Jill's game and will be providing loads of support for her. Barry's 
signature weapon is his magnum revolver. You'll be seeing him kill various 
things with his weapon along the way.

Brad Vickers
He is the helicopter pilot of the Alpha Team. Dubbed "Chickenheart" by his 
team mates, Brad really is a coward as you can see in the beginning. He 
ditches his team when the evil hounds attacked in the beginning and left 
them in the mess they are in the first place!

Albert Wesker
Wesker is the leader of the Alpha Team. He's a cool and shady fella, always 
sporting a pair of sunglasses. You'll eventually find that Wesker has some 
other plan up his sleeve as you play on.

Rebecca Chambers:
She is the definitive Rookie of the S.T.A.R.S. team. She's joined the Bravo 
Team only a month before the incident in the mansion and will appear only 
in Chris' game. Despite being a rookie, Rebecca is quite a good medic, and 
an awful sight reader in piano (just like me!), and will be helping Chris 
in the early parts of the game.

---------------
3. Basics
---------------
This is where I list the basics of the game. This guide assumes that you'll 
be sticking with the Type B control scheme.

Type B control scheme:
Directional Pad: Moves your character around. Aims your weapon when it is 
drawn.
L button: Press and hold the L button to draw your knife. Shifts between 
targets when your equipped weapon is drawn.
R button: Press and hold the R button to draw your equipped weapon.
Y button: Press and hold it while moving to run. While navigating through 
menus, press Y to cancel the selection or exit the menu.
A/B button: This is the main action button of the game. Press it to open 
doors, inspect objects, climb stairs and so on. Fires your weapon/knife 
when it is drawn.
Start button: Enters the item screen.
Select button: Enters the option screen.
Touch screen: Use it to select different items on menus with the stylus, as 
well as solving puzzles. When playing the game in Rebirth Mode, get ready 
to fight off enemies using your knife during Knife Battles.

Movement:
Resident Evil is famous (or notorious) for its unintuitive control scheme, 
which has the character moving like a tank. Press and holding Up on the 
directional pad will cause your character to move forward in the direction 
he is facing, while holding Down will cause him to back step. Holding Left 
and Right will turn the character in the corresponding direction while 
staying on the same spot. Pressing and holding Y while moving will make the 
character run.

For smoother movement, consider holding either Left or Right on the D-pad 
along with Up whenever you have to turn your character.

Interacting with the environment:
Over the course of the game, your character can interact with various 
objects. Whenever you see a shiny or interesting item, move close to it, 
press the B button and you'll get to pick it up. Certain machines can be 
examined with the B button, and sometimes you get to use it too! If that 
happens, you are recommended to take out the stylus and use the touch 
screen to operate the mechanisms.

Some heavy objects can be pushed around. To do so, walk into the object and 
hold down the Up key on the directional pad. Your character will start 
pushing the object. To stop pushing the object, release the Up key.

The B button can also be used to climb up certain objects, go up and down 
stairs as well as opening doors to enter new rooms.

Combat:
In Resident Evil, your character can't shoot and move at the same time. In 
order to fight enemies, you must first stop moving and hold down the R 
button. Your character will draw his equipped weapon and automatically aim 
at the nearest enemy. Now, press the B button and he will fire his weapon. 
If you want to aim your weapon up or down, press and hold Up or Down on the 
directional pad. If you need to switch targets, press the L button. To 
reload your weapon, press the Y button.

The knife works in a similar way, only that you have to hold down the L 
button. You can't switch targets while using the knife, so be careful.

Release the R button when you've finished fighting and you can move your 
character again.

Game Interface:
In Resident Evil DS, all the action takes place on the touch screen of the 
Nintendo DS. 

The map is always shown on the top screen. Rooms that you have visited will 
be shown in green while the ones that you haven't will be shown in grey, 
provided that you have found a map of the area. Your character's current 
location is denoted by a yellow dot, while the room he is currently in is 
shown in red. Furthermore, your currently equipped weapon is shown at the 
lower right corner of the screen, along with the number of bullets that are 
currently loaded.

Inventory:
Press the Start button to bring up the item menu, You'll get to view your 
inventory (in a grid of blue boxes) as well as your current health and 
equipped weapon to the right. You can navigate through this menu with 
either the directional pad or the touch screen. Select an item and press B 
(or touch it with the stylus) and you'll be presented with 3 options: 
Use/Equip, Combine and Check.

If you select the first option, the character will try to use the item on 
the spot, if it can be used. If not, you'll be notified. When it comes to 
weapons, your character will equip it. 

Certain items can be combined with others, in particular ammunition and 
herbs. Select Combine and move the cursor over the item you'd like to 
combine the current item with. Press B and the items will be combined. This 
trick is most useful for reloading your gun in tight situations. Note that 
once items are combined, they can't be separated.

Choosing Check allows your character to have a closer look at the selected 
item. You get to rotate the item using the directional pad. If you see 
something interesting about the item, press the B button and your character 
might confirm that discovery (and change the name of the item in the 
process).

Once you are done, press the Y button repeatedly until you exit the menu.

More on the item menu:
You'll find 4 buttons at the top of the item menu: Map, Files, Radio and 
Exit. Choosing Map will bring up an overhead view of the entire mansion 
complex. The area you are currently in will be flashing.

Sometimes, you'll have to receive radio transmissions. To do so, enter the 
item menu and select the Radio button. You'll then see a scene in which the 
character attempts to receive a call.

Item boxes:
Your character can only hold a limited number of items at any time. Any 
excess items must be placed inside large red item boxes, found in certain 
rooms. To open an item box, walk close to it and press the B button. You'll 
see a menu at the top of the touch screen showing what items are currently 
stored in the box. You can use the directional pad to scroll through that 
menu. To deposit an item, scroll along until you find an empty space. 
Select that space and then select the item in your inventory that you want 
to deposit. To withdraw an item, scroll to the item you'd like to withdraw 
and select it. Then, select an empty space in your inventory and the item 
will be taken out. 

It's possible to withdraw an item and deposit another at the same time. All 
you have to do is to first select the item you'd like to withdraw in the 
box before selecting the item in the inventory you'd like to deposit. The 
two items will exchange places.

Puzzle boxes:
A new feature of the game are the puzzle boxes, often located right next to 
an item box. Examine the blue box and you'll be shown a puzzle. To solve 
the puzzle, move the coloured circles so that they are the same colour as 
the ring around them. You'll be using the stylus to move the pronged 
pointer on the device. Whenever you press the red button in the centre, the 
two circles that are currently pointed at will swap places. You can perform 
a limited number of swaps to solve the puzzle. If you have run out of steps, 
the puzzle will reset. You can also reset the puzzle by pressing the reset 
button on the touch screen. Once the puzzle is solved, the box will be 
unlocked, revealing the item inside, which can be either a healing item or 
ammunition.

Saving the game:
You'll be using typewriters to save the game. In order to use a typewriter, 
you must have an ink ribbon in hand. Each save costs 1 unit of ink from the 
ink ribbon, hence you can only save a limited number of times in this game. 
Whenever you save the game, you'll enter a save menu. Select 1 of the 5 
slots you'd like to save the game into and the game will be saved. 

Ink ribbons can often be found near typewriters, and each ribbon that you 
pick up gives you an extra 3 units of ink (which means 3 saves). Since 
typewriters are often located next to an item box, always keep your ink 
ribbon in the item box to save inventory space.

Files:
Files are a staple of the Resident Evil series. While you are running 
around the mansion, you'll find many documents that can be picked up. They 
contain valuable information that could help you progress through the game, 
or just background information about the mansion incident. Each file will 
be automatically read the first time you pick it up. To reread a file, 
enter the Item Menu and select the Files button. You can now shift through 
the files to find the one you'd like to reread. Press the B button when 
you've selected the desired file to start reading.

Option menu:
Press the Select button to enter the Option menu, where you can change the 
control scheme, blood colour and the sensitivity of the microphone. Note 
that the blood colour is set to green by default (god knows what they are 
thinking). I suggest that you change it to red the first time you start the 
game.

Health system:
There are many enemies in the game, and they can all hurt your character. 
Your health is represented by an electrocardiogram on the item menu, along 
with a one-word description of your current condition. Here are the 
possible conditions:

Green fine: You have between 75-100% of your total health
Yellow fine: You have between 50-75% of your total health
Orange caution: You have between 25-50% of your total health
Red danger: Your character is near death: He has less than 25% of his total 
health left!
Poison: Your character is steadily losing health. The colour of the 
electrocardiogram indicates how much health he has left.

In addition, the top screen helps to indicate your character's health if 
he's taken enough damage. If he is poisoned or has less than 75% of his 
total health, the background of the top screen will be flashing in the 
corresponding colour of his condition (Yellow for "not so fine", Orange for 
Caution and so on).

Healing items:
As you take damage, you can heal yourself using various items. In Resident 
Evil, the main ways of healing are First Aid Sprays and herbs which come in 
3 different colours. First Aid Sprays heal your character to full health 
when used, whereas herbs can be combined for different effects.

Up to three herbs can be combined at once. A green herb restores a third of 
your total health while a single blue herb neutralises any poisons you may 
have. A red herb is useless on its own, but serves to triple the effects of 
a single green herb when combined to it. There are many possible 
combinations of herbs, but the following combinations are recommended for 
the greatest healing efficiency.

Green + Red: Restores full health
Green + Blue: Restores one third health and cures poison
Green + Green + Green: Restores full health

As you can see, a combination of Green and Red does the same thing as three 
Greens. Red herbs should always be combined with green ones as soon as 
possible to avoid wastage.

Knife battles:
This is yet another new feature of Resident Evil DS. When playing in 
Rebirth Mode, you might encounter such battles right after you have gone 
through a door. During a knife battle, your character enters first person 
mode and enemies will be approaching you at different directions. Your goal 
is to fend them off with your knife. As soon as the battle begins, take out 
the stylus. When the enemies come close, sweep the tip of the stylus left 
and right over the part of the screen with the enemies. Your character will 
slash the enemies with the knife in the same directions you sweep the 
stylus in. 

Slashing is the safest way to deal with enemies since it almost always 
stops the enemy from doing whatever he was originally planning to do. (The 
only exception are the vomiting zombies, which take 3 slashes to stop them 
from vomiting) Tapping the screen will cause your character to repeatedly 
stab his knife at the corresponding part of the screen. This is a much 
riskier trick since it takes 5 stabs to stop a zombie in his tracks.

Once the battle is over, you'll be rewarded with a small gift if you 
managed to not take any damage over the course of the battle. The gift can 
be either a green herb or a small amount of ammunition for your handgun, 
shotgun or magnum.

---------------
4. Weapons
---------------
Resident Evil Deadly Silence features a number of weapons which can be used 
to fend off the enemies. In this section, I'll list them out and give you 
some basic strategies with each weapon.

Knife
The combat knife is the weakest weapon in the game. You draw it out by 
holding down the L button. After that, you can aim by holding down the 
directional pad in the required direction before pressing the B button to 
slash your enemy. The knife has a very short range, hence it is quite 
difficult to use. However, it's very important in the early stages of the 
game when you have to save handgun bullets.

When using the knife against zombies, walk up close and slash the zombie 
once before backing off a short distance. Wait until the zombie has entered 
slashing range before attacking again. Repeat this once or twice more and 
the zombie should fall to the ground. At this point, walk up close and aim 
your knife downwards. Slash the zombie once and he will get up. Wait until 
he's completely upright before repeating the stab and retreat technique. 
(NOTE: Don't attempt this trick when you don't have enough room to 
manoeuvre!)

Crows can be killed by slashing downwards at them right after they land on 
the floor.

Handgun (Clip capacity: 15    Ammo: Handgun bullets)
The handgun is the first firearm you'll be using in this game. It deals 
moderate damage and is recommended against zombies and Cerberus dogs. I'd 
suggest you learn to use the knife to save ammo in the early stages in the 
game. If you are lucky, you may even blow certain zombie's head off with 
this gun.

The good thing about the handgun is that it has quite a fast rate of fire. 
In fact, it's possible to go through the first half of the game using only 
the handgun and knife.

Shotgun (Barrel capacity: 7    Ammo: Shotgun shells)
This is one step about the shotgun. It packs a greater punch, if the enemy 
is close enough that is. You'll be using this weapon much more often while 
playing Chris' game, since Chris can't get the bazooka. When fighting 
zombies with this weapon, wait until one gets close before firing upwards. 
The zombie's head will be blown clean off! Use this tactic to save ammo. 
This weapon is recommended against most enemies in the game, barring the 
ones that are so weak that a handgun would suffice against them.

Bazooka (Barrel Capacity: 6     Ammo: Explosive rounds, acid rounds, flame 
rounds)
The bazooka is a weapon found only in Jill's game. It fires 3 types of 
rounds which are effective against different enemies, especially the tough 
ones. Acid rounds are effective against Hunters while flame rounds are 
effective against Chimeras. The only gripe I have with this weapon is that 
you cannot reload this weapon until all the currently loaded rounds have 
been fired. So, if you even have 1 single explosive round left in the 
weapon, you can't load acid rounds inside until you've fired that remaining 
weapon.

Flamethrower
The flamethrower is a weapon found only in Chris' game. It fires a short 
range blast of flames that incinerate enemies given enough time. You have 
to hold down the B button to keep the flames going. Flamethrowers have 
limited fuel and no refills are provided. 

However, this is no ordinary weapon. You have to use flamethrowers to 
trigger locks at two instances in Chris' game (by placing the used 
flamethrower onto the racks provided on the wall by the locked doors). As a 
result, this weapon won't stay in your inventory for long, and you don't 
really have to worry about running out of ammo.

Magnum Revolver (Barrel capacity: 6     Ammo: Magnum rounds)
This is the most powerful weapon in the game. Since ammo is scarce, use it 
only against bosses. No special tactics are required for this weapon. Just 
fire away!

+-------------------------------------------------------------------------+
|                    II. JILL VALENTINE'S EASY STROLL                     |
+-------------------------------------------------------------------------+
This is where I start to cover the main game itself. Please note that I'll 
be assuming that you are playing the Rebirth Mode. In addition, this guide 
will help you get the best possible ending for the game. Anyway, at the 
main menu, select New Game and then Rebirth Mode, then select Jill's ID 
card.

"Alpha Team is flying about the forest zone, situated in Northwest Raccoon 
City, where we are searching for the helicopter of our compatriots, Bravo 
Team, who disappeared in the middle of our mission. Bizarre murders have 
recently occurred in Raccoon City, there have been outlandish reports about 
families being attacked by a group of about 10 people. Victims were 
apparently eaten. The Bravo Team went to the hideout of the group and 
disappeared."

Now, we have Jill spotting some smoke in the forest. "Look Chris!" She 
cries. The team lands and checks the area. "It was Bravo Team's helicopter, 
most of the equipment was still in it. But soon, we discovered why." The 
team searches the surrounding area, in which Joseph Frost soon discovers a 
severed hand! But then, he's ambushed by some Cerberus dogs and brutally 
killed on the spot. And all Jill could do was yell, "Joseph!" in a horrible 
tone of voice. If you think things couldn't get any worse, Brad has taken 
off in the team helicopter, and Chris yells, "No! Don't go!" in a way that 
would make horror B-movies look Oscar worthy! So, the team has to run 
through the woods, shooting at the dogs that are in hot pursuit. Chris 
offers a quick solution, "Jill, run towards that house!" And so they did.

-------------------------
5. Initial investigation
-------------------------
And so, Jill, Wesker and Barry are safely in the mansion lobby. But where's 
Chris? It's time to look for him, and Barry will come with you. The two go 
through the double doors and arrive at, "The dining room," as Barry puts it.

---------------
Dining room
---------------
Move towards the other end of the dining room. Barry exclaims, "What! What 
is this?" "What is it?" Jill asks. "Blood," Barry replies, "Jill, go look 
for other clues. I'll be examining this, let's just hope it's not Chris' 
blood." If you decide to play with default options, the blood is green. 
Since when do humans have green blood? Either way, do as Barry says and go 
through the door to his right.

------------------------
First encounter hallway
------------------------
Move downwards and you'll find a rather gruesome scene. It seems some 
undead person in a green suit is busy devouring one of the Bravo Team 
members! He spots you, so back off. Take out your knife and start slashing. 
Slash the zombie once, retreat a few steps, wait for the zombie to come 
close, slash again and retreat a bit more. Keep doing this along the 
corridor until the zombie is dead. You can tell when blood spurts out from 
the zombie's body.

With the zombie killed, go and examine your team mate's body. It's Kenneth 
Sullivan, and now he's a mere shadow of his former self. Examine his body 
again for some handgun bullets. Return to the dining room now.

---------------
Dining room
---------------
"Barry!" Jill cries. Barry asks, "What is it?" The zombie comes in. Jill 
cries, "Watch out it's a monster!" "Let me take care of it." Barry fires a 
few rounds at the zombie and blasts his head off. "What is it?" he exclaims. 
Jill says, in a rather squeaky voice, "Kenneth was killed too, maybe by 
this creature. Anyway, let's report to Wesker."

Let's return to the mansion lobby.

---------------
Mansion lobby
---------------
"Wesker!" Barry cries, but he's not here. "Help me look for him Jill, and 
don't leave this hall for the time being." Run around the hall. I suggest 
you search the back of the hall, behind the stairs. When you've done so, 
you'll trigger another scene.

But he's not there. Barry suggests that you and him go search for him 
separately. Jill offers to try the door on the other side, while Barry 
checks the dining room again. Before leaving, Barry gives Jill a lockpick, 
which "might come handy if you, the master of lockpicking". Man, those 
script writers are awful with their typos!

Either way, pick up the Ink Ribbon by the typewriter and go through those 
blue double doors that lead to the east side of the first floor.

----------------
Map statue room
----------------
As soon as you enter the room, you'll be treated to a knife battle. It's 
quite easy, you only have to fend off two zombies in lab coats. Once they 
are killed, you'll be rewarded with 3 handgun bullets. You'll find a set of 
brown steps by the door. Push the steps so that they face the statue. Climb 
up the steps to reach the First Floor Map in the statue's jug. 

You hear the sound of a zombie biting on something. Push aside the brown 
chest to the left to enter the alcove in which he's having his meal. Draw 
his attention and use the same slash and retreating tactic on him. It seems 
this zombie will stop coming after you when you are standing slightly 
outside the alcove. Once he's dead, walk around the other zombie that's 
lying on the ground and get the ink ribbon at the dead end. You can now aim 
downwards and kill the zombie from behind with 5 or so slashes.

Use your lockpick to unlock the other door in this room to reach the next 
corridor.

-------------------
Southeast corridor
-------------------
Stay alert. Walk along the corridor and a Cerberus will burst in through 
the window behind you. Quickly aim at the dog and fire one round. The dog 
will be floored. Run over to the dog and slash downwards with your knife. 
The knife is enough to keep the dog floored, thus allowing you to kill it 
easily. 

Turn around the corner to be ambushed by another dog, which can be killed 
with the same tactic. With the dog killed, check the dark brown chest to 
the right. Push it aside to reveal some handgun bullets underneath. With 
the ammo in hand, make your way to the next hallway.

----------------
Twisted hallway
----------------
The first door to Jill's right is locked, so don't bother with it yet. Get 
the green herb in the corner and go through the next door you see. You are 
in a bathroom. Try to pick up the handgun bullets and you'll cause a zombie 
to stand appear behind you. Quickly run back to the door and shoot him down. 
Once he's dead, grab the ammo and head back out.

Continue along this hallway and go through the next single door.

---------------
Shotgun area
---------------
You are in a small square room. Go through the other door to enter a tea 
room, in which 3 zombies are hanging around. I guess Jill's the tea time 
snack. It may still be possible to use the knife in this room, although you 
may have to be bitten once. As soon as you have control of Jill, turn to 
her left and slash at the zombie closest to you. 2-3 slashes should be 
enough to floor him. Move clockwise around the coffee table to floor the 
next zombie you see. Run past his body and turn around. At this point, all 
3 zombies should be approaching Jill from the same direction, allowing you 
to use the slash and retreat tactic against them.

With the zombies killed, check the far wall for a shotgun. But don't take 
it just yet or you'll trigger a trap in the small square room as you leave. 
Leave the shotgun for now and return to the hallway. Go through the double 
doors at the other end.

-------------------------
Hallway before courtyard
-------------------------
There may be a knife battle at this point. No matter. A zombie will run 
towards you as soon as you enter. Quickly shoot him down! When he falls, 
move away from his body (just in case he tries to grab your leg) and shoot 
down his pal. One last zombie is around the corner and can be killed by 
slashing and retreating. Go through the door leading south when you are 
done.

--------------------
Picture puzzle room
--------------------
There is a knife battle in which you have to fend off crows and zombies. 
Crows can be killed by a single stab. Once a crow gets up close, you have 
half a second to kill it before it starts pecking at you. With the battle 
dealt with, let's examine the pictures in this room.

Puzzle time! From the cradle to the grave
Your objective is to press the switches underneath the paintings in this 
room in the order of the age of the person in the picture. As you move 
along the corridor, you'll find pictures of: A tired middle aged man (1), a 
newborn baby (2), a young man (3), an infant (4), a lively boy (5) and a 
bold looking old man (6). (NOTE: While grammatically correct, I bet Capcom 
wanted to say "bald looking old man"!)

Press the switches from the painting with the youngest person to the one 
with the oldest. So, the order will be 2 -> 4 -> 5 -> 3 -> 1 -> 6. Once the 
switches are pressed, examine the painting at the end of the corridor and 
press the switch there and the painting will fall down, revealing a crest.

CAUTION: If you press that switch, having pressed the first 6 switches in 
the wrong order, the crows on the perches above will attack you!

Take the Star Crest and leave, ignoring the crows. Go through the door at 
the end of the corridor to reach an open walkway.

-------------------------
Walkway to the courtyard
-------------------------
Walk back and forth as soon as you have control of Jill. A crow will try to 
attack you but fail. When it lands, slash down at it to kill it. You also 
hear the sound of a Cerberus dog. Take out your gun and use the auto aim to 
shoot it down. Since it's quite far away, you are advised to shoot at it 
twice from a distance. Now that the enemies are dead, run to the other end 
of the walkway to find a locked door. A brown panel with 4 holes can be 
found on the wall to the left. Place the Star Crest into one of the halls 
(Use the "Use" command on the item screen) and get back indoors.

Go through the right door leading north on your map.

--------------------
Mansion east stairs
--------------------
A zombie in a lab coat is waiting for you. Since there is so little room, 
shoot at him from a distance. Walk over to the hand of this short corridor 
to lure the other zombie out. This guy runs quite fast! Run back to the 
door you entered this room from and shoot him down as well. With them dead, 
examine the area by the stairs. A green herb can be found by a door. Take 
the herb and enter that small room.

Although no special music is being played, you are inside a save room right 
now. Check the item box: Looks like someone's left 60 handgun bullets for 
you to use! Deposit your First Aid Sprays and take the bullets. You'll have 
to manually combine your magazines after you take them out. A bag of 
Chemicals can be picked up on the ground by the item box. Closer 
examination indicates that it's a Herbicide. Deposit the Herbicide and 
examine the blue puzzle box.

Puzzle box!
This box features 5 circles and you have to make the colours of the ring 
and circle match in 3 moves. At the start, the circles are arranged in the  
following order clockwise from the top:

1. Yellow ring with green circle
2. Green ring with red circle
3. Pink ring with blue circle
4. Blue ring with pink circle
5. Red ring with yellow circle

To solve the puzzle, perform the following swaps: 
1 and 2 -> 5 and 1 -> 3 and 4. 

The box will be unlocked, revealing a red herb. Combine it with a green 
herb to create a full healing item. 

Head back out and climb up the stairs.

-----------------------
Top of the east stairs
-----------------------
Some zombies are on the walkway at the top of the stairs, but they can't 
climb down the stairs after you. Wait until the closest zombie has walked 
to Jill's left before going up to the walkway. Slash and retreat to get rid 
of the zombies here. One last zombie can be found at the east end of the 
hallway. Cut him down as well before going through the door at the west end 
(the one leading south, according to the map).

--------------------------
Second floor east hallway
--------------------------
You find yourself between two zombies. Don't take any chances. Shoot them 
down. Move south along the hallway to find another zombie. This one can be 
killed with the slash and retreat tactic. Head to the other end of this 
hallway to find another zombie lying on the floor. Move behind him and kill 
him with several downward slashes. The hallway is clean, make your way to 
the north end and go through the westernmost door.

---------------
Bookshelf room
---------------
There's nothing here but a green Botany Book on the table. Pick it up for 
some information about the healing herbs in this game.

***************
Botany Book
***************
As you may know, there are many plants that have medicinal qualities. Since 
ancient times, humans have been healing wounds and diseases using various 
plants. In this book, we're going to explore three such herbs that grow 
around the Arklay mountains and provide information on those plants with 
medical properties.

Each herb has a different colour and a different effect as a medical plant: 
the green one recovers physical strength, the blue one neutralises natural 
toxins, while the red herb does not have any effect by itself. The red herb 
is only effective when it is mixed with other herbs.

For example, if you mix this herb with the herb that recovers physical 
strength, the recovery effect will be tripled. (1) By adjusting the amount 
and experimenting with these three herbs, you can create various kinds of 
medicines (2) but I'll leave the details in your hands, because that's the 
best way to acquire the knowledge.

Explanations:
(1) This confirms that a single green herb restores a third of your health, 
and not a quarter as in other Resident Evil games.
(2) The general rule when it comes to mixing herbs is that: No more than 3 
herbs can be present in a mixture. In addition, at least one of the herbs 
in the mixture must be green, and that no more than one blue or red herb 
can be in the mixture at the same time.
*****END FILE*****

With this interesting information in hand, head back out to the hallway and 
go through the door at the other end.

-------------------------
Upper level of the lobby
-------------------------
You meet Barry again. Jill cries, "Barry!" "Jill! What's going on? Any 
clues?" "No, but something's wrong with this house." "Whoa, this hall is 
dangerous," Barry exclaims. Yeah right, if this empty hall is dangerous, 
then what about all those rooms you've just fought through? "Maybe it's 
better to secure our escape route first. There must be a back door 
somewhere, let's go find it first shall we?" "All right, let's split up 
again." 

"Whoa. Wait just a moment. I've found something." "What is it?" "It's a 
weapon. It's really powerful, especially against living things, better take 
it with you." What do you mean by "especially against living things", Barry? 
I mean most targets are living things! Talk about a redundant phrase.

"But how about you Barry?" Jill asks. Barry shows off his magnum. "Don't 
worry, I have this!" You've received some acid rounds. "OK, thanks." Barry 
waves at you before leaving.

Now, let's not stay at this "dangerous" hall. Go through the door to the 
southeast.

---------------
Balcony
---------------
Run through this small corridor and go through the next door to get onto 
the balcony. You'll find the corpse of another Bravo Team member (Forest 
Speyer) slouched against the wall at the other end. Try to pick up his 
weapon and he'll come back to life as a zombie! It might be possible slash 
and retreat, but the positioning of the chairs make it rather difficult. 
Once you've put your friend to rest, pick up the weapon. It's a Bazooka, 
perfect against tougher enemies.

Head back to the lobby and go through the door on the west side.

--------------------------
Walkway above dining room
--------------------------
You're on a walkway above the dining room. Move back and forth to avoid the 
crow's attack, and slash it when it lands. Run over to the statue and start 
pushing it in the direction of the screen. The viewing angle will change 
shortly, revealing two zombies. Stay where you are and let the zombies come. 
They'll try to get you, but cannot since the statue's in the way. Take 
advantage of this to slash them to death with impunity (Jill's knife can 
travel through the statue!).

Once the zombies are killed, continue pushing the statue forwards until you 
see a gap on the railing. Push the statue through the gap and it will fall 
down to the dining room and break into many pieces. Now, reload your 
handgun and go through the other door.

---------------------------
Top of mansion west stairs
---------------------------
A zombie can be found in front of you. Shoot him down fast and dodge the 
crow. Slash it dead when it lands and move along. The other two zombies can 
be killed by slashing and retreating. Go down the stairs once they are dead.

--------------------
Mansion west stairs
--------------------
Walk along this hallway, making 3 Cerberus burst in through the windows as 
you do so. Kill these 3 dogs and slash the floored zombie to death as well. 
With them killed, go through the door nearest to the stairs.

---------------
Drug room
---------------
This is another save room. Withdraw the Herbicide and deposit the bazooka 
along with the acid rounds. Pick up the Ink Ribbon and save your game if 
you need to. Now, let's have a look at the puzzle box.

Puzzle box!
The 5 circles are arranged in the following order (clockwise from top):
1. Yellow ring with red circle
2. Green ring with blue circle
3. Pink ring with green circle
4. Blue ring with yellow circle
5. Red ring with pink circle

To unlock the box, perform the colour swaps in the following order: 
2 and 3 -> 4 and 5 -> 3 and 4 -> 5 and 1

It's another red herb. Combine it with your other green herb to create 
another full healing item.

Head back out and make your way to the other end of the hallway, going 
through the door that's currently unlocked.

-----------------
Green hallway
-----------------
A zombie's in front of you, so shoot him down. You'll soon hear the sound 
of someone running towards you. It's a zombie from Jill's right, stop him 
in the tracks with several bullets and make your way to the east end of 
this hallway, where another two zombies are waiting for you. Fortunately, 
they can be drawn out one by one to be slashed to death. With them gone, go 
through the door they are guarding.

---------------
Plant nursery
---------------
There is a watering device to the right at the corner. Place the herbicide 
into the device and it will dissolve into the water, which travels through 
the pipe to the sprinkler in the middle of some giant weeds. The weeds die, 
allowing you to get past them. Pick up the green and red herbs to the left 
of the dead plant before you take the mansion key at the back of the room. 
Turn the key around as you examine it to reveal a picture of a piece of 
armour. Thus this key is the Armour Key. With that key in hand, return to 
the west stairs hallway.

--------------------
Mansion west stairs
--------------------
Go through the door to Jill's left.

--------------------
Broken shotgun room
--------------------
Go over to the other end of the room to find a locked desk. Open it with 
the lockpick for a box of 7 shotgun shells. Examine the shelves by the door 
for some handgun bullets and a broken shotgun. Now that you have these 
items, get back to the drug room and deposit any extra herbs in your 
inventory, as well as the shotgun shells. (You won't need to use the 
shotgun until much later in the game)

Head back to the green hallway.

---------------
Green hallway
---------------
A knife battle should start, if it hasn't started the first time you 
entered this room. Kill the zombies for your bullets. Go south, through the 
corridor and go through the door to the right.

---------------
Keeper's room
---------------
Some handgun bullets can be found on the bed. Walk over to the other end of 
the room and try to pick up the book on the table. The keeper (now a zombie) 
bursts out of the wardrobe! React quickly and run to the right, back to the 
bed and you'll be in the perfect position to slash and retreat. You'll know 
the keeper's dead when the music stops. Once he's dead, pick up the shotgun 
shells in the wardrobe as well as that book. It's the Keeper's Diary.

***************
Keeper's diary
***************
May 9, 1998
At night, I played poker with Scott the guard, Alisa and Steve the 
researcher. Steve was really lucky, but I think he was cheating, what a 
scumbag!

May 10, 1998
Today, a high ranking researcher asked me to take care of a new kind of 
monster. They look like gorillas without any skin. (1) They told me to feed 
them live food. When I threw in a pig, they were playing with it... tearing 
off the pig's legs and pulling out the guts before they actually ate it.

May 11, 1998
Around 5 o'clock this morning, Scott came in and woke me up suddenly. He 
was wearing a protective suit that looked like a space suit. He told me to 
put one on as well. I heard there was an accident in the basement lab. (2) 
It's no wonder, those researchers never rest, even at night.

May 12, 1998
I've been wearing this annoying space suit since yesterday, I feel all 
musty and my skin is very itchy. By way of revenge, I didn't feed those 
dogs today. Now I feel better.

May 13, 1998
I went to the medical room because my back is all swollen and itchy. They 
put a big bandage on my back and the doctor told me I did not need to wear 
the space suit anymore.

I guess I can sleep well tonight.

May 14, 1998
When I woke up this morning, I found another blister on my foot. It was 
annoying and I ended up dragging my foot as I went to the dogs' pen. They 
have been quiet since morning, which was very unusual. I found that some of 
them had escaped. (3) I'll be in real trouble if the higher-ups found out.

May 15, 1998
Even though I didn't feel well, I decided to go to see Nancy. It's my first 
day off in a long time. But I was stopped by the guard on the way out. They 
say the company has ordered that no one leaves the grounds. (4) I can't 
even make a phone call. What kind of sick note is this?!

May 16, 1998
I heard a researcher who tried to escape from this mansion was shot last 
night. My entire body feels burning hot and itchy at night. When I was 
scratching the swelling on my arm, a lump of rotten flesh dropped off. What 
the hell is happening to me? (5)

May 19, 1998
Fever gone but itchy. Hungry and eat doggie food. Itchy itchy Scott came. 
Ugly face so killed him. (6) Tasty.

4
Itchy. Tasty. (7)

Explanations:
(1) It seems this mansion is used for research, research on various freaks 
of nature!
(2) There is a secret laboratory hidden underground somewhere nearby.
(3) The Cerberus dogs that you have fought and ran from were test subjects 
that have escaped from the lab and are now running amok!
(4) It's become apparent that whoever's running this research facility has 
decided to quarantine the place due to the severity of the accident.
(5) The accident on May 11 must have caused some bacteria or virus to leak 
out. The virus slowly turns its victims into zombies! The rotten flesh is 
part of that transformation process.
(6) Life as a zombie is quite exciting. You learn to savour the delicacy 
known as dog food. But still, this lifestyle has you lose your anger 
managing skills. If your friend has an ugly face, you might get so angry 
that you'll kill him. But still, you'll feel better as you devour his tasty 
human flesh.
(7) What is that supposed to mean?

Let's get out and go through the southernmost door. You are back in the 
first encounter hallway. Head back to the dining room.

---------------
Dining room
---------------
Search the room and you'll find the remains of the statue you pushed down 
from above earlier on. Pick up the blue jewel and return to the green 
hallway. Go through the only door that has not been gone through yet.

----------------
Tiger bust room
----------------
There's a bust of a tiger on the wall. Use the blue jewel on the bust and 
Jill will place the jewel in its left eye. The wall on which the bust is 
mounted rotates, revealing a crest. Take this Wind Crest and leave. Now, go 
back to the lobby.

---------------
Mansion lobby
---------------
Use the Armour Key to unlock the door on the northeast corner.

---------------
Artefact room
---------------
Pick up the handgun bullets on the desk and walk through the gap to the 
left. A zombie can be found in this narrow corridor. Slash him to death as 
before and go to the end of the corridor opposite the door. A lock desk can 
be picked open for more shotgun shells. Go through the door at the other 
end now.

---------------
Dance room
---------------
A green suited zombie is waiting for you. Let's dance. Quickly run forwards 
to create some distance, then perform the slash and retreat dance to take 
him out. Now that he's dead, you can pick up the two green herbs in the 
room, combining them with a green herb in your inventory to create yet 
another full healing item. There is another ink ribbon on the floor too; 
take that with you if you feel the need to save more later on. Return to 
the lobby (fighting the knife battle as you do so) and go east to the 
twisted hallway again.

----------------
Twisted hallway
----------------
Unlock the door nearest to your entry point with the Armour Key. If you are 
in need of more healing herbs, go through that door. You'll be in a narrow 
path with 6 green herbs at the other end. However, this path is outdoors 
and the forest has many Cerberus dogs running lose, remember? As you walk 
through the path, two Cerberus dogs will jump over the fence after you! So 
be quick to react to them and shoot them down fast. When those dogs are 
killed, one floored zombie is all that stands between you and the herbs.

Anyways, continue through this hallway and reenter the shotgun area. Take 
the shotgun from the wall and you'll see a pair of hooks. Place the broken 
shotgun on the hooks and you can leave the area without fear of springing 
the trap. (NOTE: You must have at least one free block in your inventory to 
do this. If not, enter the mansion east stairs save room and deposit any 
one of your redundant items before returning)

You now have the shotgun. Make your way to the pathway that leads to the 
courtyard. (You'll have to fight another knife battle on the way, but it 
only features zombies, so it's no big deal.)

-------------------------
Walkway to the courtyard
-------------------------
Place the Wind Crest on the brown panel by the locked door before returning 
to the mansion east stairs area. Deposit the shotgun and shotgun shells and 
head upstairs.

-----------------------
Top of the east stairs
-----------------------
There is one door in the middle of the walkway that can be unlocked with 
the Armour Key. Go through that door.

---------------
Trophy room
---------------
There are two doors, one to Jill's left and one to her right. Go through 
the door on her right first.

---------------
Double bedroom
---------------
Go over to the chest of drawers opposite the beds for a lighter. Then, 
examine the two corners of the room by the beds for a red herb and more 
handgun bullets. With these items in hand, leave this room and go through 
the opposite door.

---------------
Fish tank room
---------------
First, check the coat to Jill's left for an Ink Ribbon. Next, check the 
insect specimen frame on the left side of the room (Jill's right when she 
entered) for a switch. Press the switch and the fish tank in the room will 
be completely drained, allowing you to push it.

Move between the bookshelf and the fish tank and push the tank to the right. 
Afterwards, push the bookshelf to the right. This will reveal a secret 
compartment in the wall with explosive rounds for the grenade launcher 
inside. But wait, there's more! Examine the desk in the room for a will 
written by one of the researchers in the mansion.

******************
Researcher's will
******************
My dear Alma, (Dated June 3, 1998)
The fact that you have received this letter is both a joy and sorrow for me. 
(1) I could not even talk to you because of that guy in the sunglasses. 
Alma, be calm and read this.

I think I've told you that I moved to a pharmaceutical company's lab. They 
handhunted me. Last month, there was an accident in the lab and a virus we 
were studying escaped. (2) All my colleagues who were infected by the virus 
are dead. Well, to be more accurate, they became the living dead.

They still wander around. Some of them are knocking on my room door 
desperately right now. But there's no sign of intelligence behind their 
eyes. (3) That cursed virus takes away all humanity from the victim. Love, 
joy, sorrow, fear, humour... all erased.

And Alma, even the memories of the days I spent with you... Yes, I'm 
infected, I did everything I could, but I could only delay the progress by 
a few days. (4) The most frightening thing is that I forget more about you 
with each passing day.

So I'm choosing a peaceful death, rather than becoming the living dead. 
Within an hour, I will have entered my eternal sleep. I do hope you'll 
understand my decision... Goodbye and forever yours,

Martin Crackhorn

Explanations:
(1) This poor guy won't feel either joy or sorrow, since the letter never 
arrived to his girlfriend!
(2) More evidence of this mansion is actually a secret research facility 
specialising in biological weapons.
(3) The zombies you encountered were actually researchers and staff of this 
facility, turned into vicious enemies by the leaked virus.
(4) There is currently no cure for this virus. Once you are infected, you 
are more or less done for.
*****END FILE*****

Exit this room, get back to the hallway and go through the door at the far 
east end.

----------------------
Second floor map room
----------------------
Pick up the green herb and combine it with the red herb you've collected 
just now. Go over to the fireplace and light it up with the lighter. The 
heat will reveal some special pattern on the paper on the wall. Examine the 
paper: It's the second floor map! Take this map and leave, ignoring the 
other locked door for now.

Head back to the save room and deposit the ink ribbon and explosive rounds 
before going over to the second floor east hallway.

--------------------------
Second floor east hallway
--------------------------
Run along until you see the double doors. Unlock them with the Armour Key.

-------------------
Knight armour room
-------------------
Go over to the other end of the room and examine the scales. Offer to 
balance the scales, starting a puzzle.

Puzzle time! Balancing the scales
Your goal is to place all 5 provided gems onto the 2 pans of the scale, 
balancing them as you do so. You are given 2 green gems, 1 red gem, 1 
yellow gem and 1 blue gem. To balance the scales, place a green gem and 
yellow gem in one of the pans and place the other 3 gems in the other. (Use 
the stylus to drag and drop the gems on the touch screen, the same way 
you'd move icons around your desktop on the computer). Once the scales are 
balanced, the cabinet beneath it will open up, revealing a Sun Crest. Take 
the crest and leave.

--------------------------
Second floor east hallway
--------------------------
One last door can be unlocked in this hallway with the Armour Key. Discard 
the key now that you are done with it and go through the door.

-------------------
Richard death room
-------------------
Ignore the 2 green herbs and move along the room until you find Richard 
Aiken of the Bravo Team, lying on the floor wounded. You must now attempt 
mouth-to-mouth resuscitation on him. To do this, blow into the microphone 
of the Nintendo DS. You should blow gently and continuously for a few 
seconds, stopping when you see the word "Good" appearing on the 
electrocardiogram on the touch screen. Be careful not to blow too much or 
you will hurt Richard.

After some successful blowing, Richard will come to. He seems to be 
speaking in an Hispanic accent. "Jill, this house is dangerous," he says, 
"There are terrible demons, ouch!" "What kind of demon attacked you?" 
Richard continues (Man, the voice actor isn't very natural here!), "It was 
a huge snake, it's also poisonous. Jill, here's my radio. You should keep 
it. I'm... Set the dining room clock to 8:12." Blood spurts out of his 
wound. Richard's last words were, "Jill, be careful, uh... uh..." Rest in 
peace, Richard.

This really is pathetic. The Richard in the Resident Evil remake got up 
after you gave him serum and helped you fight the giant snake he mentioned! 
But this Richard, he dies so early. Anyway, let's make good use of his body. 
Examine his corpse twice and you'll find some handgun bullets on him. 
Return to the dining room.

---------------
Dining room
---------------
Examine the fireplace near the puddle of blood and you can pick up the 
emblem on the wall. Head to the first encounter hallway again.

------------------------
First encounter hallway
------------------------
Use the lockpick on the pink door at the east end of the hallway.

---------------
Private bar
---------------
You are inside a bar, complete with a grand piano. There is no bartender to 
serve you drinks. Anyway, go over to the northeast corner of the room. 
You'll find a dark brown shelf that can be pushed to the right. Push it to 
reveal some music notes on the shelf at the back. Take these notes and use 
it on the grand piano. Jill will play the Moonlight Sonata, opening up a 
wall behind her.

Enter that alcove and you'll find a statue with a golden emblem inserted. 
Take the golden emblem and the wall behind you will close up. Place the 
other emblem into the hole and the wall will rise up again, allowing you to 
leave. Return to the dining room.

---------------
Dining room
---------------
Place the gold emblem on the hole in the wall above the fireplace and the 
grandfather clock in the room will chime 3 times. Go over to the clock and 
inspect it.

Puzzle time! Changing the time
You're told that the clock chimed 3 times. Use the stylus to rotate the 
minute hand of the clock so that 3 o'clock is displayed on the clock face. 
The clock chimes a few more times and moves to the left, revealing a secret 
compartment on the wall. Pick up the mansion key, which is the shield key 
from the compartment. In addition, inspect the clock again and set it to 
8:12, as Richard told you to do so. A box of shotgun shells will fall down 
from above. Take this ammo and return to the room in which Richard died.

-------------------
Richard death room 
-------------------
Go through the door at the other end of the room.

----------------------
Room before the snake
----------------------
You'll be face to face with 2 zombies when you enter the room. Shoot them 
down quick! Turn to Jill's left and enter the room at the end of this short 
corridor.

---------------
Candle room
---------------
An ink ribbon can be found on the table, as well as some unlit candles. 
Light up the candles to light up the room. Examine the cupboard to the left 
of the candles for even more handgun bullets. Push the other cupboard aside 
to reveal a small alcove. Some acid rounds can be found in the cupboard 
inside. Now, leave and unlock the other door in the previous room with the 
shield key. Looks like this key can already be thrown away.

------------------
Yawn's first room
------------------
Make your way to the other end of this large room and the giant snake, 
named Yawn will slither in through a hole in the wall. You don't really 
have to fight him this time. Just make your way to the corner of the room 
from which he entered and pick up the fourth and final crest. With this 
moon crest in hand, run to the west side of the room and pick up the 
shotgun shells before leaving.

Don't worry about being bitten. If you are bitten, you'll get poisoned and 
will lose consciousness right after you leave the room. But still, your pal 
Barry will carry you to the drug room, where he gives you some serum to 
neutralise the poison. Of course, he's gone by the time you come to. To 
make things even better, you're healed to full health!

If you are not bitten, just leave and play on. No matter what happens, 
deposit the shotgun shells, acid rounds and lighter in any save room before 
you leave for the courtyard with the 2 crests in hand.

-------------------------
Walkway to the courtyard
-------------------------
Go over to the brown panel and insert the two crests. The brown door to the 
right will be unlocked, so go through it now.

---------------
Toolshed
---------------
There is something shining atop a high shelf. Push the brown steps into the 
wall beneath the shelf and climb those steps. You can now take the item, a 
crank with a square tip. Go through the double doors at the other end.

----------------
Upper courtyard
----------------
A knife battle will start as soon as you enter this area. You'll be 
fighting off 2 crows and 2 zombies. Once they are dead, you'll be shown the 
area, where some small spiders scuttle towards you. Just walk around in a 
circle to squish them flat. Don't worry if you get bitten, since these 
spiders deal very little damage.

You'll also hear the sound of a Cerberus dog wandering around the place. 
Use your auto aim to seek it out and kill it from a distance. With the dog 
killed, pick up your reward: 3 handgun bullets. Meanwhile, you hear your 
radio beep. Someone's giving you a call. Go to your item screen and select 
the Radio button to pick up the call. It's Brad.

"This is Brad. S.T.A.R.S. Alpha Team. Please respond. What the hell, is 
nobody out there?" Jill replies, "Brad, this is Jill." But still, Brad 
couldn't hear you. "This is Brad. S.T.A.R.S. Alpha Team, Bravo Team. 
Anybody. Please answer me. This is..." The line is cut. "Brad? Brad!"

There are 3 green herbs, 2 red herbs and 2 blue herbs in this courtyard. I 
suggest you pick up 1 green herb and 1 red herb, combine them, and pick up 
the 2 blue herbs. If you are playing well enough, you should have a large 
reserve of healing items at this point. With those herbs in hand, move 
along the path leading west until you find a lift that is currently 
switched off. A map of the garden is on the wall to the left. Take the map 
and go through the double doors leading north.

-----------------
Giant water pool
-----------------
Go to Jill's left and use the square crank on the hole on the pillar there. 
This will open up a flood gate, draining the pool, revealing a path with 
which you can reach the other side. Jump down to that path and climb up the 
ladder at the other end. Quickly run along this new path, avoiding the 
snakes and the lone zombie lying on the floor. Don't get bitten by the 
snakes or you might be poisoned. Ride the lift down at the end of the path.

----------------
Lower courtyard
----------------
You hear the sound of a fish flopping out of water, as well as several 
Cerberus walking around. Stay where you are and use the auto aim to seek 
out the Cerberus dogs before shooting them down. I suggest that you have 
Jill aiming directly in front of her at all times, thus ensuring that 
she'll almost always hit a dog when they can be seen on the screen, but not 
the fish that's flopping around to her right. 

Once the two Cerberus dogs are killed, make your way through this courtyard 
to identify the fish. It's no fish, it's a shark! I guess it must have 
lived in the giant water pool you have drained just now. Poor thing, it's 
suffering. A single downward stab with the knife will end its suffering for 
good. Now that's dealt with, go through the double doors leading northwest.

-------------------
Path to guardhouse
-------------------
Capcom is so kind. They've provided you with 2 green herbs and 2 red herbs 
here! But I trust that you don't have enough space in your inventory to 
carry them with you. Let's just leave them here for now. But still, watch 
out for that lone crow flying around. Coax it to land by walking in a 
circle before stabbing it when it's on the ground. You'll hear the sound of 
2 Cerberus dogs running around frantically. Go around the corner and try to 
shoot them dead from a distance. Don't worry if you miss, just shoot 
repeatedly. You might get hurt here. But still, keep moving along this path 
and you've reached the guardhouse, a new building in the mansion complex.

----------------------------------
6. This isn't just any guardhouse
----------------------------------
This isn't just any guardhouse, it's a M&S guardhouse! All kidding aside, 
push the statue right next to you forward, then to Jill's right. Keep 
pushing until you see the hole in the floor. Push the statue so that it 
covers the hole. Go through the red double doors after that.

----------------
Recreation room
----------------
You'll find a giant spider on the ceiling as soon as you enter. Aim up and 
shoot it down to the floor, before finishing it off with a volley of shots. 
Another is to Jill's left and currently off screen. Move her until you can 
see it and kill it too. Now that these arachnids are dead, check the area 
around the first spider for an Ink ribbon on the table, as well as some 
handgun bullets on a barrel. Go over to the other end of the recreation 
room and you'll find a pool table. Examine all sides of it and you'll find 
a clock dial that displays the numbers 3...4...5. Remember this sequence 
for a later puzzle. Get back to the lobby and go through the only door that 
leads north.

---------------
Room 001
---------------
You'll find a zombie lying on the ground in front of you. Walk forwards 
slightly and slash it dead. Go through the door to Jill's left for the 
bathroom. Squish the small spiders and examine the bath tub. Drain the bath 
and a zombie will pop out. Kill him quick! Looks like a Control Room Key is 
in the tub. Take the key and return to the main part of the room.

3 zombies are feasting on two naked corpses. It may be possible to draw 
them out one by one so that you can knife them to death individually. But 
since you've got such a large surplus of ammo, just shoot them down. A red 
book can be picked up from the table. Close examination reveals that the 
pages are blank. What's it for? Furthermore, pick the lock on the desk by 
the bed for some shotgun shells.

If you don't have enough room in your inventory, consider depositing items 
in the save room, located opposite this room.

---------------------
Guardhouse save room
---------------------
Deposit the 2 blue herbs, blank book and square crank into the item box. 
Some explosive rounds and a first aid spray can be found on the shelf to 
the right of the box. Deposit them as well. Feel free to return to Room 001 
for any items that you couldn't pick up due to a full inventory. (NOTE: 
Some knife battles may have to be fought, featuring some zombies which try 
to spew their vomit at you. You can stop the vomit by blowing into the 
microphone when you see the bile come out!) Now, examine the puzzle box.

Puzzle box!
This puzzle box features 6 circles. They are ordered as follows, clockwise 
from top:

1. Yellow ring with red circle
2. Green ring with grey circle
3. Pink ring with yellow circle
4. Blue ring with green circle
5. Red ring with pink circle
6. Grey ring with blue circle

To solve the puzzle, perform the following colour swaps: 1 and 3 -> 3 and 5 
-> 2 and 4 -> 4 and 6. The box will open, revealing more shotgun shells. 
With the shells in hand, leave this room, go right and through the door 
beyond the statue covering the hole on the floor.

-------------------
Guardhouse hallway
-------------------
This is one long hallway. There are 2 doors, one of them is unlocked (It's 
the first of the two doors you find here). Go through that door to reach 
Room 003.

---------------
Beehive room
---------------
It's time for another knife battle. This time, you'll be fending off 5 
zombies, 2 of which will be coming at you together. If you can beat them 
without getting hurt, you'll be rewarded with 5 handgun bullets. Right 
after the battle, you may be confronted by a small group of giant bees. 
Shoot them down with the handgun before they can sting you! Once they are 
shot down, feel free to squish their puny bodies on the floor. Head to the 
northeast corner of this room and pick up the dormitory key, which is the 
key to Room 002. As you can see, the key is guarded by a giant beehive. 
Take the key and run back out to the hallway immediately!

-------------------
Guardhouse hallway
-------------------
Make your way to the end of the hall, past Room 002. You'll find 3 green 
herbs behind a statue. Push the statue inwards so you can reach the herbs. 
Combine them to make a full healing item before entering Room 002.

---------------
Room 002
---------------
Go through the door directly to Jill's left to enter the bathroom. You'll 
come face to face with two zombies. Shoot them down fast! Once they are 
dead, pick up the handgun bullets before getting out. Walk through the 
narrow corridor to find a zombie and a giant spider around the corner. 
Shoot them down with a volley of handgun bullets as well. The desk by the 
bed can be opened with the lockpick, revealing even more shotgun shells.

A map of the guardhouse can be found on the wall. In addition, pick up a 
report on some Plant 42 on the bed.

New file! Plant 42 Report
4 days have passed since the accident and the plant at Point 42 is growing 
amazingly fast. It has been affected by the T-Virus (1) differently than 
other plants have been and shows unique shape in addition to its size. 
Looking at the way it behaves, it is now difficult to determine what kind 
of plant it was originally. 

There are two ways in which Plant 42 gathers nutrition. The first one is 
through its roots that reach into the basement. Immediately after the 
accident, a scientist went mad and broke the water tank in the basement. 
Now the basement is flooded with water. (2) It is easily imaginable that 
some chemical elements were blended in the water which presumably prmoted 
the incredibly fast growth of Plant 42.

Another part of Plant 42 has grown through the air ducts and is now hanging 
from the ceiling of the first floor. This part of Plant 42 contains various 
vines and bulb-like structures, which it uses for its second method of 
gathering nutrition. (3) Upon sensing movement, Plant 42 shoots its vines 
around its prey and restrains it. It then begins leeching the victim's 
blood, by using the suckers located on the back of its vines. (4)

It also appears to have some intelligence. It has been witnessed using its 
vines to block doorways when it has either captured prey or is in a state 
of rest. (5) Several staff members have already fallen victim to this.

May 21, 1998
Henry Sarton

Explanations:
(1) The name of the virus that leaked out due to the accident is finally 
revealed: The T-Virus! This shows that it even affects plants, in addition 
to human beings and dogs.
(2) You'll be entering the waterlogged basement shortly.
(3) I presume you've noticed the large square room on the far east side of 
the guardhouse now? That's the room with Plant 42.
(4) This gives you an idea of what to expect in an upcoming boss battle.
(5) If you've tried to open the double doors leading to that giant room, 
you'll find that it's currently impossible. It seems that this plant's 
using its vines to jam the door shut!
*****END FILE*****

Two cupboards can be found opposite the bed. Push the left one forward and 
the right one to the right to reveal a ladder that you can climb down.

--------------------
Basement passageway
--------------------
This hallway is infested with tiny spiders, which can be squished with ease. 
The most annoying enemy has got to be that giant bee. It swoops around, 
making it hard to shoot down. Once it's killed, squish it for good! Run 
along the passage until you reach a pool of water. See the 2 crates? Push 
them into the water to create a bridge. But still, one crate is missing. Go 
back to the crate you just passed and push it back so part of it is 
sticking around the corner. Go around the corner and push the crate so that 
it is leaning against the wall to the left. You should be able to push this 
crate all the way along the corridor and into the water pool, creating the 
perfect bridge.

Make your way to the other end of the passageway and pick up the 2 green 
herbs before going through the double doors there.

---------------
Aquarium
---------------
As stated by the Plant 42 report, this room is flooded. However, there is 
no time to dawdle-Sharks are in the water! Check your map: Your destination 
is the southern room of the two rooms to the west of the aquarium. Run 
towards that room, taking the anti-clockwise path. You'll find two doors, 
one small and one large. The small one on the left is the one you need to 
go through. Use the Control Room Key to unlock that door quickly!

---------------
Control room
---------------
You are safe... for the time being. Examine the control panel at the far 
end of the room. You'll find a lever. Pull it and you'll inadvertently set 
off the sprinkler system. The water from the sprinkler is poisonous and is 
contaminating the water you are waist deep in! There is no time to waste. 
Examine the yellow valve to the right and turn it. 

Take out the stylus of the DS and touch the valve on the touch screen. 
While maintaining contact between the tip of the stylus and the valve, turn 
the stylus anticlockwise continuously. As you do so, the 4 red lights to 
the left of the valve will light up one by one, indicating your progress. 
Meanwhile, the water gets purpler as time passes. This indicates that the 
concentration of poison in the water is increasing steadily. If you are too 
slow in turning the valve, you'll be poisoned!

Once all 4 lights are lit, the sprinkler system will be shut down and the 
water flooding the basement will be drained completely. Whew... If you are 
poisoned, you'll need to use a blue herb (and go all the way back to the 
guardhouse lobby to find one!).

Now that the water's drained, an electric lock by the door would have 
turned on. Examine it for another puzzle.

Puzzle time! Number summing lock
You are given a display with 9 digits, as well as 9 different keys 
corresponding to the numbers 1 to 9. You are to fill up the display, using 
each number once so that the various digits add up to the numbers required. 
Use the blue left and right buttons on the touch screen to select different 
digits and press the corresponding number with the stylus to key in that 
number in the selected digit. The number 9 is already keyed into the 5th 
digit on the display for you.

Now, let's look at the required sums (The digits are all ordered from the 
left, so the 3rd digit refers to the 3rd digit from the left and so on):
1. The 1st and 9th digits must add up to 15
2. The 1st , 2nd and 3rd digits must add up to 15
3. The 3rd and 4th digits must add up to 8
4. The 4th, 5th and 6th digits must add up to 15
5. The 6th and 7th digits must add up to 3
6. The 7th, 8th and 9th digits must add up to 15

Therefore, key in the digits as follows: 8, 4, 3, 5, 9, 1, 2, 6, 7.

The room next door will be unlocked, so let's leave this room and enter 
that one, shall we?

---------------
Armory
---------------
Most of the equipment has been soaked beyond use. However, you can still 
pick up some handgun bullets, shotgun shells and most importantly, a 
dormitory key for the room 003. Leave the room and you'll find the 3 sharks 
flopping helplessly on the dry floor. Feel free to get your revenge on them 
by slashing them to death with your knife. There is one more room to the 
northeast, but let's ignore that for now. Return to the room with the 
beehive and use the 003 Key on the door to the left of the double doors.

---------------
Room 003
---------------
Another knife battle begins! Kill the zombies and get your free ammo. Just 
like rooms 001 and 002, room 003 is equipped with a bathroom. Enter the 
bathroom and kill the zombie directly in front of you. Pick up the flame 
rounds on the ground behind the second zombie lying on the ground. Feel 
free to slash that to death.

Exit the bathroom and examine the bedroom. The locked desk in this room 
holds an ink ribbon. Examine the bookshelf and you'll find a white book 
among a large row of red books. Take the white book for another file.

New file! V-Jolt report
As I stated in the last report, there are some common features found in the 
cells of the plant infected by the Tyrant virus. (1) We have also found 
another interesting fact through some experiments.

We found an element that destroys the plant cells rapidly in "UMB No. 16", 
one of the series of UMB chemicals that we used for that experiment. We 
named this "UMB No. 16" "V-Jolt".

According to our calculations, it will take less than 5 seconds to destroy 
Plant 42 if we put the "V-Jolt" directly on its roots. You need to mix some 
of the UMB series chemicals in a specific order to create "V-Jolt". (2) But 
the UMB series chemicals may generate a poisonous gas which is harmful to 
the human body. Extreme caution should be taken when handling these 
chemicals. (3) 

Following are the types of UMB series chemicals and their brief 
characteristics:

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

Explanations:
(1) T-virus stands for the Tyrant virus.
(2) There is a room with many chemicals nearby. Jill has the expertise to 
mix chemicals, allowing her to make this V-Jolt.
(3) If you mix the chemicals in the wrong order, poisonous gases will 
evolve, forcing you to leave the room before coming back inside.
*****END FILE*****

Let's go make some V-Jolt. Leave this room and go over to the room opposite. 
It's locked by a numerical lock, so key in the sequence 345 to unlock it.

---------------------
Chemical mixing room
---------------------
4 empty bottles are provided for you to mix chemicals with, but you'll only 
need 3. Examine the wall by the door for a hint on the order to mix the 
chemicals: "1+2=3, 3+4=7 2+4=6, 6+7=13, 13+3=16" Another message on the 
wall tells you that water has a value of 1. Let's begin. UMB No. 2 can be 
obtained from the shelf to the left of the door, UMB No. 4 can be obtained 
from the shelf by the table, while water can be obtained from the tap.

Get a bottle of each of the 2 chemicals and a bottle of water. Combine them 
together for UMB No. 7. Obtain a bottle of UMB No. 2 and a bottle of UMB 
No.4. Mix the 2 chemicals together to create UMB No. 6. Combine UMB No. 6 
with UMB No. 7 to make UMB No. 13. Get some water and even more UMB No. 2. 
Mix them together for NP-003, a purple liquid, which can be combined with 
UMB No. 13 for our final product, V-Jolt.

Take the V-Jolt to the basement and enter the room to the northeast of the 
aquarium.

----------------
Plant root room
----------------
Walk up to the roots of Plant 42 and pour the V-Jolt over them. The roots 
will quickly turn brown and shrivel up. A boss battle is coming, go back to 
the save room and deposit the empty bottles and flame rounds. Take out the 
blank book and the Bazooka (leave the rounds in the box for now) and 
reenter room 003. (You may have to fight a knife battle along the way, to 
take out the Cerberus, you have to time your slash so that you can just 
intercept it)

---------------
Room 003
---------------
Place the blank book in the gap in the row of red books and a cupboard will 
move aside, revealing a door. Go through the door to face Plant 42.

---------------
Plant 42 Room
---------------
Boss battle! Plant 42
Looks like Plant 42 is alive and well. Keep your distance and it cannot hit 
you with its vines. It can still shower you with its internal fluids, but 
that attack doesn't deal much damage. Blast the plant with all your bazooka 
rounds before taking out the handgun. Use a hit and run strategy to avoid 
the plant's internal fluids and it the plant will disintegrate and die in 
fewer than 30 shots.

Now that the plant is dead, examine the fireplace for the fourth and final 
mansion key: The Helmet Key. Make your way back to the save room and you'll 
find Wesker shooting down some giant bees in the hallway.

"Wesker!", Jill exclaims. Wesker turns around and sees Jill, he says, "Jill, 
so you're safe." "That's what I was going to say. Where on earth have you 
been? You disappeared from the hall all of a sudden." "I'm sorry, but I 
have my reason. Perhaps you guys have met them. It was all I could do to 
protect myself from those strange creatures." "Is that right? Anyway, it's 
good to see you're safe." 

Wesker says, "Jill, our first priority is to get out of here. Yes you're 
right. Now that there many rooms in that mansion that are still locked up. 
I've been searching around for clues." Wesker walks past Jill, who then 
says, "OK, I'll go over to the other house and search for more clues." 
"Will you really? I'm counting on you," Wesker says before leaving this 
hallway.

Feel free to squish the three bees that are on the floor before returning 
to the save room.

---------------------
Guardhouse save room
---------------------
Take out the explosive rounds and acid rounds. Load your bazooka with 
explosive rounds before returning to the mansion again. 

-----------------------
7. Back to the mansion
-----------------------
Make your way back to the mansion. Once you exit the guardhouse, you'll 
receive another call from Brad, so let's turn on the radio. "This is Brad," 
Brad says over the radio, "I know you can't answer me, but somehow, give me 
a sign..." "This is Jill!" yells Jill, all to no avail, "Ohh... it's 
broken!" Oh well, being able to receive calls is better than nothing. 

You'll have to fight a knife battle in the lower level of the courtyard, 
fending off 2 zombies and a Cerberus as you do so. The dog will howl before 
it lunges at you, so get ready when he does that. A quick slash or tap at 
the dog when it is close will be enough to kill it. Your reward for beating 
this encounter without getting hurt will be a box of 4 shotgun shells.

Another knife battle awaits you at the upper level of the courtyard. This 
time, you'll have to fend off two crows and two zombies. The reward for 
beating that unscathed will be 3 handgun bullets. Reenter the hallway 
before the courtyard. It's time to equip your bazooka.

-------------------------
Hallway before courtyard
-------------------------
Walk a few steps forward. You'll see a cutscene in which some fierce 
creature is quickly rushing its way from the courtyard to where you are! 
That creature enters through the door you just came through. It's a Hunter, 
a fierce reptilian creature developed by the people in this mansion! Blast 
him with an explosive round and it will fall on the floor, before quickly 
getting back up again. As soon as it gets back on its feet, blast it one 
more time to take it out!

There's a door that can be unlocked with the helmet key. Unlock it and 
enter that room.

---------------
Small study
---------------
It's dark in here. Go over to the desk and turn on the light. A small jar 
of magnum rounds can be found to the right of the desk. Take it and your 
inventory will be full. Get out and make your way to the mansion east 
stairs save room.

--------------------
Mansion east stairs
--------------------
You'll be staring straight at a Hunter as you enter. Blast him down before 
he can react. A second Hunter will walk slowly towards you in this narrow 
corridor. This is what I call easy pickings. Enter the save room and 
deposit the magnum rounds. Oh, and looks like Barry's left some goodies for 
you to use. Pick up the acid rounds, shotgun shells and first aid spray and 
keep the latter two in the box for now.

At the same time, reload your bazooka with the other 6 explosive rounds. 
Return to the small study to pick up the MO disc on the cupboard next to 
the desk. Deposit the disc too before heading up the stairs.

-------------------
Top of east stairs
-------------------
As soon as you have control of Jill, press and hold the R button. She will 
automatically aim at the right. It looks like there's a Hunter above. Aim 
up and open fire and the Hunter will be hit. He'll recover and run over to 
the stairs, but for some reason, he can't come down after you. Readjust 
your aim and open fire once more to take it out (Make sure he's just 
completed one of his leaps). Climb up the stairs and kill the zombie to 
your left with your handgun.

Go right to find another Hunter around the corner. Back into his view 
slowly and he will give chase. Run along the hallway before doing a quick 
turn and opening fire on him. It might be difficult for you not to get hurt 
here. Let's go to the second floor east hallway.

--------------------------
Second floor east hallway
--------------------------
A Hunter is directly to Jill's left, and you have 2 rounds left in your 
bazooka, so use them to take it out. Now, back off towards the other door 
and keep your eyes at the corner. Two Hunters will walk slowly, one by one, 
around the corner, allowing you to take them out piecemeal with the handgun 
(try not to get hurt!). Now, load your bazooka with acid rounds and 
withdraw a full healing item from the item box. Go back to the room where 
you found the second floor map.

----------------------
Second floor map room
----------------------
Use the helmet key on the locked for in this room.

----------------
Posh snake room
----------------
What a posh room. Go over to the record player and examine it. Offer to 
spin the record by hand. You'll need to take out the stylus to spin the 
record. Spin it steadily in the clockwise direction. You'll know if you are 
doing it right when the music's playing smoothly. 

Boss battle! Yawn the giant snake
Once the song's over, the giant snake Yawn will come on through the 
fireplace. It can be hard to avoid being bitten, since the room is so small. 
But still, it can't poison you this time. Don't bother dodging Yawn, just 
keep hitting it with acid rounds. 4 hits will be enough to kill it. Yawn 
then collapses and melts in a puddle of purple slime!

As you might notice, a hole was made by Yawn the first time he tried to 
lunge at you. Examine it and Barry will come in. "Jill, have you found 
anything interesting?" He asks. Isn't it obvious, can't you see the dead 
snake on the floor? "Yes, but I can't see anything." "Why not go down and 
check by yourself?" Barry suggests, "I have a rope here." "Oh do you? Then 
I'll try to go down using the rope." "Wait," says Barry as he lowers the 
rope down.

Jill gets down into the hole, but then the rope falls down. "Hey! What's 
going on?" cries Jill. Now you've done it, Barry! "Now I've done it! Sorry 
Jill, I'll go get another rope!" "Barry? Barry!" But he's gone. Now, what 
you do next will affect the ending. This guide will assume you want the 
best ending. So, stay put and wait a minute or so and Barry will come back 
with another rope.

"Hey! Are you there Jill? Grab the rope!" Barry lowers the rope down for 
Jill. Barry apologises, "I'm sorry Jill." "I didn't know that was going to 
happen!" "Sorry, I was really careless." "Are you okay, Barry? Maybe you're 
getting tired." Well, you'll see what's clogging his mind later. "No," 
Barry says, "I'm alright. I've found something." He gives you a piece of 
paper.

***************
Pass number
***************
Pass No. 8108310 (This file is nothing but a picture of a piece of paper 
with the pass number for a door written on it.)
*****END FILE*****

"Thank you, I'll take this then." Barry leaves you to continue your search. 
Make your way to the top of the mansion west stairs. You'll pass by the 
walkway above the dining room as you do so. There are three Hunters there. 
One comes from the left while two come from the right. Kill the one to the 
left with acid rounds before taking out the two from the right. You should 
be able to get them before they can even get close. Acid rounds are very 
powerful against Hunters, one round will kill one, and it will dye their 
skin a lovely yellow colour too!

-------------------
Top of west stairs
-------------------
You hear the sound of a Hunter slowly walking in your direction. But still, 
walk around in a circle to avoid the crow and slash it when it lands. Take 
out your bazooka and keep it trained at the bottom of the screen. Open fire 
once you see the Hunter and he'll die instantly. Walk slowly around the 
corner until you see the stairwell. A second Hunter is just standing there. 
Kill him from a distance and this room's clear.

Enter the corridor to the left of the stairs and use the helmet key to 
unlock the first door you come to. The key can now be discarded.

---------------
Trophy room
---------------
This is the room where they keep the hunting trophies. A set of steps can 
be found in this room. Push it so that it is directly adjacent to the 
fireplace. Pick up the magnum rounds and shotgun shells on the left 
cupboard of this room, as well as a piece of paper on the ground by the 
steps. It's a set of orders from the Umbrella Corporation.

***************
Orders
***************
TOP SECRET July 22, 1998     2:13
To the Head of Security

"X-day" is approaching. Complete the following orders within the week.

1. Lure the members of S.T.A.R.S. into the lab (1) and have them fight with 
the B.O.W. in order to obtain data of actual battles. (2)

2. Collect two embryos per B.O.W. type, making sure to include all species 
except the Tyrant. (3)

3. Destroy the Arklay lab including all researchers and lab animals in a 
matter which will seem accidental. (4)

U.C. (5)

Explanations:
(1) You haven't stumbled upon this mansion by chance.
(2) You and the other S.T.A.R.S. members are being used as test subjects, 
just like lab rats, for all the monsters created by this facility.
(3) Now that the lab is ruined by the virus leak, it's time to take the 
money and run. But what is this Tyrant? Why is it to be left behind?
(4) Operation cover-up is in progress, but who is the head of security?
(5) This facility is owned by Umbrella. If you've played Resident Evil 0 
for the GameCube, you'll find that the Bravo Team already knows what this 
mansion is used for, but somehow the Alpha Team hasn't been informed.
*****END FILE*****

There is a candlestick on the table. Examine it and you'll get to blow out 
the candles. Blow firmly and briefly into the microphone 3 times to blow 
out the flames. Don't blow too hard or some of the candles will relight. 
With the candles out, the room is in complete darkness. One of the deer 
trophy's eyes is glowing in a red colour. Climb up the steps to examine the 
deer. Remove the eyeball: it's a red jewel. Leave this room and go 
downstairs.

--------------------
Mansion west stairs
--------------------
Kill the zombies directly to Jill's right and walk slowly along the left 
side of the hallway. Use the auto aim to target the Hunter standing beneath 
the stairs and take him out with an acid round. Continue along the hallway 
and you'll see another Hunter with his back facing you at the next screen. 
Since he doesn't know you're there, it might be possible to kill him with a 
barrage of handgun bullets. Go through the door at the other end of this 
hallway to reach the green hallway.

---------------
Green hallway
---------------
You'll face two Hunters right in front of you. Quickly take one out with an 
acid round. If you have been following this guide and have a perfect aim, 
you should have 1 acid round left in the bazooka. Use that to quickly 
dispatch the 2nd hunter, although it's almost impossible to not get slashed. 
I know you may have 6 more acid rounds, but don't reload your bazooka just 
yet. The tiger bust room is guarded by a third hunter, but don't be afraid 
to use the handgun against him, since you'll at worst get slashed twice.

----------------
Tiger bust room
----------------
Place the red jewel into the tiger's right eye and it will turn anti-
clockwise, revealing a magnum revolver. Take this gun and return to the 
save room.

------------------
Mansion drug room
------------------
Deposit the magnum, the magnum rounds, the handgun and the handgun bullets. 
Take out the shotgun and shotgun shells and go upstairs again.

---------------------------
Top of mansion west stairs
---------------------------
Run past the door leading to the trophy room and examine the door at the 
end of the corridor. Jill will enter the pass number into the electronic 
lock, allowing her to go through.

------------------------
Crawling zombie hallway
------------------------
Run along the hallway and you'll find a giant bee in the distance. Shoot it 
down with the shotgun before it can get close! Move a bit further and 
you'll find 3 zombies crawling on the floor. Blast them with the shotgun, 
you should be able to hit more than one zombie with each shot! Feel free to 
pick up the green and blue herbs on the floor here before going through the 
door next to them.

------------------------
Second floor lift lobby
------------------------
You hear the sound of some Hunters coming in your direction. When you see 
the first one coming around the corner, blast him with the shotgun to knock 
him down. Fire another shell at him as soon as he gets up and he'll be 
killed. Note that a second Hunter is coming, so stay put and do the same 
thing to him when he comes around the corner. With both hunters killed, you 
can easily knife the zombie on the ground. Move along the hallway when you 
are done with him and go through the first door you see.

---------------
Storeroom
---------------
There are 12 explosive rounds and a giant acid battery in this room. You'll 
be reminded of a certain lift in the courtyard. But let's not bother with 
that for now. Get back out to the lift lobby and go through the blue double 
doors past another green herb.

---------------
Library
---------------
The desk to Jill's right can be opened with the lockpick, revealing the 
magnum rounds inside. Some zombies will also appear from the left of the 
screen. Wait for one to get close and shoot upwards with the shotgun. This 
will decapitate the zombie, killing him in one it. Go left yourself to find 
another aisle in the library with two zombies. Blast their heads off and 
ignore the door with a sword stabbed through it.

NOTE: If you do decide to yank the sword out (take out the stylus and 
perform a circular motion on the sword handle on the touchscreen), you can 
enter the room. Inside you will find a zombie that was held up by the tip 
of the sword on the floor, as well as an ink ribbon and some handgun 
bullets. The problem here is that your inventory is bound to be full at 
this point, and you'll risk causing a large group of crows to burst in 
through the windows.

In that aisle of the library, pick up the blue scrapbook at the base of the 
bookshelf. It contains loads of interesting background information on the 
mansion incident.

***************
Scrapbook
***************
Raccoon Times (May 27, 1998)
Headline: Animal attacks? Woman mutilated

May 20th. Around 10pm, a 20-year-old young woman's body was found by a 
passerby on the left bank of Marble River in the Cider District of Raccoon 
City. Raccoon police assume it to be a grizzly or other animal's doing due 
to teeth marks along the woman's arms and a severed left food which 
suggests considerable power. (1) Police speculate that the woman was hiking 
in the Arklay Mountains when the attack occurred. Police have no leads on 
the identity of the woman at this time.

Raccoon Weekly (June 16, 1998)
Headline: Monsters in the Arklay Mountains?

Some people claim they've seen monsters in the Arklay Mountains. These 
"monsters" are allegedly about the same size as large dogs and usually run 
in packs as wolves do. (2) It may sound like a group of wild dogs, but 
these "monsters" are supposedly very fierce and very resistant to attacks.

It is said that they won't bother people unless they are provoked, so it 
may be advisable to remain out of the Arklay mountains for the time being 
until this issue has been cleared up. But for all you thrill-seekers out 
there, this may be your chance for some adventure! (3)

Raccoon Times (July 9, 1998) (4)
Headline: Mystery in Arklay Mountains! Mountain road blocked

Due to successive disasters in the Arklay Mountains, the city authorities 
have decided to block the road leading to the foothills. At the same time, 
Raccoon police intend to begin the search for lost people with the help of 
S.T.A.R.S. team members.

They expect great difficulty because of the vast size of the Arklay 
Mountains and the primeval forest that covers most of the area. Also, 
people are still reporting sightings of grotesque monsters in the mountains.

Explanations:
(1) This has got to be the work of the escaped Cerberus dogs, which have 
run amok since the T-Virus leak of the mansion.
(2) Yup, this confirms that Cerberus dogs are running wild in the woods.
(3) The editors of those magazines have no idea of how fierce those dogs 
are. I wonder how many reckless citizens have decided to go hunting for 
those dogs and end up maimed or worse!
(4) Whose scrapbook is this? By that date, everyone in the mansion should 
be dead or zombified! Since when do zombies know how to read the newspapers?
*****END FILE*****

Go through the door to the left of the aisle and you'll enter the inner 
part of the library. You see some mysterious creature scuttling around to 
Jill's right. Run through the narrow gap to the right and you'll find it 
blocked by a statue. Push it to the right so that you can go through the 
gap and examine the red switch on the bust. Press the switch and a light 
will turn on in one of the corners of the room, revealing a square on the 
floor with a slightly different colour. Push the statue onto the square and 
a bookshelf to the right will slide aside, revealing a secret alcove.

Enter the alcove and examine the shiny object. It's a letter from someone 
named Eric.

***************
Eric's letter
***************
David,
I have a favour to ask. Can you look for a book I misplaced? Actually, it 
appears I lost it somewhere around the guardhouse quarters when I had a 
little too much to drink. 

It's very important to me. Please find it, thank you.
Eric
*****END FILE*****

It's time to return to the guardhouse. As you attempt to leave this room, a 
giant grey insect ambushes you. It's a Chimera! You are free to run past it 
and go through the door. Two more Chimeras have appeared in the outer part 
of the library, so run past them as well! Enter the mansion east stairs 
save room (get there via the second floor hallways to be safe) and deposit 
the acid rounds and magnum rounds. Take out the square crank, since you'll 
be needing it later. It's time to get back to the courtyard.

--------------------------------------
8. The great outdoors and underground
--------------------------------------
You'll have to fight a Hunter in the passageway leading to the courtyard. 
He is able to strike just off screen, making it hard for you to shoot him 
without getting slashed first. In addition, you'll have to fight a knife 
battle when you enter the upper level of the courtyard. You'll be fending 
off two zombies and a Hunter. The Hunter can be easily killed if you slash 
him in the horizontal direction (for me, it's from the left to right) just 
as he winds his claw up for an attack.

Head down to the lower level of the courtyard and go over to the lift 
that's currently powered down. Place the battery into the terminal and the 
lift will be powered up. Go up through that lift, back to the upper level 
of the courtyard and reenter the area with the giant pool of water. Use the 
square crank on the mechanism to refill the pool with water. You'll find 
the sound of the waterfall stopping altogether. Take the lift you've just 
activated back down to the lower level of the courtyard (You'll have to 
fight another knife battle against some Hunters beforehand). The waterfall 
has indeed stopped, and a cave behind it can now be entered.

Don't go underground yet, instead, reenter the guardhouse for the book 
mentioned in Eric's letter.

-----------------
Guardhouse lobby
-----------------
A lone giant bee is flying around the place, so blast it down from a 
distance. Enter the save room and deposit your square crank and any magnum 
rounds you have won from the knife battle. After that, equip your bazooka 
(loaded with explosive rounds) and reenter the guardhouse hallway.

-------------------
Guardhouse hallway
-------------------
A Hunter can be found straight down the hallway as soon as you enter. Use 
the auto aim to get him when he's just landed from his jump. Two blasts 
will do the trick. Move a little bit along the hallway and keep an eye on 
the corner. Blast the next Hunter when he comes around the corner before he 
knows what hits him. Once this hallway is clear, enter the beehive room.

---------------
Beehive room
---------------
This has got to be the worst predicament ever: 2 hunters coming at you from 
2 directions! As soon as you have control of Jill, open fire at the Hunter 
directly facing her to knock him onto the ground, before pressing the L 
button (while holding down the R button) to change targets and quickly 
hitting the other Hunter. Change target again and kill the first Hunter as 
soon as he gets up. At this point, the second Hunter would be back on his 
feet and run up close. You're very likely to be hit once before you can 
fire the killing blast. With these hunters killed, enter the room where the 
Plant 42 used to be. (If you are feeling nervous at this point, consider 
saving the game, since the upcoming boss battle can be tricky)

---------------
Plant 42 room
---------------
Boss battle! Yawn Mark II
It's time to take out the stylus as you fight the one and only Knife Boss 
Battle in the game, against another giant snake. I'll call him Yawn Mark II 
because the first one has absolutely no chance of resurrecting since it's 
molten into a puddle of purple slime.

Yawn Mark II only has one attack: His lunge bite. Every now and then, he'll 
pull his head back, making a loud hissing sound before he quickly charges 
forward. Your job is to intercept his lunge with your knife. Whatever you 
do, always swing your knife upwards from the bottom of the touch screen 
since this increases your chance of hitting the snake. In addition, try to 
swing your knife in the direction the snake is coming from (so, if this 
snake is lunging from the left, swing your knife diagonally upwards to the 
left from the bottom of the touch screen).

Yawn's skin is as tough as steel. Whenever he's not lunging, you can deal 
damage by slashing him in the mouth when he opens it, although it can be 
risky since he'll be lunging at you in a few seconds' time. Yawn Mark II 
should be dead after a long series of slashing. He leaves behind a red book 
on the floor, called the Doom Book 1. Pick up the book and examine it 
closely. Turn the book so that its fore edge faces you. Press the A button 
to open the book, revealing the Eagle Medal.

Return to the save room to deposit the medal into the item box. Get back 
out to the lower level of the courtyard and climb down the ladder behind 
the waterfall.

-------------------------
Underground entry tunnel
-------------------------
Welcome to the underground. Go through the door to Jill's right.

---------------
Barry tunnel
---------------
You find Barry, who says, "Jill, what good timing. A moment ago I heard 
someone's voice down this hole. It's dark and I can't see very well, let's 
go together, shall we?" Say yes to show that you trust Barry. "OK, let's 
go." "Okay, I'm going to cover you." But Jill hesitates, so Barry offers to 
go first. "Hey, do you want me to go first?" Sure thing, select Yes again. 
"Oh yes please, I'm a little nervous." "Okay, I understand. It may be a 
little more dangerous if you go behind me. Be careful." Barry runs off.

Run a few steps forward and you'll hear Barry shooting something, and some 
tense music is played. Go after him quick! It doesn't matter which door you 
go through though, they both lead to the same room.

---------------
Generator room
---------------
You see Barry fighting off a Hunter with his magnum. "That was too close," 
he says, "Let's go together." Jill then says in the exact same tone in the 
previous room, "OK, let's go." "Go, I'm going to cover you. Let's hurry!"

Go over to the alcove to the east for a first aid spray and some explosive 
rounds. With those items in hand, go through the door in the south east 
corner of this room.

------------------
Enrico's dead end
------------------
Run around the corner to find Enrico, the leader of the S.T.A.R.S. Bravo 
Team injured and lying against the wall. Enrico asks, "Is that Jill?" "Is 
that voice Enrico's?" Jill asks. "Yeah," he replies. "You're alive!" she 
exclaims. But still, Enrico doesn't seem happy to see you. "Wait there! Are 
you with anybody, Jill?" "What? Oh yes." Barry comes around as well.

Enrico then comments, "Barry and Jill together." Are you alright, Enrico?" 
Enrico gives you a stern warning, "The S.T.A.R.S. are doomed, someone is a 
traitor. Everything was plotted from the start by Umbrella." But before he 
could continue, someone shoots him in the chest, killing him instantly. 
"Enrico!" Jill screams in an awful voice.

Don't bother examining Enrico's corpse, he only holds handgun bullets. 
Leave this dead end (literally) and pick up the crank dropped by whoever 
shot Enrico. Closer inspection reveals that the end is shaped like a 
hexagon. As soon as you leave the room, you'll have to fight a knife battle 
against a zombie and 2 Hunters. In addition, 3 Chimeras would have spawned 
in the room where you met Barry, so run past them to reach the entry tunnel.

-------------------------
Underground entry tunnel
-------------------------
Run along the tunnel, past the typewriter and you'll find a pit around the 
corner. A hexagonal hole can be found on a red panel on the wall to the 
left. Use the hexagon crank on the hole and Jill will insert it and start 
turning. In doing so, she's created a bridge across the pit. Cross the 
bridge and go through the door on the other side.

------------------
First boulder run
------------------
Turn left and run over to the giant boulder at the end of the tunnel. Start 
running back to the door through which you entered this tunnel. As soon as 
you begin, the boulder will fall loose and roll after you! Provided that 
you run quickly enough, you'll be safe in the alcove where the door is. Run 
back to where the boulder was and you'll find some flame rounds in the hole 
in the wall. You'll also find that the boulder made a huge hole after 
crashing through the wall. Run through that hole to find a set of double 
doors guarded by a Hunter. Kill the Hunter and go through those doors.

------------------
Giant spider room
------------------
A giant spider is on the loose! Dodge its multidirectional venom attack and 
blast it full of explosive rounds. It should die, leaving its legs behind, 
after 6 hits. With the spider killed, run over to the door at the other 
side of this room. Take out your knife to cut through the cobwebs before 
going through those doors.

--------------------
Naked zombie tunnel
--------------------
A naked zombie will run after you from the left. Wait for him to get close 
before blasting his head clean off. Make your way to the east end of the 
tunnel and go through the door there.

----------------------
Underground save room
----------------------
Load the flame rounds into the bazooka and deposit it into the item box, 
along with any excess healing items in your inventory (there's another 
first aid spray on the desk). At the same time, take out the Eagle Medal, 
since you'll have to use it soon. Now, let's examine the puzzle box.

Puzzle box!
This box features 6 circles, arranged as follows clockwise from the top:
1. Yellow ring with green circle
2. Green ring with blue circle
3. Pink ring with yellow circle
4. Blue ring with grey circle
5. Red ring with pink circle
6. Grey ring with red circle

Perform the following colour swaps to solve the puzzle: 2 and 3 -> 1 and 2 
-> 4 and 5 -> 3 and 4 -> 5 and 6. Your reward is: Even more explosive 
rounds! Consider saving your game here, since the next part of the game can 
be very nerve wrecking. Get back to the hallway and go through the door at 
the other end.

-----------------------
Second boulder hallway
-----------------------
Go north, then west along the corridor until you find a hole in the wall to 
the left. Stick the hexagon crank into the hole and turn it three times. 
The wall section in front of you will turn and reveal a secret alcove. 
Before you go through that door, run over to the boulder at the end of the 
hallway before running away. The boulder will start to roll after you! Run 
into the alcove so as not to be squished. Now that the boulder is out of 
the way, examine the small hole in the wall behind where it once was for a 
MO disk. The map of the underground is to the right, but will prove to be 
useless since there is only one room you haven't explored. Let's enter that, 
shall we? Run back into the alcove and go through the door.

-------------------
Statue puzzle room
-------------------
You'll be immediately treated to a knife battle, getting the handgun 
bullets as a reward. With the zombies killed, inspect the room. You'll find 
a statue in a corner. Push it in the direction of the door, beyond the 
brown socket on the wall with the hexagonal hole (for the crank, obviously) 
and stop when it is around 1 body width past the panel. 

Use the hexagon crank on the hole and the wall section behind the statue 
will push outwards for you. Turn the crank once more and the wall section 
will retreat into the rest of the wall again. Now, push the statue onto the 
bright yellow square on the ground to reveal a secret storage compartment 
on the wall by the door. Examine the compartment to find the Doom Book 2. 
Examine the fore edge of the book to open it, revealing a Wolf Medal. Now 
that you have both medals, it's time to leave.

-----------------------
Second boulder hallway
-----------------------
Run back to where you first entered the room and go south. You'll find a 
lift on which you can ride up.

----------------
Lab access area
----------------
Pick up the green and red herbs on the ground and combine them at your 
leisure. Now, go and check out the giant water pool. You find 2 circular 
holes on two parts of the wall surrounding the water pool with pictures of 
a wolf and an eagle carved into the hollow. Insert the Wolf and Eagle 
Medals into the corresponding hole and you'll cause the water pool to drain 
up, revealing a secret lift leading down somewhere. Walk through the newly 
created gap in the wall and climb down the stairs. Examine the lift to go 
all the way down.

------------------------
9. Fresh out of the lab
------------------------
Welcome to the secret laboratory under the mansion. Once you've exited the 
lift, run around the corridor and you'll find a pair of double doors that 
are currently locked. Examine the metal plate to the right and you'll find 
that it's an emergency exit that will not open unless under 1st class 
emergency. So, climb down the ladder for now.

------------------
Lab entrance room
------------------
There is an item box in this room, but no typewriter. Anyway, it's time to 
deposit all redundant items into the box. This includes the herbs, MO disk 
and hexagon crank. A puzzle box can be found here too.

Puzzle box!
Just like the previous box, this one comes equipped with 6 circles, 
arranged in the following order, clockwise from top:
1. Yellow ring with green circle
2. Green ring with grey circle
3. Pink ring with blue circle
4. Blue ring with pink circle
5. Red ring with yellow circle
6. Grey ring with red circle

Let's perform colour swaps in the following order: 3 and 4 -> 5 and 6 -> 1 
and 2 -> 6 and 1. The box opens, revealing magnum rounds. Deposit the 
magnum rounds and go through the double doors.

---------------
B2 hallway
---------------
You're given the simple task of warding off some crows in the knife battle. 
Once it's over, draw your shotgun and quickly decapitate the zombie right 
in front of you! A second will crawl after you on the ground. 2 more will 
actively come after you on this passageway, while another is around the 
corner to the left. They are all easy targets for your shotgun. With them 
all killed, go over to the table by the currently electronically locked 
door and pick up the MO disk. Now, go down the stairs.

------------------
B3 square hallway
------------------
There are some nude zombies here, but let's not bother with them. Go 
through the door directly to Jill's right (the left side, that is).

----------------
B3 west hallway
----------------
Some naked zombies are crawling towards you. Blast them with the shotgun or 
just let them grab at your ankles, causing Jill to kick their heads off. 
When they are dead, go through the door to the right of the double doors 
through which you've entered this hallway.

------------------
Picture code room
------------------
A nude zombie will run straight at you, so blast his head off. Press the 
red switch to the left to turn on the light. Handgun bullets can be found 
in a brown crate next to the washbasin, and a green herb can be found on 
the ground by the picture, past a zombie that's lying flat on the ground. A 
letter can be found on the desk, so read it.

********************
Researcher's letter
********************
June 8, 1998
Dear Ada, (1)
By the time you read this, I'll be something... different. Today's test 
turned out to be positive, just as I expected. I feel like going crazy when 
I think about becoming one of them. (2)

Ada, you're not infected and I hope you never will be. In case you're the 
last one left, take the material in the Visual Data Room and go to the 
Power Room to operate the Triggering System before you escape. (3) And 
please don't let them get away with this, let the world know.

If everything is in order, all the locks can be opened by the security 
system. (4) You can access the system if you log in with my name at the 
terminal in the small lab and enter the password. The password is your name. 
(5)

To unlock the door on B2 where the Visual Data room is located, you'll need 
to access it with our names first and then enter another password. I've 
written the code below. I'm sure you'll understand it. And this is my last 
request - if you find me completely changed, please kill me yourself. (6)

Password = (4 special looking symbols) (7)
Yours,
John

Explanations:
(1) This Ada is the Ada Wong of Resident Evils 2 and 4. You'll find her 
looking for the John who wrote this letter while playing through Leon's 
game then.
(2) Yup, another goodbye letter from one of those many zombies to be. At 
least this one provides useful information.
(3) Ada obviously never received this letter since the lab is still 
standing at this point in time.
(4) The triggering system refers to the self-destruct system. Activating it 
will unlock all doors in the facility to facilitate your escape.
(5) A certain computer in the lab controls the electronic locks of the 
facility. To even access the system, you'll have to log in with "john" as 
the user name and "ada" as the password.
(6) One of those zombies that got in your way had to be John, right?
(7) Each of the 4 strange looking symbols refer to a different letter. 
You'll find out how to decode this after this file.
*****END FILE*****

Let's try to crack that code, shall we? Go over to the picture and examine 
it. You'll find a tree, a woman, a man and some water marked by some 
strange symbols. In fact, all those symbols refer to the letters that take 
up the word. For example, the symbol that looks like the letter "M" refers 
to the E. If you are still not sure about which letter each symbol stands 
for, go over to the bookshelf in this room and push it aside, revealing 
another switch. Press it and the room will be illuminated with blue light. 
Check the picture again and you'll find the corresponding letters appearing 
over the symbols.

Long story short, the second password is simply, "mole". Head back to the 
B3 main hallway.

----------------
B3 main hallway
----------------
Fight your way past the naked zombies and go through the door to the 
northeast.

--------------------
Door unlocking room
--------------------
Another naked zombie will run towards you as soon as you enter, blast his 
head off as well. Pick up the blue projector slides on the floor before 
examining the computer. You'll be asked for the login ID and password. The 
keyboard is on the touchscreen. 

First, key in "john" as the login and press the Enter key. Afterwards, key 
in "ada" as the password and press Enter. Man, John must have never heard 
of something called password strength! You'll then be presented with a menu 
with 3 options: B2, B3 AND Cancel. First, select B2 and press Enter. You'll 
be asked for a second password. Key in "mole" and press Enter. You've now 
unlocked the Visual Data Room! Now, select B3 on the menu and press Enter 
to unlock that room as well. Now, you can exit the system and get out.

Head back to the B3 west hallway and go through the now unlocked door in 
the middle of the hallway.

---------------
Dartboard room
---------------
You'll have to fight another knife battle before you can get on with what 
you want to do. Kill the zombies and pick up the handgun bullets. Go over 
to the desk behind the bookshelf to find a pass code output machine. Place 
the MO Disk into the machine and you'll be given a pass code.

***************
Pass Code 01
***************
"I swear by myself," declares the Lord, "that because you have done this 
and have not withheld your son, your only son." (Genesis 22:16)
*****END FILE*****

I wonder whose idea it is to use quotes from the Bible as pass codes! Go 
and examine the dartboard to the right of the desk and you'll get to play 
with it. Your goal is to use your stylus to throw the darts at the board, 
in an attempt to get 3 bullseyes with the 9 darts provided. To throw a dart, 
press down on the touch screen with the tip of the stylus. Slide the tip of 
the stylus in the direction of the bullseye before lifting the stylus off 
the screen. The faster you slide the stylus, the harder you throw the dart. 
My tip is to start at the centre of the touch screen and directly slide the 
stylus upwards. You'll eventually get 3 bullseyes after some tries. Note 
that you have to start over if you fail to get 3 bullseyes having used up 
all the 9 darts.

Once you've managed to get the 3 bullseyes, a brown compartment on the wall 
will open up, revealing an urgent Fax message from Umbrella headquarters 
and some magnum bullets.

***************
Fax
***************
To: General Manager, Sanitation Division
From: Special Committee on Disasters Raccoon Special Research Dept.

This memorandum is strictly confidential and must be destroyed as soon as 
it is read. (1)

Regarding the "T-Virus" outbreak which occurred recently, the Committee 
conducted a field survey. According to the survey results, estimates of the 
amount of damage caused by the accident are considerably greater than 
reported earlier.

First, although it is very difficult to obtain accurate data in terms of 
actual numbers, it is thought that more than half of the researchers died 
after exposure to the "T-Virus". (2) The body count will most likely 
increase since nearly all the survivors show symptoms associated with the 
T-Virus.

Second, our security system is still in operation. However, our special 
security guard squad has been nearly wiped out. Because of that, research 
information considered by our company to be top secret has been leaked to 
outsiders. (3) Counter-measures should be taken as soon as possible.

Lastly, many of the "subjects" from the experiment have escaped and are out 
of control. We believe that some researchers were killed by these "subjects" 
and their bodies were mutilated. (4) By curious coincidence, these events 
are proof of the success of our research. (5)

However, there is also a very high risk that this news may be leaked to the 
press if we don't act immediately. The condition is very serious. Our 
operation to cover-up the situation is difficult to attain, however he hope 
the problem will be solved quickly. (6)

We are especially concerned that the State Police and S.T.A.R.S. are 
intervening too quickly. (7) We need to act on this situation as well.

Explanations:
(1) It's obvious that by the time this fax arrived, most if not all of the 
researchers are either dead or have become zombies.
(2) Now you know the power of the T-Virus. The amount of virus that broke 
out must have been extremely great for so many people to have died nearly 
instantly.
(3) With the lack of staff maintaining the security system, you are able to 
crack the locks and codes one by one to get more clues throughout the game.
(4) The deaths of Joseph Frost and all those hikers were caused by the 
Cerberus dogs, Hunters and other test subjects that have escaped from the 
facility following the viral accident.
(5) Some things in life are bad, they can really make you mad. Other things 
just make you swear and curse. So when you're chewing on life's gristle, 
don't grumble, give a whistle! And everything will just turn out for the 
best. And... Always look on the bright side of life... You know the rest of 
that song. If not, go and watch Monty Python's Life of Brian.
(6) Just like any big company, Umbrella loves to cover up their mistakes, 
no matter how severe it will be.
(7) This might explain why there is a traitor in your midst. Someone just 
doesn't want S.T.A.R.S. snooping around.
*****END FILE*****

Now, let's go back up to level B2 and enter the Visual Data Room. It's the 
only unexplored room on that level, so you can't miss it.

-----------------
Visual Data Room
-----------------
A single giant bee can be found in this room, so shoot it down before it 
can get close. Insert the slides into the projector to start a little 
slideshow detailing the various Bio-Organic Weapons that are currently 
being developed by the Umbrella Corporation. There's MA-39 Cerberus, which 
are those evil hellhounds; FI-3 Neptune, which are the sharks; MA-121 
Hunter, those evil reptiles; T-002 Tyrant, hey, what's that? After that 
comes a blank slide, then a photograph of the R&D staff of the Bio-Weapon 
Research Institute. Surprise, Wesker is there! So he's the traitor.

Puzzle time!
Examine the black panel to the left of the large screen and open it. You 
now have to light all blue buttons to unlock something. Any time a red lamp 
turns on, the blue button beneath it will be turned off. You must light up 
all 5 buttons within 5 presses. In order to solve this puzzle, always press 
the button beneath the red light that's just flashed. This is because each 
red light will only turn on once. I'm guessing that the solution here will 
be to press the 5 buttons in the following order:

2nd from right -> Leftmost one -> Rightmost one -> Centre -> 2nd from left

If that's not the solution, you should be able to unlock it after some 
trial and error. A pillar on the wall will slide to the left, revealing a 
hidden shelf. Examine the shelf for a Lab Key, which is actually a Power 
Room Key.

Before leaving, examine the bookshelf to the right of the door for a file 
explaining the laboratory's security system.

**************** 
Security System
****************
-Basement Level 1-
Helicopter Port
Helicopter Port restricted to Executives and Government Officials only. 
This restriction may not apply in case of an accident.

Passage to the Helicopter
No one is allowed to enter unless they are accompanied by a Research 
Consultant or Security Director. All others will be shot on sight. (1)

Elevator
The elevator stops working during emergencies.

-Basement Level 2-
Visual Data Room
The Visual Data Room is within the control of the Special Research Division. 
Keith Arving, the Room Manager, has jurisdiction over room usage.

-Basement Level 3-
Prison
The Sanitation Division controls the usage of the prison. Consultant 
Researchers (E. Smith, S. Ross, A. Wesker) (2) must be present if virus is 
used. (3)

Triple Lock Door
No one is allowed to enter unless they present all pass code documents. 
Pass code documents must be created on the specialised output machine by 
the Chief Researcher of each block. (4)

Power Room
Only Headquarters Supervisors may enter. This restriction may not apply if 
the Consultant Reseracher has received special instructions.

Pass Code Output Machine
No one is allowed to use the pass code output machine except the Chief 
Researcher.

-Basement Level 4-
Top Secret
Regarding the progress of "Tyrant" after the use of T-Virus... (Remaining 
document is unreadable) (5)

Explanations:
(1) The Emergency Exit leads to the helipad, on which you may be able to 
signal Brad to arrive in his helicopter to pick you up.
(2) This confirms that Wesker is the traitor who's been working with 
Umbrella.
(3) Umbrella may use their human prisoners as live guinea pigs for their 
viral experiments!
(4) The pass codes are used to unlock a Triple Lock Door leading to the 
prison, where someone you know is currently being locked up.
(5) It's so typical of these games to give you a sense of suspense.
*****END FILE*****

Leave and go back down to level B3. Head towards the southeast of the main 
hallway, past the naked zombies, and go through the double doors at the 
corner.

----------------
B3 east hallway
----------------
Blast all the zombies in this hallway and go through the door directly 
facing the one through which you've entered.

---------------
Lab save room
---------------
This is the last save room of the game. Pick up the Flame Rounds and 
deposit it into the item box. Examine the puzzle box as well.

Puzzle box!
There are 8 circles in total this time, arranged in the following order 
clockwise from top:
1. Yellow ring with orange circle
2. Green ring with grey circle
3. Orange ring with yellow circle
4. Pink ring with purple circle
5. Blue ring with red circle
6. Purple ring with pink circle
7. Red ring with blue circle
8. Grey ring with green circle

The colour swapper also swaps 2 pairs of circles at the same time (two 
colours 90 degrees from each other and two colours 180 degrees from each 
other)! Perform the following swaps: (3 and 5) + (4 and 8) -> (4 and 6) + 
(5 and 1) -> (5 and 7) + (2 and 6) -> (6 and 8) + (3 and 7). The box opens, 
revealing even more magnum rounds. Deposit them into the item box and 
withdraw the two MO disks before going back out to the hallway.

----------------
B3 east hallway
----------------
Fight the knife battle: You'll be fighting 2 naked zombies and a hunter. 
With them gone, take your reward, go west and go through the door on the 
right side of the corridor.

------------------
Operating theatre
------------------
A red herb can be found on the washbasin, and some shotgun shells can be 
found on a table. You'll find two crates in this room which must be pushed 
over the two circular vents on the floor. To make things easier to explain, 
let the left crate be crate 1 and the right crate be crate 2. 

Start by pushing crate 2 all the way to the top of the screen, over the 
right vent. After that, push crate 1 so it is directly below crate 2. Push 
the red steps all the way to the operating table at the bottom of the 
screen. This will create enough space for you to push crate 1 first to the 
left, then over the left vent. Now, make sure that there is a wide enough 
gap between the two crates for the steps to fit it. Push the steps to the 
right, until it is no longer leaning against the operating table. Now, you 
can go over to the bottom of the screen and push the steps upwards, then 
left, then into the gap between the two crates.

As you push the steps against the wall, you'll hear a clicking sound. 
That's the sound of a switch being pressed down. In fact, that switch 
releases poisonous gases into the room through the vents you've just 
covered. Since the vents are covered, you are safe. Climb up the steps and 
examine the vent on the wall. Enter the shaft to reach another room.

---------------
Morgue
---------------
Loads of naked zombies are lying on the ground. Go over to the shelf to the 
left and blast the zombie on the floor before picking up the magnum rounds 
there. Make your way to the other end of the room, killing all the naked 
zombies on the ground. A disk reader can be found on the table. Place a MO 
Disk inside for the second pass code.

***************
Pass Code 02
***************
I will surely bless you and make your descendants as numerous as the stars 
in the sky, and as the sand on the seashore. Your descendants will take 
possession of the cities of their enemies. (Genesis 22:17)
*****END FILE*****

Leave through the double doors and return to the save room. Withdraw the 
bazooka and flame rounds and deposit the magnum round. It's time to head 
south into the power rooms.

---------------
Power room 1
---------------
You'll fight yet another knife battle upon arrival, this time against naked 
zombies, a Cerberus dog and a hunter. Once they are dealt with, brace 
yourself for the chimeras. Walk around slowly and try to coax them to get 
on the ground. Once they have done so, quickly turn around and blast a 
flame round into them. One round kills these insects instantly. Make your 
way to the southwest corner of this room and watch out for another chimera. 
Blast it down to size and examine the control panel.

Puzzle time!
You are to adjust the wiring of the power regulator to ensure that all 3 
graphs extend to the red region. You can draw two wires on the circuit with 
your stylus. The wires should be drawn between columns 2 and 3 and between 
columns 4 and 5. Both of them should be drawn near the top, but below the 
top most wire between columns 3 and 4. (It's hard to explain without 
drawing a diagram).

Once you've solved the puzzle, go through the door at the southeast corner 
of the room. 

---------------
Power room 2
---------------
Walk straight forwards until you reach a dead end with a disk reader. Place 
the final MO disk in for the third pass code.

***************
Pass code 03
***************
And through your offspring all nations on earth will be blessed, because 
you have obeyed me." (Genesis 22:18)
*****END FILE*****

There are no chimeras in this room, so run all the way to the door leading 
south to the final power room.

---------------
Power room 3
---------------
There are two chimeras in this room, kill them with the same walk and lure 
method. It's likely that you'll get hurt while doing this, but you have a 
full healing item handy, right? Explore this room and you'll find 2 control 
panels: A triggering system activator and a power connection switch. The 
former cannot be activated yet, while the latter can be used.

Puzzle time!
Just like the previous puzzle, you are to place 2 wires to realign the 
voltages so that all 3 graphs on the top screen extend to the red. Start by 
drawing a wire between columns 2 and 3, between the 2 wires linking columns 
2 and 4. After that, draw a wire between columns 3 and 6, slightly beneath 
the top wire between the two columns. With the puzzle solved, the lift on 
this level has power. Return to the B3 east hallway.

----------------
B3 east hallway
----------------
Enter the save room, deposit the flame rounds and withdraw the acid rounds, 
as well as the magnum and magnum rounds. Withdraw 2 full healing items and 
get out to the lift. Go and press the switch by the lift and Barry will 
come see you.

"Jill!" He cries, "Jill! You are here too!" Jill is pleased to see him, 
"Yes, you're here too?" "Look, uh..." Barry replies, "I lost my way." Well, 
that's certainly an excellent explanation as to why you wound up here! But 
still, Jill tells him, "Let's get going." So, they take the lift and go 
down to the lowest level.

---------------
Laboratory B4
---------------
Surprise, Wesker's waiting for you. "Wesker," she says. "You did a fine job, 
Barry," Wesker says. Barry holds Jill at gunpoint, she mutters, "Just as I 
thought." "Jill, I think you should keep away from Barry. I hear that his 
wife and two daughters will be in danger if I don't do anything I tell him 
to." "You are so cruel" "Well, you don't have to worry about anything, 
since you'll be free from this world very soon, Jill." 

Jill asks with a horrible tone, "Why do you have to destroy S.T.A.R.S.?" 
Wesker explains, "That is Umbrella's intention. This laboratory has been 
engaged in dangerous experiment and recently an accident has occurred. 
Anyway, this disaster cannot be made public." "So that's why having 
S.T.A.R.S. nosing about is so inconvenient," Jill replies cynically, "So 
you are a slave of Umbrella now, along with those virus monsters."

"I think you misunderstand me Jill. All those monsters you mentioned mean 
nothing to me. I'll burn all of them along with this entire laboratory. I 
must complete my mission, as ordered by Umbrella. Barry, go up on the 
ground and wait there." Barry leaves reluctantly to Jill's cry, "Barry!"

Now that Barry's gone, Wesker mocks him, "Barry's such a fool, he'll be 
under the control of Umbrella forever." "How can both Umbrella and you can 
intimidate him by taking his family as hostages," Jill asks. "Umbrella? 
Well, I intimidated him. I just used him for my own personal purposes, 
although you and Barry seem to think that I was taking orders from 
Umbrella!" Jill is shocked, "So you're planning something else?" Wesker 
replies with a counter question, "What if you have developed the world's 
most powerful biological weapon? What would you do?" "You must stop this 
now!"

"You're a brave girl. But if I were you I'd do something else. You guys are 
idiots! No one understands its real value!" "So you are going to steal all 
the research?" "Better than that, I'm going to show you the Tyrant!" Wesker 
forces Jill to walk into the lab at gunpoint. But all of a sudden, Barry 
reappears and knocks Wesker out by a blow to the back of the head. "Barry!" 
Jill cries.

"Sorry, Jill." "How was your family." "I was listening to what you and 
Wesker were talking about earlier. I think that must have something to do 
with Umbrella you know. So it's all masterminded by him!" "But it's good 
that you know that now. Anyway, let's get out of this house first." However, 
Barry's got another idea. "Jill," he says, "Do you have any idea what 
Wesker was going to show you just now?" "Well," Jill replies, "He was 
talking about the world's most powerful biological weapon, called Tyrant or 
something." "Do you think we could see the Tyrant now?" "Barry, you are so 
optimistic." Barry then explains, "It would be bad for S.T.A.R.S. if we let 
such a dangerous creature run loose." Now, that's professionalism for you! 
"Maybe you're right, let's go then."

The two then enter the lab itself. You see the Tyrant, a gigantic humanoid 
creature inside a cryogenic tube. Jill asks, "Can creature like this be the 
ultimate biological weapon?" Barry comments, "Wesker is such a crazy man!" 
"Tyrant is not fully developed." Barry explains, "But we can't let it live! 
This must be the computer that's monitoring the creature." Barry goes over 
to the computer terminal and presses a few buttons. The cryogenic fluid is 
drained from the tube, waking up the Tyrant, who immediately proceeds to 
smash his way out of the tube!

Looks like you have opened a can of worms, Barry! "Damn you!" he cries. 
Before he can move a muscle, he's knocked down by the Tyrant, who then goes 
for Jill. "It cannot control what it does," she mutters. It's time to fight 
this Tyrant with a hit and run tactic. Keep your distance so he cannot 
slash you with his claw and blast him full of flame and acid rounds. For me, 
it took 2 flame rounds and 5 grenade rounds to knock him out.

Once Tyrant is down, examine Barry. "Barry! Barry!" Jill cries. Barry wakes 
up, "You're alive!" "I'm really careless," Barry mutters, "I was clumsy." 
"Let's get going." Leave this room, since nothing else is of interest. You 
find Wesker gone. "What happened to Wesker?" Jill asks. The PA system then 
announces that the triggering system has been activated. Barry says, 
"Wesker must have set it off. There is not much time left for us." The two 
run for the lift and take it up. That's when you split up. Run over to the 
B3 west hallway, past some chimeras who have appeared in the central 
hallway.

----------------
B3 west hallway
----------------
Run over to the other end of the hallway and examine the triple lock 
mechanism by the double doors. Press the A button repeatedly to enter all 3 
pass codes to unlock the door. Go through to find the prison.

---------------
Prison
---------------
Loads of naked zombies are in the way, so blast them to pieces with the 
shotgun. Open the door at the end of the hallway to free your teammate 
Chris. Now that Chris is free, make your way back to level B1, depositing 
your shotgun (along with the ammo) and withdrawing more full healing items 
from the item box as needed. However, make sure you have at least 1 empty 
slot in your inventory.

---------------
Level B1
---------------
Go through the door marked "Emergency Exit". Run through the hallway. As 
you do so, you'll receive another radio transmission from Brad. "This is 
Brad. Running low on fuel. If there's anyone alive, contact me now okay? 
This is your last..." Yes, you'd better hurry and contact him or you'll be 
trapped here and be blown to bits! Pick up the battery on the ground as you 
run towards the lift. Use it on the power terminal to turn it on. You are 
told that "There is three minutes until explosion". You also hear the sound 
of monsters approaching. "Oh no! After we've come all the way here," Jill 
moans. Chris replies, "Ladies first, go first, Jill!" "But Chris!" "Just 
give me a chance to play nice guy." "Okay, I will leave it up to you. I'll 
meet you at the heliport."

Jill enters the lift. As you can see, the clock is ticking throughout the 
conversation. You only have 2 minutes 37 seconds left the moment you get 
onto the lift. It continues to tick as it goes up.

---------------
Heliport
---------------
It's daylight. Grab the flare on the brown crate to the left and use it. 
Jill will fire it to the sky, attracting Brad's attention, who prepares to 
land. However, the Tyrant is still alive. He bursts out of the ground for a 
final battle! It's time for more hit and run action against him. In 
addition, you should always run to the Tyrant's right hand side since his 
claw can't hit you if you do that. Whatever you do, don't get trapped in a 
corner since he can easily pin you down. Keep shooting and healing yourself 
as necessary and Brad will eventually drop a rocket launcher on the ground. 
"It's coming!" He cries, "Destroy the monster with it! You're our amazon, 
Jill!" Run over to the launcher, pick it up and quickly open fire! 

The rocket flies towards the Tyrant and blasts it to pieces in one hit! You 
call that the ultimate bioweapon? The chopper lands and picks you, Chris 
and Barry up before flying off. You then have an ending full movie scene 
where you see Jill sleeping on Chris' shoulder as he looks on. Meanwhile, 
Barry is checking his magnum. The helicopter flies into the sunrise, 
leaving the mansion to be destroyed in the resulting explosion. 

Enjoy the credits! You'll be allowed to save a file for the new meta-game, 
which includes a Special Key to unlock a room with additional costumes for 
your character. In addition, if this is the first time you've completed the 
game, you'll also unlock a new minigame called Master of Knifing. Enjoy! 
(NOTE: There are no rewards for beating this game within a certain time.)

+-------------------------------------------------------------------------+
|                 III. CHRIS REDFIELD'S HARD NIGHT'S FIGHT                |
+-------------------------------------------------------------------------+
Now that you have beaten Jill's game, it's time to step it up a bit and 
play as Chris. Chris' game is considerably harder than Jill's game because: 
He can only carry up to 6 items in his inventory at any time; He does not 
receive the grenade launcher, making him more reliant on the shotgun; He 
does not get the lockpick, hence has to search for small keys scattered 
around the mansion to open simple locks, as well as the sword key to 
progress early on; Certain puzzles and puzzle boxes in the game will not 
give you as many hints and are slightly harder.

However, everything has a good side to it. Chris has more health and gets 
more shotgun ammunition. He does not need to worry about micromanaging the 
three types of bazooka ammo. Furthermore, his assisting character offers to 
heal him completely for free several times early in the game. So let's 
begin Chris' game, watch the opening scene and enter the mansion once more.

--------------------------
10. Initial investigation
--------------------------
This time, Barry is missing. Chris offers to check out a shot that was 
fired while Wesker and Jill stay behind in the hall in case of an emergency. 
Jill tells Chris to take care before he goes through the door.

---------------
Dining room
---------------
Move towards the other end of the dining room. No one is here, so go 
through the door to the right of the fireplace.

------------------------
First encounter hallway
------------------------
Move downwards and you'll find a rather gruesome scene. It seems some 
undead person in a green suit is busy devouring one of the Bravo Team 
members! He spots you, so back off. You may be unarmed at this point, but 
don't worry. Take out your knife and start slashing. Slash the zombie once, 
retreat a few steps, wait for the zombie to come close, slash again and 
retreat a bit more. Keep doing this along the corridor until the zombie is 
dead. You can tell when blood spurts out from the zombie's body.

With the zombie killed, go and examine your team mate's body. It's Kenneth 
Sullivan, and now he's a mere shadow of his former self. Examine his body 
again for some handgun bullets. Return to the dining room now.

---------------
Mansion lobby
---------------
The lobby is empty. "Wesker? Jill? What happened to Jill and Wesker?" Chris 
asks himself. But still, you find Jill's gun on the floor, so take it 
(don't forget to equip it) and go upstairs.

-----------------------------
Upper level of mansion lobby
-----------------------------
Go through the double doors on the west side of this level. You'll be on 
the walkway overlooking the dining room.

--------------------------
Walkway above dining room
--------------------------
You're on a walkway above the dining room. Move back and forth to avoid the 
crow's attack, and slash it when it lands. Run over to the statue and start 
pushing it in the direction of the screen. The viewing angle will change 
shortly, revealing two zombies. Stay where you are and let the zombies come. 
They'll try to get you, but cannot since the statue's in the way. Take 
advantage of this to slash them to death with impunity (Chris' knife can 
travel through the statue!). Sometimes, a glitch may occur when the zombie 
goes right through the statue to your side when he falls down onto the 
floor (it's happened to me once)!

Once the zombies are killed, continue pushing the statue forwards until you 
see a gap on the railing. Push the statue through the gap and it will fall 
down to the dining room and break into many pieces. Now, reload your 
handgun and go through the other door.

---------------------------
Top of mansion west stairs
---------------------------
A zombie can be found in front of you. Shoot him down fast and dodge the 
crow. Slash it dead when it lands and move along. The other two zombies can 
be killed by slashing and retreating. Go down the stairs once they are dead.

--------------------
Mansion west stairs
--------------------
Walk along this hallway, making 3 Cerberus burst in through the windows as 
you do so. Kill these 3 dogs and slash the floored zombie to death as well. 
With them killed, go through the door nearest to the stairs.

---------------
Drug room
---------------
You enter the room, only to be sprayed in the face with insecticide! "Woah! 
What is it!" "What! OH NO!" cries the female rookie that sprayed you, but 
she quickly regained her composure and calmed down in less than a second! 
What acting! "Sorry, I didn't mean to do that." "Haha, you must be from the 
Bravo Team." "Yes, I'm Rebecca, Rebecca Chambers. I'm a newcomer. I've just 
joined the Bravo Team last month. Well I'm really sorry, are you alright?" 
"Yes, I'm Chris Redfield from the Alpha Team. Are you the only person left 
in the Bravo Team?" "Yes, because the helicopter made a forced landing, I 
just ran into this house anyway, but I uh..." "Well, there's not much you 
could have done anyway, it's good that you are here." Rebecca salutes you, 
"Yes sir. But it's strange. I serviced the helicopter recently, but 
something went wrong with the engine. It was such a short flight."

You now get to play. Go over to the bed to get the mansion key, which is 
actually the Sword Key. Also examine the blue box by the item box, it's the 
puzzle box.

Puzzle box!
This box features 5 circles, arranged in the following order clockwise from 
top:

1. Yellow ring with blue circle
2. Green ring with yellow circle
3. Pink ring with red circle
4. Blue ring with green circle
5. Red ring with pink circle

It's time to perform the following colour swaps: 2 and 4 -> 4 and 1 -> 3 
and 5. The box opens, revealing a box of shotgun shells. Place them inside 
the item box with the other ammo for now. Also consider depositing the 
first aid spray in your inventory for now, while withdrawing the handgun 
bullets. Attempt to leave and Rebecca will talk to you once more.

"Well, what should I do now? If you go out and search for the other members, 
how about letting me come with you?" You get to choose between yes and no. 
I suggest you choose no, because she wouldn't follow you if you choose yes. 
"It's pretty dangerous outside, let me handle it." "OK, since there are 
lots of useful chemicals in this room, let me look after the chemicals." 
Now, every time you return to this room, Rebecca will offer to heal you 
completely, up to three times!

--------------------
Mansion west stairs
--------------------
Make your way through the hallway and go through the only unlocked door at 
the other end.

---------------
Green hallway
---------------
You enter the room to come face to face with two zombies, who immediately 
run at you. Quickly run to the corridor to Chris' right until you reach the 
first door to the right. Now, you have enough distance to dispatch the 
zombies before they can reach you. A total of three zombies will come after 
you. When they are dead, unlock the door you are standing next to with the 
sword key and enter the room.

---------------
Keeper's room
---------------
Some handgun bullets can be found on the bed. Walk over to the other end of 
the room and try to pick up the book on the table. The keeper (now a zombie) 
bursts out of the wardrobe! React quickly and run to the right, back to the 
bed and you'll be in the perfect position to slash and retreat. You'll know 
the keeper's dead when the music stops. Once he's dead, pick up the shotgun 
shells in the wardrobe as well as that book. It's the Keeper's Diary.

***************
Keeper's diary
***************
May 9, 1998
At night, I played poker with Scott the guard, Alisa and Steve the 
researcher. Steve was really lucky, but I think he was cheating, what a 
scumbag!

May 10, 1998
Today, a high ranking researcher asked me to take care of a new kind of 
monster. They look like gorillas without any skin. (1) They told me to feed 
them live food. When I threw in a pig, they were playing with it... tearing 
off the pig's legs and pulling out the guts before they actually ate it.

May 11, 1998
Around 5 o'clock this morning, Scott came in and woke me up suddenly. He 
was wearing a protective suit that looked like a space suit. He told me to 
put one on as well. I heard there was an accident in the basement lab. (2) 
It's no wonder, those researchers never rest, even at night.

May 12, 1998
I've been wearing this annoying space suit since yesterday, I feel all 
musty and my skin is very itchy. By way of revenge, I didn't feed those 
dogs today. Now I feel better.

May 13, 1998
I went to the medical room because my back is all swollen and itchy. They 
put a big bandage on my back and the doctor told me I did not need to wear 
the space suit anymore.

I guess I can sleep well tonight.

May 14, 1998
When I woke up this morning, I found another blister on my foot. It was 
annoying and I ended up dragging my foot as I went to the dogs' pen. They 
have been quiet since morning, which was very unusual. I found that some of 
them had escaped. (3) I'll be in real trouble if the higher-ups found out.

May 15, 1998
Even though I didn't feel well, I decided to go to see Nancy. It's my first 
day off in a long time. But I was stopped by the guard on the way out. They 
say the company has ordered that no one leaves the grounds. (4) I can't 
even make a phone call. What kind of sick note is this?!

May 16, 1998
I heard a researcher who tried to escape from this mansion was shot last 
night. My entire body feels burning hot and itchy at night. When I was 
scratching the swelling on my arm, a lump of rotten flesh dropped off. What 
the hell is happening to me? (5)

May 19, 1998
Fever gone but itchy. Hungry and eat doggie food. Itchy itchy Scott came. 
Ugly face so killed him. (6) Tasty.

4
Itchy. Tasty. (7)

Explanations:
(1) It seems this mansion is used for research, research on various freaks 
of nature!
(2) There is a secret laboratory hidden underground somewhere nearby.
(3) The Cerberus dogs that you have fought and ran from were test subjects 
that have escaped from the lab and are now running amok!
(4) It's become apparent that whoever's running this research facility has 
decided to quarantine the place due to the severity of the accident.
(5) The accident on May 11 must have caused some bacteria or virus to leak 
out. The virus slowly turns its victims into zombies! The rotten flesh is 
part of that transformation process.
(6) Life as a zombie is quite exciting. You learn to savour the delicacy 
known as dog food. But still, this lifestyle has you lose your anger 
managing skills. If your friend has an ugly face, you might get so angry 
that you'll kill him. But still, you'll feel better as you devour his tasty 
human flesh.
(7) What is that supposed to mean?

Let's get out and go through the southernmost door. You are back in the 
first encounter hallway. Unlock a door at the far end of the hallway with 
the sword key but do not enter that room yet. Head back to the dining room. 

---------------
Dining room
---------------
Search the room and you'll find the remains of the statue you pushed down 
from above earlier on. Pick up the blue jewel and return to the green 
hallway. Go through the only door that has not been gone through yet.

----------------
Tiger bust room
----------------
There's a bust of a tiger on the wall. Use the blue jewel on the bust and 
Chris will place the jewel in its left eye. The wall on which the bust is 
mounted rotates, revealing a crest. Take this Wind Crest and leave. Deposit 
the crest along with the shotgun shells in the drug room. Now, go back to 
the lobby, take the ink ribbon by the typewriter and go through the double 
doors on the other side. 

----------------
Map statue room
----------------
As soon as you enter the room, you'll be treated to a knife battle. It's 
quite easy, you only have to fend off two zombies in lab coats. Once they 
are killed, you'll be rewarded with 3 handgun bullets. You'll find a set of 
brown steps by the door. Push the steps so that they face the statue. Climb 
up the steps to reach the First Floor Map in the statue's jug. 

You hear the sound of a zombie biting on something. Push aside the brown 
chest to the left to enter the alcove in which he's having his meal. Draw 
his attention and use the same slash and retreating tactic on him. It seems 
this zombie will stop coming after you when you are standing slightly 
outside the alcove. Once he's dead, walk around the other zombie that's 
lying on the ground and get the ink ribbon at the dead end. You can now aim 
downwards and kill the zombie from behind with 5 or so slashes.

Use your sword key to unlock the other door (discard it as it is now 
useless) in this room to reach the next corridor.

-------------------
Southeast corridor
-------------------
Stay alert. Walk along the corridor and a Cerberus will burst in through 
the window behind you. Quickly aim at the dog and fire one round. The dog 
will be floored. Run over to the dog and slash downwards with your knife. 
The knife is enough to keep the dog floored, thus allowing you to kill it 
easily. 

Turn around the corner to be ambushed by another dog, which can be killed 
with the same tactic. With the dog killed, check the dark brown chest to 
the right. Push it aside to reveal some handgun bullets underneath. With 
the ammo in hand, make your way to the next hallway.

----------------
Twisted hallway
----------------
The first door to Chris' right is locked, so don't bother with it yet. Get 
the green herb in the corner and go through the next door you see. You are 
in a bathroom. Try to pick up the handgun bullets and you'll cause a zombie 
to stand appear behind you. Quickly run back to the door and shoot him down. 
Once he's dead, grab the ammo. Examine the bathtub to find a small key. 

Continue along this hallway and go through the next single door.

---------------
Shotgun area
---------------
You are in a small square room. Go through the other door to enter a tea 
room, in which 3 zombies are hanging around. It may still be possible to 
use the knife in this room, although you may have to be bitten once. As 
soon as you have control of Chris, turn to his left and slash at the zombie 
closest to you. 2-3 slashes should be enough to floor him. Move clockwise 
around the coffee table to floor the next zombie you see. Run past his body 
and turn around. At this point, all 3 zombies should be approaching Chris 
from the same direction, allowing you to use the slash and retreat tactic 
against them.

With the zombies killed, check the far wall for a shotgun. But don't take 
it just yet or you'll trigger a trap in the small square room as you leave. 
Leave the shotgun for now and return to the hallway. Go through the double 
doors at the other end.

-------------------------
Hallway before courtyard
-------------------------
There may be a knife battle at this point. No matter. A zombie will run 
towards you as soon as you enter. Quickly shoot him down! When he falls, 
move away from his body (just in case he tries to grab your leg) and shoot 
down his pal. One last zombie is around the corner and can be killed by 
slashing and retreating. Go through the door leading south when you are 
done.

--------------------
Picture puzzle room
--------------------
There is a knife battle in which you have to fend off crows and zombies. 
Crows can be killed by a single stab. Once a crow gets up close, you have 
half a second to kill it before it starts pecking at you. With the battle 
dealt with, let's examine the pictures in this room.

Puzzle time! From the cradle to the grave
Your objective is to press the switches underneath the paintings in this 
room in the order of the age of the person in the picture. As you move 
along the corridor, you'll find pictures of: A tired middle aged man (1), a 
newborn baby (2), a young man (3), an infant (4), a lively boy (5) and a 
bold looking old man (6). (NOTE: While grammatically correct, I bet Capcom 
wanted to say "bald looking old man"!)

Press the switches from the painting with the youngest person to the one 
with the oldest. So, the order will be 2 -> 4 -> 5 -> 3 -> 1 -> 6. Once the 
switches are pressed, examine the painting at the end of the corridor and 
press the switch there and the painting will fall down, revealing a crest.

CAUTION: If you press that switch, having pressed the first 6 switches in 
the wrong order, the crows on the perches above will attack you!

Take the Star Crest and leave, ignoring the crows. Go through the door at 
the end of the corridor to reach an open walkway.

-------------------------
Walkway to the courtyard
-------------------------
Walk back and forth as soon as you have control of Chris. A crow will try 
to attack you but fail. When it lands, slash down at it to kill it. You 
also hear the sound of a Cerberus dog. Take out your gun and use the auto 
aim to shoot it down. Since it's quite far away, you are advised to shoot 
at it twice from a distance. Now that the enemies are dead, run to the 
other end of the walkway to find a locked door. A brown panel with 4 holes 
can be found on the wall to the left. Place the Star Crest into one of the 
halls (Use the "Use" command on the item screen) and get back indoors.

Go through the right door leading north on your map.

--------------------
Mansion east stairs
--------------------
A zombie in a lab coat is waiting for you. Since there is so little room, 
shoot at him from a distance. Walk over to the hand of this short corridor 
to lure the other zombie out. This guy runs quite fast! Run back to the 
door you entered this room from and shoot him down as well. With them dead, 
examine the area by the stairs. A green herb can be found by a door. Take 
the herb and enter that small room.

Although no special music is being played, you are inside a save room right 
now. A bag of Chemicals can be picked up on the ground by the item box. 
Closer examination indicates that it's an Herbicide. Deposit the herbicide 
and small key before checking out the puzzle box.

Puzzle box!
This box features 6 circles and you have to make the colours of the ring 
and circle match in 3 moves. At the start, the circles are arranged in the  
following order clockwise from the top:

1. Yellow ring with green circle
2. Green ring with yellow circle
3. Pink ring with blue circle
4. Blue ring with pink circle
5. Red ring with grey circle
6. Grey ring with red circle

To solve the puzzle, perform the following swaps: 
1 and 2 -> 3 and 4 -> 5 and 6. 

The box will be unlocked, revealing a first aid spray. If your health is 
down to caution, keep it in your inventory just in case.

Head back out and climb up the stairs.

-----------------------
Top of the east stairs
-----------------------
Some zombies are on the walkway at the top of the stairs, but they can't 
climb down the stairs after you. Wait until the closest zombie has walked 
to Chris' left before going up to the walkway. Slash and retreat to get rid 
of the zombies here. One last zombie can be found at the east end of the 
hallway. Cut him down as well before going through the door at the west end 
(the one leading south, according to the map).

--------------------------
Second floor east hallway
--------------------------
You find yourself between two zombies. Don't take any chances. Shoot them 
down. Move south along the hallway to find another zombie. This one can be 
killed with the slash and retreat tactic. Head to the other end of this 
hallway to find another zombie lying on the floor. Move behind him and kill 
him with several downward slashes. The hallway is clean, make your way to 
the north end and go through the westernmost door.

---------------
Bookshelf room
---------------
There's nothing here but a green Botany Book on the table. Pick it up for 
some information about the healing herbs in this game.

***************
Botany Book
***************
As you may know, there are many plants that have medicinal qualities. Since 
ancient times, humans have been healing wounds and diseases using various 
plants. In this book, we're going to explore three such herbs that grow 
around the Arklay mountains and provide information on those plants with 
medical properties.

Each herb has a different colour and a different effect as a medical plant: 
the green one recovers physical strength, the blue one neutralises natural 
toxins, while the red herb does not have any effect by itself. The red herb 
is only effective when it is mixed with other herbs.

For example, if you mix this herb with the herb that recovers physical 
strength, the recovery effect will be tripled. (1) By adjusting the amount 
and experimenting with these three herbs, you can create various kinds of 
medicines (2) but I'll leave the details in your hands, because that's the 
best way to acquire the knowledge.

Explanations:
(1) This confirms that a single green herb restores a third of your health, 
and not a quarter as in other Resident Evil games.
(2) The general rule when it comes to mixing herbs is that: No more than 3 
herbs can be present in a mixture. In addition, at least one of the herbs 
in the mixture must be green, and that no more than one blue or red herb 
can be in the mixture at the same time.
*****END FILE*****

With this interesting information in hand, head back out to the hallway and 
go through the door at the other end.

-----------------------------
Upper level of mansion lobby
-----------------------------
You are back at the upper level of the mansion lobby. Go through the door 
to Chris' left for a corridor with a small key inside. Take the key and get 
back to the lobby. Make your way back to the drug room and talk to Rebecca. 
She'll offer to treat your wounds. Accept the offer and you'll be back at 
full health! If you haven't used your healing items, place them all in the 
item box since you'll get much more soon. Take out the herbicide and head 
back to the green hallway.

---------------
Green hallway
---------------
Make your way to the room at the far east end of this hallway, killing the 
zombies that get in your way.

---------------
Plant nursery
---------------
There is a watering device to the right at the corner. Place the herbicide 
into the device and it will dissolve into the water, which travels through 
the pipe to the sprinkler in the middle of some giant weeds. The weeds die, 
allowing you to get past them. Pick up the green and red herbs to the left 
of the dead plant before you take the mansion key at the back of the room. 
Turn the key around as you examine it to reveal a picture of a piece of 
armour. Thus this key is the Armour Key. With that key in hand, return to 
the west stairs hallway.

--------------------
Mansion west stairs
--------------------
Go through the door to Chris' left.

--------------------
Broken shotgun room
--------------------
Go over to the other end of the room to find a locked desk. Open it with 
the small key for a box of 7 shotgun shells. Examine the shelves by the 
door for some handgun bullets and a broken shotgun (You'll have to deposit 
excess items in the item box before you have enough room for it). Now that 
you have these items, get back to the drug room and deposit any extra herbs 
in your inventory, as well as the shotgun shells. (You won't need to use 
the shotgun until much later in the game) Make sure that you take out the 
small key in the box.

Head back to the first encounter hallway and go through the door you've 
unlocked with the sword key.

---------------
Private bar
---------------
You are inside a bar, complete with a grand piano. There is no bartender to 
serve you drinks. Anyway, go over to the northeast corner of the room. 
You'll find a dark brown shelf that can be pushed to the right. Push it to 
reveal some music notes on the shelf at the back. Take these notes and use 
it on the grand piano. Unfortunately, Chris cannot read music, so he can't 
play the song. Rebecca comes in at this point.

"It's me, Chris." "Is that you, Rebecca?" Rebecca examines the musical 
score, "Ah, it's the Moonlight Sonata." "Can you play?" Chris asks her. 
Rebecca nods. She tries to play it, only to make a horrible mess out of it. 
"What was that?" "My interpretation is off a little, let me practice for a 
while." Say yes when prompted. "See, just relax and play." Leave her to 
practice and continue exploring the mansion. Head back to the lobby.

---------------
Mansion lobby
---------------
Use the Armour Key to unlock the door on the northeast corner.

---------------
Artefact room
---------------
Pick up the handgun bullets on the desk and walk through the gap to the 
left. A zombie can be found in this narrow corridor. Slash him to death as 
before and go to the end of the corridor opposite the door. A locked desk 
can be opened with the small key for more shotgun shells. Go through the 
door at the other end now.

---------------
Dance room
---------------
A green suited zombie is waiting for you. Let's dance. Quickly run forwards 
to create some distance, then perform the slash and retreat dance to take 
him out. Now that he's dead, you can pick up the two green herbs in the 
room, combining them with a green herb in your inventory to create yet 
another full healing item. There is another ink ribbon on the floor too; 
take that with you if you feel the need to save more later on. Return to 
the lobby (fighting the knife battle as you do so) and go east to the 
twisted hallway again.

----------------
Twisted hallway
----------------
Unlock the door nearest to your entry point with the Armour Key. If you are 
in need of more healing herbs, go through that door. You'll be in a narrow 
path with 6 green herbs at the other end. However, this path is outdoors 
and the forest has many Cerberus dogs running lose, remember? As you walk 
through the path, two Cerberus dogs will jump over the fence after you! So 
be quick to react to them and shoot them down fast. When those dogs are 
killed, one floored zombie is all that stands between you and the herbs.

It's likely that your inventory is full at this point. So just leave this 
area and remember to come back in case you need herbs. If you get hurt, 
grats. This gives you a reason to use one of your herbs, freeing an 
inventory space for the next task.

Anyways, continue through this hallway and reenter the shotgun area. Take 
the shotgun from the wall and you'll see a pair of hooks. Place the broken 
shotgun on the hooks and you can leave the area without fear of springing 
the trap. (NOTE: You must have at least one free block in your inventory to 
do this. If not, enter the mansion east stairs save room and deposit any 
one of your redundant items before returning)

You now have the shotgun. Make your way to the pathway that leads to the 
courtyard, (You'll have to fight another knife battle on the way, but it 
only features zombies, so it's no big deal.) before reentering the east 
stairs area. Place the shotgun and shells into the box to free up inventory 
space. After that, go upstairs.

-----------------------
Top of the east stairs
-----------------------
There is one door in the middle of the walkway that can be unlocked with 
the Armour Key. Go through that door.

---------------
Trophy room
---------------
Surprise! A zombie's been placed in Chris' game. Quickly run to the side 
before shooting him down. If you aren't fast enough, you are most likely 
going to be bitten. There are two doors, one to Chris' left and one to his 
right. Go through the door on her right first.

---------------
Double bedroom
---------------
Go over to the chest of drawers opposite the beds for a lighter. Then, 
examine the two corners of the room by the beds for a red herb and more 
handgun bullets. With these items in hand, leave this room and go through 
the opposite door.

---------------
Fish tank room
---------------
First, check the coat to Chris' left for an Ink Ribbon. Next, check the 
insect specimen frame on the left side of the room (Chris' right when he 
entered) for a switch. Press the switch and the fish tank in the room will 
be completely drained, allowing you to push it.

Move between the bookshelf and the fish tank and push the tank to the right. 
Afterwards, push the bookshelf to the right. This will reveal a secret 
compartment in the wall with shotgun shells inside. But wait, there's more! 
Examine the desk in the room for a will written by one of the researchers 
in the mansion.

******************
Researcher's will
******************
My dear Alma, (Dated June 3, 1998)
The fact that you have received this letter is both a joy and sorrow for me. 
(1) I could not even talk to you because of that guy in the sunglasses. 
Alma, be calm and read this.

I think I've told you that I moved to a pharmaceutical company's lab. They 
handhunted me. Last month, there was an accident in the lab and a virus we 
were studying escaped. (2) All my colleagues who were infected by the virus 
are dead. Well, to be more accurate, they became the living dead.

They still wander around. Some of them are knocking on my room door 
desperately right now. But there's no sign of intelligence behind their 
eyes. (3) That cursed virus takes away all humanity from the victim. Love, 
joy, sorrow, fear, humour... all erased.

And Alma, even the memories of the days I spent with you... Yes, I'm 
infected, I did everything I could, but I could only delay the progress by 
a few days. (4) The most frightening thing is that I forget more about you 
with each passing day.

So I'm choosing a peaceful death, rather than becoming the living dead. 
Within an hour, I will have entered my eternal sleep. I do hope you'll 
understand my decision... Goodbye and forever yours,

Martin Crackhorn

Explanations:
(1) This poor guy won't feel either joy or sorrow, since the letter never 
arrived to his girlfriend!
(2) More evidence of this mansion is actually a secret research facility 
specialising in biological weapons.
(3) The zombies you encountered were actually researchers and staff of this 
facility, turned into vicious enemies by the leaked virus.
(4) There is currently no cure for this virus. Once you are infected, you 
are more or less done for.
*****END FILE*****

Exit this room, deposit the shotgun shells in the save room, get back 
upstairs and go through the door at the far east end.

----------------------
Second floor map room
----------------------
Pick up the green herb and combine it with the red herb you've collected 
just now. Go over to the fireplace and light it up with the lighter. The 
heat will reveal some special pattern on the paper on the wall. Examine the 
paper: It's the second floor map! Take this map and leave, ignoring the 
other locked door for now.

Head back to the save room and deposit the ink ribbon and mixed herbs 
before going over to the second floor east hallway.

--------------------------
Second floor east hallway
--------------------------
Run along until you see the double doors. Unlock them with the Armour Key.

-------------------
Knight armour room
-------------------
Go over to the other end of the room and examine the scales. Offer to 
balance the scales, starting a puzzle.

Puzzle time! Balancing the scales
Your goal is to place all 5 provided gems onto the 2 pans of the scale, 
balancing them as you do so. You are given 1 green gem, 2 red gems, 1 
yellow gem and 1 blue gem. To balance the scales, place a green gem and 2 
red gems in one of the pans and place the other 2 gems in the other. (Use 
the stylus to drag and drop the gems on the touch screen, the same way 
you'd move icons around your desktop on the computer). Once the scales are 
balanced, the cabinet beneath it will open up, revealing a Sun Crest. Take 
the crest and leave.

--------------------------
Second floor east hallway
--------------------------
One last door can be unlocked in this hallway with the Armour Key. Discard 
the key now that you are done with it and go through the door.

-------------------
Richard death room
-------------------
Ignore the 2 green herbs and move along the room until you find Richard 
Aiken of the Bravo Team, lying on the floor completely dead!

This really is pathetic. The Richard in the Resident Evil remake was tended 
to by Rebecca, giving you time to retrieve the serum to neutralize his 
poison! But this Richard, he dies so early. Anyway, let's make good use of 
his body. Examine his corpse twice and you'll find some handgun bullets on 
him. Go through the door beyond his corpse.

----------------------
Room before the snake
----------------------
You'll be face to face with 2 zombies when you enter the room. Shoot them 
down quick! Turn to Jill's left and enter the room at the end of this short 
corridor.

---------------
Candle room
---------------
An ink ribbon can be found on the table, as well as some unlit candles. 
Light up the candles to light up the room. Examine the cupboard to the left 
of the candles for even more handgun bullets. Push the other cupboard aside 
to reveal a small alcove, where some shotgun shells can be found in the 
cupboard.

Go back to the walkway leading to the courtyard.

-------------------------
Walkway to the courtyard
-------------------------
Place the Sun Crest into the brown panel and return to the safe room, where 
you'll deposit the lighter as well. Head back to the dining room. 

---------------
Dining room
---------------
Examine the fireplace near the puddle of blood and you can pick up the 
emblem on the wall. Head to the first encounter hallway again.

------------------------
First encounter hallway
------------------------
Enter the private bar again.

---------------
Private bar
---------------
Rebecca has mastered the Moonlight Sonata. "Chris! Chris! You like it?" She 
asks, before playing the song. "Oh, that was great!" Chris comments. An 
alcove in the wall opens up. "What is that?" 

Enter that alcove and you'll find a statue with a golden emblem inserted. 
Take the golden emblem and the wall behind you will close up. Place the 
other emblem into the hole and the wall will rise up again, allowing you to 
leave. Return to the dining room.

---------------
Dining room
---------------
Place the gold emblem on the hole in the wall above the fireplace and the 
grandfather clock in the room will chime 3 times. Go over to the clock and 
inspect it.

Puzzle time! Changing the time
You're told that the clock chimed 3 times. Use the stylus to rotate the 
minute hand of the clock so that 3 o'clock is displayed on the clock face. 
The clock chimes a few more times and moves to the left, revealing a secret 
compartment on the wall. Pick up the mansion key, which is the shield key 
from the compartment.

NOTE: Don't try to set the clock to 8:12, nothing will happen this time.

Go back to the room beyond Richard's corpse and climb up the steps. Use the 
key to unlock the door (discarding it immediately after use) and enter the 
big room that follows.

------------------
Yawn's first room
------------------
Make your way to the other end of this large room and the giant snake, 
named Yawn will slither in through a hole in the wall. You don't really 
have to fight him this time. Just make your way to the corner of the room 
from which he entered and pick up the fourth and final crest. With this 
moon crest in hand, run to the west side of the room and pick up the 
shotgun shells before leaving.

Don't worry about being bitten. If you are bitten (which is extremely 
likely to happen), you'll get poisoned and lose consciousness right after 
you leave the room. But still, Rebecca will take you to the drug room, 
where she gives you some serum to neutralise the poison. "Chris!" she cries, 
"Chris!" Chris comes to and asks, "Is that you, Rebecca? What happened?" 
Rebecca explains, "You were bitten by a poisonous snake, are you okay?" 
"Ahh... my head is killing me!" Take some aspirin and you'll be fine, Chris! 

"I think you are going to be alright since I gave you a shot, but please 
stay out of trouble!" "You saved my life, I owe you one." To make things 
even better, you're healed to full health!

If you are not bitten, just leave and play on. No matter what happens, 
deposit the shotgun shells in any save room before you leave for the 
courtyard with the final crest in hand.

-------------------------
Walkway to the courtyard
-------------------------
Go over to the brown panel and insert the two crests. The brown door to the 
right will be unlocked, so go through it now.

---------------
Toolshed
---------------
There is something shining atop a high shelf. Push the brown steps into the 
wall beneath the shelf and climb those steps. You can now take the item, a 
crank with a square tip. A small key can be found on a barrel to the left 
of the other set of double doors in the shed. Take the key and go through 
those doors.

----------------
Upper courtyard
----------------
A knife battle will start as soon as you enter this area. You'll be 
fighting off 2 crows and 2 zombies. Once they are dead, you'll be shown the 
area, where some small spiders scuttle towards you. Just walk around in a 
circle to squish them flat. Don't worry if you get bitten, since these 
spiders deal very little damage.

You'll also hear the sound of a Cerberus dog wandering around the place. 
Use your auto aim to seek it out and kill it from a distance. With the dog 
killed, pick up your reward: 3 handgun bullets. 

There are 3 green herbs, 2 red herbs and 2 blue herbs in this courtyard. I 
suggest you pick up 1 green herb and 1 red herb, combine them, and pick up 
a blue herb (Your inventory should be full at this point). If you are 
playing well enough, you should have a large reserve of healing items at 
this point. With those herbs in hand, move along the path leading west 
until you find a lift that is currently switched off. A map of the garden 
is on the wall to the left. Take the map and go through the double doors 
leading north.

-----------------
Giant water pool
-----------------
Go to Chris' left and use the square crank on the hole on the pillar there. 
This will open up a flood gate, draining the pool, revealing a path with 
which you can reach the other side. Jump down to that path and climb up the 
ladder at the other end. Quickly run along this new path, avoiding the 
snakes and the lone zombie lying on the floor. Don't get bitten by the 
snakes or you might be poisoned. Ride the lift down at the end of the path.

----------------
Lower courtyard
----------------
You hear the sound of a fish flopping out of water, as well as several 
Cerberus walking around. Stay where you are and use the auto aim to seek 
out the Cerberus dogs before shooting them down. I suggest that you have 
Chris aiming directly in front of himself at all times, thus ensuring that 
he'll almost always hit a dog when they can be seen on the screen, but not 
the fish that's flopping around to her right. 

Once the two Cerberus dogs are killed, make your way through this courtyard 
to identify the fish. It's no fish, it's a shark! I guess it must have 
lived in the giant water pool you have drained just now. Poor thing, it's 
suffering. A single downward stab with the knife will end its suffering for 
good. Now that's dealt with, go through the double doors leading northwest.

-------------------
Path to guardhouse
-------------------
Capcom is so kind. They've provided you with 2 green herbs and 2 red herbs 
here! But I trust that you don't have enough space in your inventory to 
carry them with you. Let's just leave them here for now. But still, watch 
out for that lone crow flying around. Coax it to land by walking in a 
circle before stabbing it when it's on the ground. You'll hear the sound of 
3 Cerberus dogs running around frantically. Go around the corner and try to 
shoot them dead from a distance. Don't worry if you miss, just shoot 
repeatedly. You might get hurt here. But still, keep moving along this path 
and you've reached the guardhouse, a new building in the mansion complex.

-----------------------------------
11. This isn't just any guardhouse
-----------------------------------
This isn't just any guardhouse, it's a M&S guardhouse! All kidding aside, 
push the statue right next to you forward, then to Chris' right. Keep 
pushing until you see the hole in the floor. Push the statue so that it 
covers the hole. After that, go through the door to the right you've passed 
just now.

---------------------
Guardhouse save room
---------------------
Since your inventory is full, let's dump many things into the box. Place 
the mixed herbs, blue herb and square crank into the box. Now, let's turn 
our attention to the puzzle box.

Puzzle box!
There are only 5 circles here, but you are required to solve the puzzle in 
4 steps. The 5 circles are arranged in the following order, clockwise from 
top:

1. Yellow ring with blue circle
2. Green ring with yellow circle
3. Pink ring with green circle
4. Blue ring with red circle
5. Red ring with pink circle

To solve the puzzle, swap the colours in this order: 2 and 4 -> 4 and 1 -> 
3 and 5 -> 5 and 2. The box opens, revealing some shotgun shells. A first 
aid spray and some handgun bullets can be found in this room too. Save your 
game and get back out to the action. After you leave the room, go through 
the double doors to Chris' right.

----------------
Recreation room
----------------
You'll find a giant spider on the ceiling as soon as you enter. Aim up and 
shoot it down to the floor, before finishing it off with a volley of shots. 
Another is to Chris' left and currently off screen. Move him until you can 
see it and kill it too. Now that these arachnids are dead, check the area 
around the first spider for an Ink ribbon on the table, as well as some 
handgun bullets on a barrel. Go over to the other end of the recreation 
room and you'll find a pool table. Examine all sides of it and you'll find 
a clock dial that displays the numbers 1...2...4...5. Remember this sequence 
for a later puzzle. Get back to the lobby and go through the only door that 
leads north.

---------------
Room 001
---------------
You'll find a zombie lying on the ground in front of you. Walk forwards 
slightly and slash it dead. Go through the door to Chris' left for the 
bathroom. Squish the small spiders and examine the bath tub. Drain the bath 
and a zombie will pop out. Kill him quick! Looks like a Control Room Key is 
in the tub. Take the key and return to the main part of the room.

3 zombies are feasting on two naked corpses. It may be possible to draw 
them out one by one so that you can knife them to death individually. But 
since you've got such a large surplus of ammo, just shoot them down. A red 
book can be picked up from the table. Close examination reveals that the 
pages are blank. What's it for? Furthermore, use your small key on the 
locked desk by the bed for some shotgun shells. Search the room and you'll 
find another small key in a glass by a cabinet. Take that key and leave. 
Before you move on, deposit the blank book and shotgun shells into the item 
box, leaving only your handgun, its bullets and the small key in your 
inventory.

Move beyond the statue you've blocked the hole on the floor with and go 
through the door there.

-------------------
Guardhouse hallway
-------------------
This is one long hallway. There are 2 doors, one of them is unlocked (It's 
the first of the two doors you find here). Go through that door to reach 
Room 003.

---------------
Beehive room
---------------
It's time for another knife battle. This time, you'll be fending off 5 
zombies, 2 of which will be coming at you together. If you can beat them 
without getting hurt, you'll be rewarded with 5 handgun bullets. Right 
after the battle, you may be confronted by a small group of giant bees. 
Shoot them down with the handgun before they can sting you! Once they are 
shot down, feel free to squish their puny bodies on the floor. Head to the 
northeast corner of this room and pick up the dormitory key, which is the 
key to Room 002. As you can see, the key is guarded by a giant beehive. 
Take the key and run back out to the hallway immediately!

-------------------
Guardhouse hallway
-------------------
Make your way to the end of the hall, past Room 002. You'll find 3 green 
herbs behind a statue. Push the statue inwards so you can reach the herbs. 
Combine them to make a full healing item before entering Room 002.

---------------
Room 002
---------------
Go through the door directly to Chris' left to enter the bathroom. You'll 
come face to face with two zombies. Shoot them down fast! Once they are 
dead, pick up the handgun bullets before getting out. Walk through the 
narrow corridor to find a zombie and a giant spider around the corner. 
Shoot them down with a volley of handgun bullets as well. The desk by the 
bed can be opened with the small key, revealing even more shotgun shells.

A map of the guardhouse can be found on the wall. In addition, pick up a 
report on some Plant 42 on the bed.

New file! Plant 42 Report
4 days have passed since the accident and the plant at Point 42 is growing 
amazingly fast. It has been affected by the T-Virus (1) differently than 
other plants have been and shows unique shape in addition to its size. 
Looking at the way it behaves, it is now difficult to determine what kind 
of plant it was originally. 

There are two ways in which Plant 42 gathers nutrition. The first one is 
through its roots that reach into the basement. Immediately after the 
accident, a scientist went mad and broke the water tank in the basement. 
Now the basement is flooded with water. (2) It is easily imaginable that 
some chemical elements were blended in the water which presumably prmoted 
the incredibly fast growth of Plant 42.

Another part of Plant 42 has grown through the air ducts and is now hanging 
from the ceiling of the first floor. This part of Plant 42 contains various 
vines and bulb-like structures, which it uses for its second method of 
gathering nutrition. (3) Upon sensing movement, Plant 42 shoots its vines 
around its prey and restrains it. It then begins leeching the victim's 
blood, by using the suckers located on the back of its vines. (4)

It also appears to have some intelligence. It has been witnessed using its 
vines to block doorways when it has either captured prey or is in a state 
of rest. (5) Several staff members have already fallen victim to this.

May 21, 1998
Henry Sarton

Explanations:
(1) The name of the virus that leaked out due to the accident is finally 
revealed: The T-Virus! This shows that it even affects plants, in addition 
to human beings and dogs.
(2) You'll be entering the waterlogged basement shortly.
(3) I presume you've noticed the large square room on the far east side of 
the guardhouse now? That's the room with Plant 42.
(4) This gives you an idea of what to expect in an upcoming boss battle.
(5) If you've tried to open the double doors leading to that giant room, 
you'll find that it's currently impossible. It seems that this plant's 
using its vines to jam the door shut!
*****END FILE*****

Two cupboards can be found opposite the bed. Push the left one forward and 
the right one to the right to reveal a ladder that you can climb down.

--------------------
Basement passageway
--------------------
This hallway is infested with tiny spiders, which can be squished with ease. 
The most annoying enemy has got to be that giant bee. It swoops around, 
making it hard to shoot down. Once it's killed, squish it for good! Run 
along the passage until you reach a pool of water. See the 2 crates? Push 
them into the water to create a bridge. But still, one crate is missing. Go 
back to the crate you just passed and push it back so part of it is 
sticking around the corner. Go around the corner and push the crate so that 
it is leaning against the wall to the left. You should be able to push this 
crate all the way along the corridor and into the water pool, creating the 
perfect bridge.

Make your way to the other end of the passageway and pick up the 2 green 
herbs before going through the double doors there.

---------------
Aquarium
---------------
As stated by the Plant 42 report, this room is flooded. However, there is 
no time to dawdle-Sharks are in the water! Check your map: Your destination 
is the southern room of the two rooms to the west of the aquarium. Run 
towards that room, taking the anti-clockwise path. You'll find two doors, 
one small and one large. The small one on the left is the one you need to 
go through. Use the Control Room Key to unlock that door quickly!

---------------
Control room
---------------
You are safe... for the time being. Examine the control panel at the far 
end of the room. You'll find a lever. Pull it and you'll inadvertently set 
off the sprinkler system. The water from the sprinkler is poisonous and is 
contaminating the water you are waist deep in! There is no time to waste. 
Examine the yellow valve to the right and turn it. 

Take out the stylus of the DS and touch the valve on the touch screen. 
While maintaining contact between the tip of the stylus and the valve, turn 
the stylus anticlockwise continuously. As you do so, the 4 red lights to 
the left of the valve will light up one by one, indicating your progress. 
Meanwhile, the water gets purpler as time passes. This indicates that the 
concentration of poison in the water is increasing steadily. If you are too 
slow in turning the valve, you'll be poisoned!

Once all 4 lights are lit, the sprinkler system will be shut down and the 
water flooding the basement will be drained completely. Whew... If you are 
poisoned, you'll need to use a blue herb (and go all the way back to the 
guardhouse lobby to find one!).

Now that the water's drained, an electric lock by the door would have 
turned on. Examine it for another puzzle.

Puzzle time! Number summing lock
You are given a display with 9 digits, as well as 9 different keys 
corresponding to the numbers 1 to 9. You are to fill up the display, using 
each number once so that the various digits add up to the numbers required. 
Use the blue left and right buttons on the touch screen to select different 
digits and press the corresponding number with the stylus to key in that 
number in the selected digit. 

Now, let's look at the required sums (The digits are all ordered from the 
left, so the 3rd digit refers to the 3rd digit from the left and so on):
1. The 1st and 9th digits must add up to 15
2. The 1st , 2nd and 3rd digits must add up to 15
3. The 3rd and 4th digits must add up to 8
4. The 4th, 5th and 6th digits must add up to 15
5. The 6th and 7th digits must add up to 3
6. The 7th, 8th and 9th digits must add up to 15

The solution for this puzzle is the same as that of Jill's game. The only 
difference is that the central digit isn't keyed in for you at the start. 
If you have played through Jill's game, you'll know that the central digit 
is a 9. Therefore, key in the digits as follows: 8, 4, 3, 5, 9, 1, 2, 6, 7.

The room next door will be unlocked, so let's leave this room and enter 
that one, shall we?

---------------
Armory
---------------
Most of the equipment has been soaked beyond use. However, you can still 
pick up some handgun bullets, shotgun shells and most importantly, a 
dormitory key for the room 003. Leave the room and you'll find the 3 sharks 
flopping helplessly on the dry floor. Feel free to get your revenge on them 
by slashing them to death with your knife. There is one more room to the 
northeast, but let's ignore that for now. Go all the way back to the save 
room and withdraw the Blank Book, as well as one more healing item. Deposit 
the handgun and its bullets and take out the shotgun and the shells.

Your inventory now consists of: the Shotgun, shotgun shells, 003 Key, Blank 
Book and 2 full healing items.

Return to the room with the beehive and use the 003 Key on the door to the 
left of the double doors.

---------------
Room 003
---------------
Another knife battle begins! Kill the zombies and get your free ammo. Just 
like rooms 001 and 002, room 003 is equipped with a bathroom. Enter the 
bathroom and kill the zombie directly in front of you. Pick up the handgun 
bullets on the ground behind the second zombie lying on the ground. Feel 
free to slash that to death.

Exit the bathroom and examine the bedroom. The locked desk in this room 
holds an ink ribbon; but since you have no small keys, let's not bother 
with that. Examine the bookshelf and you'll find a white book among a large 
row of red books. Take the white book for another file.

New file! V-Jolt report
As I stated in the last report, there are some common features found in the 
cells of the plant infected by the Tyrant virus. (1) We have also found 
another interesting fact through some experiments.

We found an element that destroys the plant cells rapidly in "UMB No. 16", 
one of the series of UMB chemicals that we used for that experiment. We 
named this "UMB No. 16" "V-Jolt".

According to our calculations, it will take less than 5 seconds to destroy 
Plant 42 if we put the "V-Jolt" directly on its roots. You need to mix some 
of the UMB series chemicals in a specific order to create "V-Jolt". (2) But 
the UMB series chemicals may generate a poisonous gas which is harmful to 
the human body. Extreme caution should be taken when handling these 
chemicals. (3) 

Following are the types of UMB series chemicals and their brief 
characteristics:

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

Explanations:
(1) T-virus stands for the Tyrant virus.
(2) There is a room with many chemicals nearby. Jill has the expertise to 
mix chemicals, allowing her to make this V-Jolt.
(3) If you mix the chemicals in the wrong order, poisonous gases will 
evolve, forcing you to leave the room before coming back inside.
*****END FILE*****

Making V-Jolt sounds like a good idea, only that Chris can't handle 
chemicals. Just place the blank book into the gap between the books to 
reveal the door leading to Plant 42. Let's go in and fight.

---------------
Plant 42 room
---------------
The main bulb of Plant 42 is mounted on the ceiling, with numerous 
tentacles dangling from it. Chris walks around, examining the beauty that 
is the plant, only to be grabbed by one of the tentacles and slammed onto 
the floor. It's time to fight! 

Plant 42 attacks by whipping you with its tentacles and by dropping its 
fluids down on you from the ceiling. You can avoid the tentacles of the 
Plant by staying close to the wall at all times as you shoot at it with 
your shotgun. Just hit and run, trying to avoid the fluids. It took me 17 
shots from the shotgun to destroy the Plant. Once it's dead, it'll shrivel 
up and fall onto the floor. Go over to the fireplace and pick up the fourth 
and final mansion key, the helmet key, before leaving the guardhouse.

You'll find Wesker in the Guardhouse hallway, shooting down some giant bees. 
Chris asks why Jill isn't with him. Wesker explains that they were attacked 
by a strange monster, and that he lost track of her while they were 
scouting around. Chris then asks Wesker what he should do. Wesker tells 
Chris to go through the mansion one more time to check out any remaining 
locked rooms while he inspects this guardhouse.

It's time to leave. Feel free to squish the three bees that are on the 
floor before returning to the save room.

---------------------
Guardhouse save room
---------------------
Deposit any redundant items into the item box, leaving only your shotgun, 
shotgun shells and the helmet key in the inventory. You can now leave.

-----------------------
12. Back to the mansion
-----------------------
Make your way back to the mansion. You might have missed some green and red 
herbs on the stretch between the mansion and guardhouse. Take 1 green and 1 
red herb and combine them for a full healing item, leaving 2 empty blocks 
in the inventory.

You'll have to fight a knife battle in the lower level of the courtyard, 
fending off 2 zombies and a Cerberus as you do so. The dog will howl before 
it lunges at you, so get ready when he does that. A quick slash or tap at 
the dog when it is close will be enough to kill it. Your reward for beating 
this encounter without getting hurt will be a box of 4 shotgun shells.

Another knife battle awaits you at the upper level of the courtyard. This 
time, you'll have to fend off two crows and two zombies. The reward for 
beating that unscathed will be 3 handgun bullets. I suggest you don't take 
them since it clogs up your inventory. As you approach the mansion, Chris 
will find a broken radio on the ground. He picks it up, just in case.

-------------------------
Hallway before courtyard
-------------------------
Walk a few steps forward. You'll see a cutscene in which some fierce 
creature is quickly rushing its way from the courtyard to where you are! 
That creature enters through the door you just came through. It's a Hunter, 
a fierce reptilian creature developed by the people in this mansion! Blast 
him with a shotgun and it will fall on the floor, before quickly getting 
back up again. As soon as it gets back on its feet, blast it one more time 
to take it out! "What are they?" Chris exclaims, "Monsters? Rebecca, is she 
still in the house?" Oh dear, looks like Rebecca might be in trouble.

There's a door that can be unlocked with the helmet key. Unlock it and 
enter that room.

---------------
Small study
---------------
It's dark in here. Go over to the desk and turn on the light. A small jar 
of magnum rounds can be found to the right of the desk. In addition, a MO 
Disk can be found on another cupboard, so take that too. Get out and make 
your way to the mansion east stairs save room.

--------------------
Mansion east stairs
--------------------
You'll be staring straight at a Hunter as you enter. Blast him down before 
he can react. A second Hunter will walk slowly towards you in this narrow 
corridor. This is what I call easy pickings. Enter the save room and 
deposit the magnum rounds. Oh, and looks like Wesker's left some goodies 
for you to use. Pick up the shotgun shells, handgun bullets and first aid 
spray and keep the latter two in the box for now.

At the same time, deposit the MO disc before heading up the stairs.

-------------------
Top of east stairs
-------------------
As soon as you have control of Chris, press and hold the R button. He will 
automatically aim at the right. It looks like there's a Hunter above. Aim 
up and open fire and the Hunter will be hit. He'll recover, but for some 
reason, stay completely still. Open fire once more to take it out. Climb up 
the stairs and kill the zombie to your left as well.

Go right to find another Hunter around the corner. Back into his view 
slowly and he will give chase. Run along the hallway before doing a quick 
turn and opening fire on him. It might be difficult for you not to get hurt 
here. Let's go to the second floor east hallway.

--------------------------
Second floor east hallway
--------------------------
A Hunter is directly to Chris' left. Blast it to death with your shotgun. 
Now, back off towards the other door and keep your eyes at the corner. A 
Hunter will walk slowly around the corner, allowing you to take him out 
with the shotgun. Afterwards, go back to the room where you found the 
second floor map.

----------------------
Second floor map room
----------------------
Use the helmet key on the locked for in this room.

----------------
Posh snake room
----------------
What a posh room. Go over to the record player and examine it. Offer to 
spin the record by hand. You'll need to take out the stylus to spin the 
record. Spin it steadily in the clockwise direction. You'll know if you are 
doing it right when the music's playing smoothly. 

Boss battle! Yawn the giant snake
Once the song's over, the giant snake Yawn will come on through the 
fireplace. It can be hard to avoid being bitten, since the room is so small. 
But still, it can't poison you this time. Don't bother dodging Yawn, just 
keep hitting it with your shotgun. 7 hits will be enough to kill it. Yawn 
then collapses and melts in a puddle of purple slime! If you are badly hurt, 
use the full healing item.

As you might notice, a hole was made by Yawn the first time he tried to 
lunge at you. Examine it and you'll be prompted to jump down. Let's do so, 
since there is no Barry to help you with the ropes.

---------------
Secret tomb
---------------
Run to the other end of this narrow hallway to find a tombstone. Examine it 
for a puzzle.

Puzzle time! Take up the sword
You are told to touch the gravestone, take up the sword and be brave. Let's 
touch the gravestone. Take out the stylus. You are to jab all the blue 
circles on the touch screen between Chris' fingers before a certain time 
limit. At the beginning, you only have to jab one circle, after you have 
done so, you'll be asked to jab two, then three, and all the way up to six. 
This isn't too hard, just be careful not to stab Chris' fingers! Once you 
have completed the puzzle, the tombstone will move backwards, revealing a 
ladder that leads down. Climb down.

---------------------------
Mansion basement hallway 1
---------------------------
Turn left at the first fork to find a dead end with a flamethrower and a 
box of shotgun shells. Equip the flamethrower, since you can only use it 
within this series of hallways. Equip the flamethrower and fight your way 
past the 4 zombies here (hold down the B button to spew out the flames!) 
before going through the door beyond them. Note that this weapon has a very 
short range, so wait for them to get a bit close before you open fire.

---------------------------
Mansion basement hallway 2
---------------------------
Fight your way through the zombies, burning them into crisp with your 
flamethrower. Take the two green herbs found in a corner and run over to 
the door. You'll find a rack on a brown panel by the door. Examine it and 
you'll be asked to put down the flamethrower. Do so and the door will be 
unlocked. Go through the door.

---------------
Kitchen
---------------
Run over to the door leading to the stairs to trigger a scene where a 
zombie comes down the stairs after you. This zombie has more health than 
the others. The best tactic would be to aim down and shoot him in the legs. 
This will floor him instantly, allowing you to knife him to death. Once 
he's down and out, search the kitchen for a small key and go around the 
corner with the zombie lying on the floor. Stab that zombie to death before 
taking the lift up.

------------------------
Second floor lift lobby
------------------------
You'll find yourself between two Hunters! Take out your shotgun and quickly 
fire a shot at the hunter to Chris' right. That hunter might not be stunned 
due to the distance of the shot. The best thing you can do is to shoot it 
again quickly and hope the other hunter has not caught up from behind. 
Search the hallway for a green herb, combine it with the other two green 
herbs to create a full healing item. At this point, you should have 1 free 
block in your inventory. With both hunters killed, enter the small room to 
the west.

---------------
Storeroom
---------------
There are 14 shotgun shells and a giant acid battery in this room. Move 
slightly forward and a giant spider will drop down to surprise you! Blast 
it with your shotgun quickly! You'll be reminded of a certain lift in the 
courtyard when you pick up the battery. But let's not bother with that for 
now. Get back out to the lift lobby and go through the blue double doors at 
the northern end.

---------------
Library
---------------
The desk to Chris' right can be opened with the small key, revealing the 
magnum rounds inside. Some zombies will also appear from the left of the 
screen. Wait for one to get close and shoot upwards with the shotgun. This 
will decapitate the zombie, killing him in one it. Go left yourself to find 
another aisle in the library with two zombies. Blast their heads off and 
ignore the door with a sword stabbed through it.

NOTE: If you do decide to yank the sword out (take out the stylus and 
perform a circular motion on the sword handle on the touchscreen), you can 
enter the room. Inside you will find a zombie that was held up by the tip 
of the sword on the floor, as well as an ink ribbon and some handgun 
bullets. The problem here is that your inventory is bound to be full at 
this point, and you'll risk causing a large group of crows to burst in 
through the windows.

In that aisle of the library, pick up the blue scrapbook at the base of the 
bookshelf. It contains loads of interesting background information on the 
mansion incident.

***************
Scrapbook
***************
Raccoon Times (May 27, 1998)
Headline: Animal attacks? Woman mutilated

May 20th. Around 10pm, a 20-year-old young woman's body was found by a 
passerby on the left bank of Marble River in the Cider District of Raccoon 
City. Raccoon police assume it to be a grizzly or other animal's doing due 
to teeth marks along the woman's arms and a severed left food which 
suggests considerable power. (1) Police speculate that the woman was hiking 
in the Arklay Mountains when the attack occurred. Police have no leads on 
the identity of the woman at this time.

Raccoon Weekly (June 16, 1998)
Headline: Monsters in the Arklay Mountains?

Some people claim they've seen monsters in the Arklay Mountains. These 
"monsters" are allegedly about the same size as large dogs and usually run 
in packs as wolves do. (2) It may sound like a group of wild dogs, but 
these "monsters" are supposedly very fierce and very resistant to attacks.

It is said that they won't bother people unless they are provoked, so it 
may be advisable to remain out of the Arklay mountains for the time being 
until this issue has been cleared up. But for all you thrill-seekers out 
there, this may be your chance for some adventure! (3)

Raccoon Times (July 9, 1998) (4)
Headline: Mystery in Arklay Mountains! Mountain road blocked

Due to successive disasters in the Arklay Mountains, the city authorities 
have decided to block the road leading to the foothills. At the same time, 
Raccoon police intend to begin the search for lost people with the help of 
S.T.A.R.S. team members.

They expect great difficulty because of the vast size of the Arklay 
Mountains and the primeval forest that covers most of the area. Also, 
people are still reporting sightings of grotesque monsters in the mountains.

Explanations:
(1) This has got to be the work of the escaped Cerberus dogs, which have 
run amok since the T-Virus leak of the mansion.
(2) Yup, this confirms that Cerberus dogs are running wild in the woods.
(3) The editors of those magazines have no idea of how fierce those dogs 
are. I wonder how many reckless citizens have decided to go hunting for 
those dogs and end up maimed or worse!
(4) Whose scrapbook is this? By that date, everyone in the mansion should 
be dead or zombified! Since when do zombies know how to read the newspapers?
*****END FILE*****

Go through the door to the left of the aisle and you'll enter the inner 
part of the library. You see some mysterious creature scuttling around to 
Chris' right. Run through the narrow gap to the right and you'll find it 
blocked by a statue. Push it to the right so that you can go through the 
gap and examine the red switch on the bust. Press the switch and a light 
will turn on in one of the corners of the room, revealing a square on the 
floor with a slightly different colour. Push the statue onto the square and 
a bookshelf to the right will slide aside, revealing a secret alcove.

Enter the alcove and examine the shiny object. It's a letter from someone 
named Eric.

***************
Eric's letter
***************
David,
I have a favour to ask. Can you look for a book I misplaced? Actually, it 
appears I lost it somewhere around the guardhouse quarters when I had a 
little too much to drink. 

It's very important to me. Please find it, thank you.
Eric
*****END FILE*****

As you are about to leave, a grey insect drops down from the ceiling. It's 
a chimera, one of the monsters developed in this mansion. Don't bother 
fighting it, just run out of the room. Two more chimeras would have 
appeared in the library, run past them as well and leave. Take the lift 
back down to the kitchen. (You can't reach the mansion west stairs through 
the hallway used by Jill in her game, since you don't have to passcode for 
that door.)

---------------
Kitchen
---------------
Exit the kitchen and climb up the stairs. Go through the double doors and 
you are back in the first encounter hallway.

------------------------
First encounter hallway
------------------------
Some giant spiders have decided to hang out in this hallway. Kill them with 
the shotgun before you reenter the green hallway.

---------------
Green hallway
---------------
Walk slowly along the hallway and a hunter will pop out from the alcove 
with the door leading to the tiger bust room. Due to the slight delay of 
the shotgun (it takes maybe half a second for the gun to be fired after the 
B button is pressed), it's likely that you'll get slashed by the hunter 
once. Once that hunter is dead, continue aiming at the screen and get ready 
to dispatch two more hunters that appear. Once they are dead, head back to 
the mansion west stairs.

--------------------
Mansion west stairs
--------------------
Head towards the save room. You'll find Rebecca being cornered by a hunter. 
"Rebecca," Chris cries. He draws the attention of the hunter, which turns 
to face you. At this point, you can either kill the hunter or flee (letting 
it kill Rebecca). Since we are after the best ending, kill the hunter. 
Chris. After the hunter is dead, you'll see a cheesy scene in which Chris 
tells Rebecca how dangerous the mansion is, and that they must organise a 
search for the other members and get the hell out of there. Rebecca then 
stands up and salutes him! Chris tells Rebecca to proceed with her own 
judgment before leaving.

Enter the save room and take out the magnum rounds. Combine the two jars 
together so they only take up one block in your inventory. Exit the save 
room and go upstairs.

-----------------------
Top of the west stairs
-----------------------
There are two hunters in this room, one directly to Chris' left. There is 
also a crow here. Walk around in a small circle to coax the crow into 
landing before you knife it down. The two hunters can then be easily killed 
from your position. Notice that there is one room in this hallway that 
hasn't been explored. Use the helmet key to unlock the door to that room 
and discard the key before you enter it.

---------------
Trophy room
---------------
This is the room where they keep the hunting trophies. A set of steps can 
be found in this room. Push it so that it is directly adjacent to the 
fireplace. Pick up the magnum rounds and shotgun shells on the left 
cupboard of this room, as well as a piece of paper on the ground by the 
steps. It's a set of orders from the Umbrella Corporation.

***************
Orders
***************
TOP SECRET July 22, 1998     2:13
To the Head of Security

"X-day" is approaching. Complete the following orders within the week.

1. Lure the members of S.T.A.R.S. into the lab (1) and have them fight with 
the B.O.W. in order to obtain data of actual battles. (2)

2. Collect two embryos per B.O.W. type, making sure to include all species 
except the Tyrant. (3)

3. Destroy the Arklay lab including all researchers and lab animals in a 
matter which will seem accidental. (4)

U.C. (5)

Explanations:
(1) You haven't stumbled upon this mansion by chance.
(2) You and the other S.T.A.R.S. members are being used as test subjects, 
just like lab rats, for all the monsters created by this facility.
(3) Now that the lab is ruined by the virus leak, it's time to take the 
money and run. But what is this Tyrant? Why is it to be left behind?
(4) Operation cover-up is in progress, but who is the head of security?
(5) This facility is owned by Umbrella. If you've played Resident Evil 0 
for the GameCube, you'll find that the Bravo Team already knows what this 
mansion is used for, but somehow the Alpha Team hasn't been informed.
*****END FILE*****

There is a candlestick on the table. Examine it and you'll get to blow out 
the candles. Blow firmly and briefly into the microphone 3 times to blow 
out the flames. Don't blow too hard or some of the candles will relight. 
With the candles out, the room is in complete darkness. One of the deer 
trophy's eyes is glowing in a red colour. Climb up the steps to examine the 
deer. Remove the eyeball: it's a red jewel. Leave this room and go 
downstairs to the tiger bust room.

----------------
Tiger bust room
----------------
Place the red jewel into the tiger's other eye and the bust and wall will 
rotate to the side, revealing a magnum revolver. Take the gun and return to 
the save room. Deposit the magnum and its ammo and take out the square 
crank. It's time to make your way back to the guardhouse. I suggest you go 
via the balcony above the upper dining hall, fighting some more hunters 
along the way. You may be surrounded, but fortunately those hunters walk 
very slowly towards you unless provoked, giving you enough time to kill 
them piecemeal.

---------------------------------------
13. The great outdoors and underground
---------------------------------------
You'll have to fight a Hunter in the passageway leading to the courtyard. 
He is able to strike just off screen, making it hard for you to shoot him 
without getting slashed first. In addition, you'll have to fight a knife 
battle when you enter the upper level of the courtyard. You'll be fending 
off two zombies and a Hunter. The Hunter can be easily killed if you slash 
him in the horizontal direction (for me, it's from the left to right) just 
as he winds his claw up for an attack.

Head down to the lower level of the courtyard and go over to the lift 
that's currently powered down. Place the battery into the terminal and the 
lift will be powered up. Go up through that lift, back to the upper level 
of the courtyard and reenter the area with the giant pool of water. Use the 
square crank on the mechanism to refill the pool with water. You'll find 
the sound of the waterfall stopping altogether. Take the lift you've just 
activated back down to the lower level of the courtyard (You'll have to 
fight another knife battle against some Hunters beforehand). The waterfall 
has indeed stopped, and a cave behind it can now be entered.

Don't go underground yet, instead, reenter the guardhouse for the book 
mentioned in Eric's letter.

-----------------
Guardhouse lobby
-----------------
2 giant bees are flying around the place, so kill them quick. Enter the 
save room and deposit your square crank and any magnum rounds you have won 
from the knife battle. After that, equip your bazooka (loaded with 
explosive rounds) and reenter the guardhouse hallway.

-------------------
Guardhouse hallway
-------------------
A Hunter can be found straight down the hallway as soon as you enter. Use 
the auto aim to get him when he's just landed from his jump. Two blasts 
will do the trick. Also watch out for the extra giant bee that's added to 
the fray here. It's very hard to shoot it due to the poor aiming provided 
by this game. Move a little bit along the hallway and keep an eye on the 
corner. Blast the next Hunter when he comes around the corner before he 
knows what hits him. Once this hallway is clear, enter the beehive room.

---------------
Beehive room
---------------
This has got to be the worst predicament ever: 2 hunters coming at you from 
2 directions! As soon as you have control of Chris, open fire at the Hunter 
directly facing him to knock him onto the ground, before pressing the L 
button (while holding down the R button) to change targets and quickly 
hitting the other Hunter. Change target again and kill the first Hunter as 
soon as he gets up. At this point, the second Hunter would be back on his 
feet and run up close. You're very likely to be hit once before you can 
fire the killing blast. With these hunters killed, enter the room where the 
Plant 42 used to be. (If you are feeling nervous at this point, consider 
saving the game, since the upcoming boss battle can be tricky)

---------------
Plant 42 room
---------------
Boss battle! Yawn Mark II
It's time to take out the stylus as you fight the one and only Knife Boss 
Battle in the game, against another giant snake. I'll call him Yawn Mark II 
because the first one has absolutely no chance of resurrecting since it's 
molten into a puddle of purple slime.

Yawn Mark II only has one attack: His lunge bite. Every now and then, he'll 
pull his head back, making a loud hissing sound before he quickly charges 
forward. Your job is to intercept his lunge with your knife. Whatever you 
do, always swing your knife upwards from the bottom of the touch screen 
since this increases your chance of hitting the snake. In addition, try to 
swing your knife in the direction the snake is coming from (so, if this 
snake is lunging from the left, swing your knife diagonally upwards to the 
left from the bottom of the touch screen).

Yawn's skin is as tough as steel. Whenever he's not lunging, you can deal 
damage by slashing him in the mouth when he opens it, although it can be 
risky since he'll be lunging at you in a few seconds' time. Yawn Mark II 
should be dead after a long series of slashing. He leaves behind a red book 
on the floor, called the Doom Book 1. Pick up the book and examine it 
closely. Turn the book so that its fore edge faces you. Press the A button 
to open the book, revealing the Eagle Medal.

Return to the save room to deposit the medal into the item box. Get back 
out to the lower level of the courtyard and climb down the ladder behind 
the waterfall.

-------------------------
Underground entry tunnel
-------------------------
Welcome to the underground. Go through the door to Chris' right.

---------------
Barry tunnel
---------------
This tunnel is named because Jill met Barry there in her game. You'll 
notice another flamethrower placed on a rack on the wall. Take the weapon 
and equip it for now. It doesn't matter which door you go through though, 
they both lead to the same room.

---------------
Generator room
---------------
Go over to the alcove to the east for a first aid spray and some shotgun 
shells. With those items in hand, go through the door in the south east 
corner of this room.

------------------
Enrico's dead end
------------------
Run around the corner to find Enrico, the leader of the S.T.A.R.S. Bravo 
Team injured and lying against the wall. "Enrico!" Chris cries. However, 
Enrico is not pleased to see you. He says, "Don't come any closer, Chris." 
"Wait, what happened?" Enrico points his gun at you, "Double crosser!" He 
yells. Chris covers his head with his arms, "Don't!" All of a sudden, 
someone behind Chris shoots Enrico in the chest. Enrico mutters, "Uhh... 
Umbrella..." before he enters an eternal slumber. Chris turns around, but the 
killer has left the scene. "Is someone there? Double crosser, what did he 
mean by that?" Looks like there is a traitor in our midst!

Don't bother examining Enrico's corpse, he only holds handgun bullets. As 
you are leaving this dead end (literally), two hunters rush in. Wait for 
them to get close and burn them one by one with the flamethrower. As long 
as you hold down the B button, they won't be able to attack you. These guys 
also turn black when they die! Pick up the crank dropped by whoever shot 
Enrico. Closer inspection reveals that the end is shaped like a hexagon. As 
soon as you leave the room, you'll have to fight a knife battle against a 
zombie and 2 Hunters. In addition, 3 Chimeras would have spawned in the 
Barry tunnel, so run past them. Place the flamethrower back onto the racks 
to unlock the door leading back to the entry tunnel.

-------------------------
Underground entry tunnel
-------------------------
Run along the tunnel, past the typewriter and you'll find a pit around the 
corner. A hexagonal hole can be found on a red panel on the wall to the 
left. Use the hexagon crank on the hole and Chris will insert it and start 
turning. In doing so, he's created a bridge across the pit. Cross the 
bridge and go through the door on the other side.

------------------
First boulder run
------------------
Another flamethrower can be found on the racks on the wall to Chris' right. 
Take it and equip it for now. 

Turn left and run over to the giant boulder at the end of the tunnel. Start 
running back to the door through which you entered this tunnel. As soon as 
you begin, the boulder will fall loose and roll after you! Provided that 
you run quickly enough, you'll be safe in the alcove where the door is. Run 
back to where the boulder was and you'll find some magnum rounds in the 
hole in the wall. Meanwhile, another hunter has entered this hallway. Turn 
around and burn him to a crisp.

You'll also find that the boulder made a huge hole after crashing through 
the wall. Run through that hole and go through those doors.

------------------
Giant spider room
------------------
A giant spider is on the loose! Dodge its multidirectional venom attack and 
burn it with your flamethrower. Note that the spider will stay still for a 
couple of seconds while it sprays its venom, allowing you to run behind the 
spider and spew flames at its abdomen. It's going to be a tight battle due 
to the short range of the flamethrower. But still, the spider should be 
dead after taking a bit more than 100 units of flamethrower fire.

With the spider killed, run over to the door at the other side of this room. 
Take out your knife to cut through the cobwebs before going through those 
doors.

--------------------
Naked zombie tunnel
--------------------
A naked zombie will run after you from the left. Wait for him to get close 
before roasting it. Make your way to the west end of the tunnel and place 
the flamethrower onto the racks to unlock the door there. That will be the 
last time you'll be using the flamethrower. Go back to the opposite end of 
the tunnel and go through the door there.

----------------------
Underground save room
----------------------
Deposit any excess healing items in your inventory (there's another first 
aid spray on the desk), as well as the shotgun and its shells. Take out the 
handgun and its bullets. At the same time, take out the Eagle Medal, since 
you'll have to use it soon. Now, let's examine the puzzle box.

Puzzle box!
This box features 8 circles, arranged as follows clockwise from the top:
1. Yellow ring with blue circle
2. Green ring with green circle
3. Orange ring with red circle
4. Pink ring with purple circle
5. Blue ring with orange circle
6. Purple ring with pink circle
7. Red ring with yellow circle
8. Grey ring with grey circle

Perform the following colour swaps to solve the puzzle: 4 and 6 -> 7 and 1 
-> 3 and 5 -> 5 and 7. Your reward is: Even more magnum rounds! Consider 
saving your game here, since the next part of the game can be very nerve 
wrecking. Get back to the hallway and go through the door at the other end.

-----------------------
Second boulder hallway
-----------------------
Go north, then west along the corridor until you find a hole in the wall to 
the left. Stick the hexagon crank into the hole and turn it three times. 
The wall section in front of you will turn and reveal a secret alcove. 
Before you go through that door, run over to the boulder at the end of the 
hallway before running away. The boulder will start to roll after you! Run 
into the alcove so as not to be squished. Now that the boulder is out of 
the way, examine the small hole in the wall behind where it once was for a 
MO disk. The map of the underground is to the right, but will prove to be 
useless since there is only one room you haven't explored. Let's enter that, 
shall we? Run back into the alcove and go through the door.

-------------------
Statue puzzle room
-------------------
You'll be immediately treated to a knife battle, getting the handgun 
bullets as a reward. With the zombies killed, inspect the room. You'll find 
a statue in a corner. Push it in the direction of the door, beyond the 
brown socket on the wall with the hexagonal hole (for the crank, obviously) 
and stop when it is around 1 body width past the panel. 

Use the hexagon crank on the hole and the wall section behind the statue 
will push outwards for you. Turn the crank once more and the wall section 
will retreat into the rest of the wall again. Now, push the statue onto the 
bright yellow square on the ground to reveal a secret storage compartment 
on the wall by the door. Examine the compartment to find the Doom Book 2. 
Examine the fore edge of the book to open it, revealing a Wolf Medal. Now 
that you have both medals, it's time to leave.

-----------------------
Second boulder hallway
-----------------------
Run back to where you first entered the room and go south. You'll find a 
lift on which you can ride up.

----------------
Lab access area
----------------
Pick up the green and red herbs on the ground and combine them at your 
leisure. Now, go and check out the giant water pool. You find 2 circular 
holes on two parts of the wall surrounding the water pool with pictures of 
a wolf and an eagle carved into the hollow. Insert the Wolf and Eagle 
Medals into the corresponding hole and you'll cause the water pool to drain 
up, revealing a secret lift leading down somewhere. Walk through the newly 
created gap in the wall and climb down the stairs. Examine the lift to go 
all the way down.

------------------------
14. Fresh out of the lab
------------------------
Welcome to the secret laboratory under the mansion. Once you've exited the 
lift, run around the corridor and you'll find a pair of double doors that 
are currently locked. Examine the metal plate to the right and you'll find 
that it's an emergency exit that will not open unless under 1st class 
emergency. So, climb down the ladder for now.

------------------
Lab entrance room
------------------
There is an item box in this room, but no typewriter. Anyway, it's time to 
deposit all redundant items into the box. This includes the herbs, MO disk 
and hexagon crank. A puzzle box can be found here too.

Puzzle box!
Just like the previous box, this one comes equipped with 8 circles, 
arranged in the following order, clockwise from top:
1. Yellow ring with green circle
2. Green ring with red circle
3. Orange ring with blue circle
4. Pink ring with purple circle
5. Blue ring with grey circle
6. Purple ring with yellow circle
7. Red ring with pink circle
8. Grey ring with orange circle

In one of the most complicated puzzles ever, you have to make 6 colour 
swaps: 1 and 4 -> 4 and 7 -> 7 and 2 -> 8 and 3 -> 5 and 8 -> 6 and 1. The 
box opens, revealing magnum rounds. Deposit the magnum rounds and go 
through the double doors.

---------------
B2 hallway
---------------
You're given the simple task of warding off some crows in the knife battle. 
Once it's over, quickly run forward a bit, take out your handgun and pop a 
few shots into the zombie closest to you! A second will crawl after you on 
the ground. 2 more will actively come after you on this passageway, while 
another is around the corner to the left. They are all easy targets for 
your handgun. With them all killed, go over to the table by the currently 
electronically locked door and pick up the MO disk. Now, go down the stairs.

------------------
B3 square hallway
------------------
There are some nude zombies here, but let's not bother with them. Go 
through the door directly to Chris' right (the left side, that is).

----------------
B3 west hallway
----------------
Some naked zombies are crawling towards you. Just let them grab at your 
ankles, causing Chris to kick their heads off. When they are dead, go 
through the door to the right of the double doors through which you've 
entered this hallway.

------------------
Picture code room
------------------
A nude zombie will run straight at you, so gun him down. Press the red 
switch to the left to turn on the light. Handgun bullets can be found in a 
brown crate next to the washbasin, and a green herb can be found on the 
ground by the picture, past a zombie that's lying flat on the ground. A 
letter can be found on the desk, so read it.

********************
Researcher's letter
********************
June 8, 1998
Dear Ada, (1)
By the time you read this, I'll be something... different. Today's test 
turned out to be positive, just as I expected. I feel like going crazy when 
I think about becoming one of them. (2)

Ada, you're not infected and I hope you never will be. In case you're the 
last one left, take the material in the Visual Data Room and go to the 
Power Room to operate the Triggering System before you escape. (3) And 
please don't let them get away with this, let the world know.

If everything is in order, all the locks can be opened by the security 
system. (4) You can access the system if you log in with my name at the 
terminal in the small lab and enter the password. The password is your name. 
(5)

To unlock the door on B2 where the Visual Data room is located, you'll need 
to access it with our names first and then enter another password. I've 
written the code below. I'm sure you'll understand it. And this is my last 
request - if you find me completely changed, please kill me yourself. (6)

Password = (4 special looking symbols) (7)
Yours,
John

Explanations:
(1) This Ada is the Ada Wong of Resident Evils 2 and 4. You'll find her 
looking for the John who wrote this letter while playing through Leon's 
game then.
(2) Yup, another goodbye letter from one of those many zombies to be. At 
least this one provides useful information.
(3) Ada obviously never received this letter since the lab is still 
standing at this point in time.
(4) The triggering system refers to the self-destruct system. Activating it 
will unlock all doors in the facility to facilitate your escape.
(5) A certain computer in the lab controls the electronic locks of the 
facility. To even access the system, you'll have to log in with "john" as 
the user name and "ada" as the password.
(6) One of those zombies that got in your way had to be John, right?
(7) Each of the 4 strange looking symbols refer to a different letter. 
You'll find out how to decode this after this file.
*****END FILE*****

Let's try to crack that code, shall we? Go over to the picture and examine 
it. You'll find a tree, a woman, a man and some water marked by some 
strange symbols. In fact, all those symbols refer to the letters that take 
up the word. For example, the symbol that looks like the letter "M" refers 
to the E. If you are still not sure about which letter each symbol stands 
for, go over to the bookshelf in this room and push it aside, revealing 
another switch. Press it and the room will be illuminated with blue light. 
Check the picture again and you'll find the corresponding letters appearing 
over the symbols.

Long story short, the second password is simply, "mole". Head back to the 
B3 main hallway.

----------------
B3 main hallway
----------------
Fight your way past the naked zombies and go through the door to the 
northeast.

--------------------
Door unlocking room
--------------------
Another naked zombie will run towards you as soon as you enter, gun him 
down as well. Pick up the blue projector slides on the floor before 
examining the computer. You'll be asked for the login ID and password. The 
keyboard is on the touchscreen. 

First, key in "john" as the login and press the Enter key. Afterwards, key 
in "ada" as the password and press Enter. Man, John must have never heard 
of something called password strength! You'll then be presented with a menu 
with 3 options: B2, B3 AND Cancel. First, select B2 and press Enter. You'll 
be asked for a second password. Key in "mole" and press Enter. You've now 
unlocked the Visual Data Room! Now, select B3 on the menu and press Enter 
to unlock that room as well. Now, you can exit the system and get out.

Head back to the B3 west hallway and go through the now unlocked door in 
the middle of the hallway.

---------------
Dartboard room
---------------
You'll have to fight another knife battle before you can get on with what 
you want to do. Kill the zombies and pick up the handgun bullets. Go over 
to the desk behind the bookshelf to find a pass code output machine. Place 
the MO Disk into the machine and you'll be given a pass code.

***************
Pass Code 01
***************
"I swear by myself," declares the Lord, "that because you have done this 
and have not withheld your son, your only son." (Genesis 22:16)
*****END FILE*****

I wonder whose idea it is to use quotes from the Bible as pass codes! Go 
and examine the dartboard to the right of the desk and you'll get to play 
with it. Your goal is to use your stylus to throw the darts at the board, 
in an attempt to get 3 bullseyes with the 9 darts provided. To throw a dart, 
press down on the touch screen with the tip of the stylus. Slide the tip of 
the stylus in the direction of the bullseye before lifting the stylus off 
the screen. The faster you slide the stylus, the harder you throw the dart. 
My tip is to start at the centre of the touch screen and directly slide the 
stylus upwards. You'll eventually get 3 bullseyes after some tries. Note 
that you have to start over if you fail to get 3 bullseyes having used up 
all the 9 darts.

Once you've managed to get the 3 bullseyes, a brown compartment on the wall 
will open up, revealing an urgent Fax message from Umbrella headquarters 
and some magnum bullets.

***************
Fax
***************
To: General Manager, Sanitation Division
From: Special Committee on Disasters Raccoon Special Research Dept.

This memorandum is strictly confidential and must be destroyed as soon as 
it is read. (1)

Regarding the "T-Virus" outbreak which occurred recently, the Committee 
conducted a field survey. According to the survey results, estimates of the 
amount of damage caused by the accident are considerably greater than 
reported earlier.

First, although it is very difficult to obtain accurate data in terms of 
actual numbers, it is thought that more than half of the researchers died 
after exposure to the "T-Virus". (2) The body count will most likely 
increase since nearly all the survivors show symptoms associated with the 
T-Virus.

Second, our security system is still in operation. However, our special 
security guard squad has been nearly wiped out. Because of that, research 
information considered by our company to be top secret has been leaked to 
outsiders. (3) Counter-measures should be taken as soon as possible.

Lastly, many of the "subjects" from the experiment have escaped and are out 
of control. We believe that some researchers were killed by these "subjects" 
and their bodies were mutilated. (4) By curious coincidence, these events 
are proof of the success of our research. (5)

However, there is also a very high risk that this news may be leaked to the 
press if we don't act immediately. The condition is very serious. Our 
operation to cover-up the situation is difficult to attain, however he hope 
the problem will be solved quickly. (6)

We are especially concerned that the State Police and S.T.A.R.S. are 
intervening too quickly. (7) We need to act on this situation as well.

Explanations:
(1) It's obvious that by the time this fax arrived, most if not all of the 
researchers are either dead or have become zombies.
(2) Now you know the power of the T-Virus. The amount of virus that broke 
out must have been extremely great for so many people to have died nearly 
instantly.
(3) With the lack of staff maintaining the security system, you are able to 
crack the locks and codes one by one to get more clues throughout the game.
(4) The deaths of Joseph Frost and all those hikers were caused by the 
Cerberus dogs, Hunters and other test subjects that have escaped from the 
facility following the viral accident.
(5) Some things in life are bad, they can really make you mad. Other things 
just make you swear and curse. So when you're chewing on life's gristle, 
don't grumble, give a whistle! And everything will just turn out for the 
best. And... Always look on the bright side of life... You know the rest of 
that song. If not, go and watch Monty Python's Life of Brian.
(6) Just like any big company, Umbrella loves to cover up their mistakes, 
no matter how severe it will be.
(7) This might explain why there is a traitor in your midst. Someone just 
doesn't want S.T.A.R.S. snooping around.
*****END FILE*****

Now, let's go back up to level B2 and enter the Visual Data Room. It's the 
only unexplored room on that level, so you can't miss it.

-----------------
Visual Data Room
-----------------
2 giant bees can be found in this room, it's going to be hard to shoot them 
down without getting hurt. Insert the slides into the projector to start a 
little slideshow detailing the various Bio-Organic Weapons that are 
currently being developed by the Umbrella Corporation. There's MA-39 
Cerberus, which are those evil hellhounds; FI-3 Neptune, which are the 
sharks; MA-121 Hunter, those evil reptiles; T-002 Tyrant, hey, what's that? 
After that comes a blank slide, then a photograph of the R&D staff of the 
Bio-Weapon Research Institute. Surprise, Wesker is there! So he's the 
traitor.

Puzzle time!
Examine the black panel to the left of the large screen and open it. You 
now have to light all blue buttons to unlock something. Any time a red lamp 
turns on, the blue button beneath it will be turned off. You must light up 
all 5 buttons within 5 presses. In order to solve this puzzle, always press 
the button beneath the red light that's just flashed. This is because each 
red light will only turn on once. I'm guessing that the solution here will 
be to press the 5 buttons in the following order:

2nd from left -> Rightmost one -> 2nd from right -> Leftmost one -> Centre

If that's not the solution, you should be able to unlock it after some 
trial and error. A pillar on the wall will slide to the left, revealing a 
hidden shelf. Examine the shelf for a Lab Key, which is actually a Power 
Room Key.

Before leaving, examine the bookshelf to the right of the door for a file 
explaining the laboratory's security system.

**************** 
Security System
****************
-Basement Level 1-
Helicopter Port
Helicopter Port restricted to Executives and Government Officials only. 
This restriction may not apply in case of an accident.

Passage to the Helicopter
No one is allowed to enter unless they are accompanied by a Research 
Consultant or Security Director. All others will be shot on sight. (1)

Elevator
The elevator stops working during emergencies.

-Basement Level 2-
Visual Data Room
The Visual Data Room is within the control of the Special Research Division. 
Keith Arving, the Room Manager, has jurisdiction over room usage.

-Basement Level 3-
Prison
The Sanitation Division controls the usage of the prison. Consultant 
Researchers (E. Smith, S. Ross, A. Wesker) (2) must be present if virus is 
used. (3)

Triple Lock Door
No one is allowed to enter unless they present all pass code documents. 
Pass code documents must be created on the specialised output machine by 
the Chief Researcher of each block. (4)

Power Room
Only Headquarters Supervisors may enter. This restriction may not apply if 
the Consultant Reseracher has received special instructions.

Pass Code Output Machine
No one is allowed to use the pass code output machine except the Chief 
Researcher.

-Basement Level 4-
Top Secret
Regarding the progress of "Tyrant" after the use of T-Virus... (Remaining 
document is unreadable) (5)

Explanations:
(1) The Emergency Exit leads to the helipad, on which you may be able to 
signal Brad to arrive in his helicopter to pick you up.
(2) This confirms that Wesker is the traitor who's been working with 
Umbrella.
(3) Umbrella may use their human prisoners as live guinea pigs for their 
viral experiments!
(4) The pass codes are used to unlock a Triple Lock Door leading to the 
prison, where someone you know is currently being locked up.
(5) It's so typical of these games to give you a sense of suspense.
*****END FILE*****

Leave and go back down to level B3. Head towards the southeast of the main 
hallway, past the naked zombies, and go through the double doors at the 
corner.

----------------
B3 east hallway
----------------
Kill all the zombies in this hallway and go through the door directly 
facing the one through which you've entered.

---------------
Lab save room
---------------
This is the last save room of the game. Pick up the Flame Rounds and 
deposit it into the item box. Examine the puzzle box as well.

Puzzle box!
There are 8 circles in total this time, arranged in the following order 
clockwise from top:
1. Yellow ring with orange circle
2. Green ring with pink circle
3. Orange ring with red circle
4. Pink ring with purple circle
5. Blue ring with orange circle
6. Purple ring with grey circle
7. Red ring with yellow circle
8. Grey ring with green circle

The colour swapper also swaps 2 pairs of circles at the same time (two 
colours 90 degrees from each other and two colours 180 degrees from each 
other)! Perform the following swaps: (1 and 5) + (7 and 1) -> (4 and 8) + 
(7 and 1) -> (5 and 7) + (2 and 6) -> (3 and 7) + (6 and 8). The box opens, 
revealing a first aid spray. Deposit it into the item box, along with the 
handgun and its bullets and withdraw the shotgun and the two MO disks 
before going back out to the hallway.

----------------
B3 east hallway
----------------
Fight the knife battle: You'll be fighting 2 naked zombies and a hunter. 
With them gone, take your reward, go west and go through the door on the 
right side of the corridor.

------------------
Operating theatre
------------------
A red herb can be found on the washbasin, and some shotgun shells can be 
found on a table. You'll find two crates in this room which must be pushed 
over the two circular vents on the floor. To make things easier to explain, 
let the left crate be crate 1 and the right crate be crate 2. 

Start by pushing crate 2 all the way to the top of the screen, over the 
right vent. After that, push crate 1 so it is directly below crate 2. Push 
the red steps all the way to the operating table at the bottom of the 
screen. This will create enough space for you to push crate 1 first to the 
left, then over the left vent. Now, make sure that there is a wide enough 
gap between the two crates for the steps to fit it. Push the steps to the 
right, until it is no longer leaning against the operating table. Now, you 
can go over to the bottom of the screen and push the steps upwards, then 
left, then into the gap between the two crates.

As you push the steps against the wall, you'll hear a clicking sound. 
That's the sound of a switch being pressed down. In fact, that switch 
releases poisonous gases into the room through the vents you've just 
covered. Since the vents are covered, you are safe. Climb up the steps and 
examine the vent on the wall. Enter the shaft to reach another room.

---------------
Morgue
---------------
Loads of naked zombies are lying on the ground. Go over to the shelf to the 
left and blast the zombie on the floor before picking up the magnum rounds 
there. Make your way to the other end of the room, killing all the naked 
zombies on the ground. A disk reader can be found on the table. Place a MO 
Disk inside for the second pass code.

***************
Pass Code 02
***************
I will surely bless you and make your descendants as numerous as the stars 
in the sky, and as the sand on the seashore. Your descendants will take 
possession of the cities of their enemies. (Genesis 22:17)
*****END FILE*****

Leave through the double doors and return to the save room. Deposit the 
magnum rounds and take the green herb, combining it with the red herb to 
form a full healing item. It's time to head south into the power rooms.

---------------
Power room 1
---------------
You'll fight yet another knife battle upon arrival, this time against naked 
zombies, a Cerberus dog and a hunter. Once they are dealt with, brace 
yourself for the chimeras. When a chimera is hanging on the ceiling, 
quickly aim up with the shotgun and open fire. The chimera should fall onto 
the floor. Wait until it gets up and fire another round. If the chimera is 
not killed at this point, it will be stunned. When this happens, the 
chimera is invincible while it is leaning back. Wait until it is standing 
straight again before hitting it with another shell to take it out for good.

Make your way to the southwest corner of this room and watch out for 
another chimera. Blast it down to size and examine the control panel.

Puzzle time!
You are to adjust the wiring of the power regulator to ensure that all 3 
graphs extend to the red region. You can draw two wires on the circuit with 
your stylus. The wires should be drawn between columns 7 and 5 (at the 
bottom) and between columns 1 and 2 (at the top). (It's hard to explain 
without drawing a diagram).

Once you've solved the puzzle, go through the door at the southeast corner 
of the room. 

---------------
Power room 2
---------------
Walk straight forwards until you reach a dead end with a disk reader. Place 
the final MO disk in for the third pass code.

***************
Pass code 03
***************
And through your offspring all nations on earth will be blessed, because 
you have obeyed me." (Genesis 22:18)
*****END FILE*****

There are no chimeras in this room, so run all the way to the door leading 
south to the final power room.

---------------
Power room 3
---------------
There are four chimeras in this room. It's likely you're going to be badly 
hurt fighting them, but you have a full healing item handy, right? Explore 
this room and you'll find 2 control panels: A triggering system activator 
and a power connection switch. The former cannot be activated yet, while 
the latter can be used.

Puzzle time!
Just like the previous puzzle, you are to place 2 wires to realign the 
voltages so that all 3 graphs on the top screen extend to the red. Start by 
drawing a wire between columns 7 and 2 at the top. After that, draw a wire 
between columns 8 and 5at the bottom. With the puzzle solved, the lift on 
this level has power. Return to the B3 east hallway.

----------------
B3 east hallway
----------------
Enter the save room and take out some full healing items and the magnum. 
Make sure you now have the following in the inventory: Magnum with 
ammunition, shotgun with ammunition, 2 full healing items. Get back out and 
go over to the lift on the north end of the hallway. Examine the power 
button to the right of the lift door to turn the lift on, triggering 
another scene with Rebecca.

"Chris!" Rebecca cries as she runs into the hallway. Chris turns around and 
sees her, he says, "Rebecca, you're safe!" "I saw you in the garden. I 
caught up to you at last." Chris replies, "I'm glad you are all right. 
Don't go out alone." Rebecca salutes Chris yet again, "Yes sir!" Now I know 
why so many people hate Rebecca. The two enter the lift and ride it down.

---------------
Laboratory B4
---------------
Surprise, Wesker's waiting for you. He takes out his gun and "compliments" 
Chris, "Chris, as my subordinate, you are very talented." Chris rebuts, 
"I'll never work for a company like Umbrella, and Wesker, you're formally 
with Umbrella." Wesker is in denial though, he asks, "What do you mean?" 
Chris continues, "Since when have you been an agent for Umbrella and a 
traitor to S.T.A.R.S.?" "Now you are wrong. I was formally with Umbrella, 
yes. But now I'm prepared to face anything. Even getting rid of you 
vigilante S.T.A.R.S."

For some reason, Chris continues to have "decent conversation" with Wesker. 
"Now the worst possible situation has occurred. The failure of the 
experiment created a virus, a biological weapon polluting the entire lab." 
Wesker disagrees, "No, the worst happened with the Tyrant virus. I lost 
some of my S.T.A.R.S. team members because of it."

"You killed them with your own dirty hands!" Chris cries, "Did you kill 
Enrico?" Rebecca is shocked, "Really?" she asks. "Yes," Wesker says, "like 
this." He then shoots her in the chest. "What the hell?" cries Chris. 
"Don't move!" yells Wesker, "If you do, I'll kill you. Chris, I have 
something to show you, now walk."

Chris is now forced to walk into the lab. Wesker shows Chris a giant 
humanoid creature with a huge claw stored in a giant cryogenic tube. "Is 
this?" Chris asks. Wesker replies, "It is. This is the ultimate lifeform, 
Tyrant!" Chris laughs. "Chris!" Wesker says (in a rather unassertive tone), 
"Stop it!" Chris mocks Wesker, "Wesker, you're pitiful. This is your 
saviour? You say this failure is your saviour?" Wesker is so insecure, he 
says, "You can make sure yourself, whether Tyrant is a failure or not."

Wesker presses a button on a control panel by the stasis tube, draining the 
cryogenic fluid keeping the Tyrant in place. He awakes, shattering the 
glass tube that holds it and jumps down onto the floor. He walks slowly 
towards Chris. Wesker cries, "Go to hell! Jill will join you to." Tyrant is 
about to make his move on Chris, only to change his mind and walk towards a 
surprised Wesker. "What?" he exclaims, "Don't come this way! Nooooo!" He 
gets impaled by Tyrant's claw and is quickly flung off the side. He is dead, 
or is he?

Tyrant then gets back to the point and eyes Chris. "You can't kill me!" 
Chris yells. It's now time to fight. You'll find that you are currently not 
equipping any weapon. Equip the magnum, turn around and run. When you have 
gained enough distance from Tyrant, start shooting at him. You should be 
able to shoot twice before he is dangerously close to you. Continue this 
hit and run tactic around the lab and he will be knocked out in 6 shots.

After this brief battle, you'll find that the exit is electronically locked. 
Examine the control panel by Tyrant's broken cryo-tube and press the button 
to unlock the door. Chris exits to find Rebecca standing, the bullet had 
only stunned her. "Wow," he exclaims. "Ha!" Rebecca says, "It seems like 
this bulletproof vest is pretty strong!" "I see." She then asks about 
Wesker, "How about Captain Wesker?" Chris gives a rather cheesy reply, 
"He's sleeping with the ultimate failure! Hurry up, I want to get out of 
here." The two takes the lift back up.

----------------
B3 east hallway
----------------
Rebecca says, "Excuse me, Chris." "What Rebecca?" "I read a research file 
in this lab. It said that a great deal of research on the Tyrant virus 
exists in this very lab. We should blow this place up!" "We're already into 
it over our hands. Rebecca, can you do it?" "I'll set off a triggering 
system for a bomb!" "Good, this will give us a chance to escape. See you 
outside the house. Rebecca runs off to the power room, without saying "Yes 
sir! This time."

Let's head back to the B3 west hallway, running past the chimeras as you do 
so. You'll hear about the triggering system being activated on the way.

----------------
B3 west hallway
----------------
Run over to the other end of the hallway and examine the triple lock 
mechanism by the double doors. Press the A button repeatedly to enter all 3 
pass codes to unlock the door. Go through to find the prison.

---------------
Prison
---------------
Loads of naked zombies are in the way, so blast them to pieces with the 
shotgun. Open the door at the end of the hallway to free your teammate Jill. 
Now that Jill is free, make your way back to level B1, depositing your 
shotgun (along with the ammo) and withdrawing more full healing items from 
the item box as needed. However, make sure you have at least 1 empty slot 
in your inventory.

---------------
Level B1
---------------
Go through the door marked "Emergency Exit". Run through the hallway. As 
you do so, you'll receive another radio transmission from Brad. "This is 
Brad. I have a fuel shortage. This is my last try. If there's anyone alive, 
please give me a sign." Yes, you'd better hurry and contact him or you'll 
be trapped here and be blown to bits! Pick up the battery on the ground as 
you run towards the lift. Use it on the power terminal to turn it on. You 
are told that "There is three minutes until explosion". 

Rebecca joins you and Jill. "I made it," she says, "I've set up the 
triggering system for the bomb." "Great, Rebecca, Brad's up in the 
helicopter." You also hear the sound of monsters approaching. "Look at 
those monsters!!!" She yells in an extremely unnatural voice (that sounds 
more like a 10 year old boy's yell than an 18 year old female cop's). Jill 
says, "Let me take care of them." "But..." Rebecca reassures him, "Chris, 
just get into contact with Brad right away." "Okay."

Chris takes the lift up, as you ascend, the clock is ticking!

---------------
Heliport
---------------
It's daylight. Grab the flare on the brown crate to the left and use it. 
Chris will fire it to the sky, attracting Brad's attention, who prepares to 
land. However, the Tyrant is still alive. He bursts out of the ground for a 
final battle! It's time for more hit and run action against him. In 
addition, you should always run to the Tyrant's right hand side since his 
claw can't hit you if you do that. Whatever you do, don't get trapped in a 
corner since he can easily pin you down. Keep shooting and healing yourself 
as necessary and Brad will eventually drop a rocket launcher on the ground. 
"Chris!" He cries, "Destroy the monsters it!" Hey, since when is Tyrant a 
plural? But anyway, run over to the launcher, pick it up and quickly open 
fire! 

The rocket flies towards the Tyrant and blasts it to pieces in one hit! You 
call that the ultimate bioweapon? The chopper lands and picks you, Jill and 
Rebecca up before flying off. You then have an ending full movie scene 
where you see Jill sleeping on Chris' shoulder as he looks on. Meanwhile, 
Rebecca is also sleeping, lying down completely in the process. The 
helicopter flies into the sunrise, leaving the mansion to be destroyed in 
the resulting explosion. 

Enjoy the credits! You'll be allowed to save a file for the new meta-game, 
which includes a Special Key to unlock a room with additional costumes for 
your character. In addition, if this is the first time you've completed the 
game, you'll also unlock a new minigame called Master of Knifing. Enjoy! 
(NOTE: There are no rewards for beating this game within a certain time.)

+-------------------------------------------------------------------------+
|                         IV. MASTER OF KNIFING                           |
+-------------------------------------------------------------------------+
Master of Knifing is the minigame that is unlocked after you beat the game 
for the first time with either Jill or Chris. It's a simple game where you 
fight knife battles against the enemies of the game across five different 
levels. You get to play as both Jill and Wesker. Just like in the main game, 
Jill's game is easier than Chris'. In case you haven't fought knife battles 
before, this minigame uses a first personal view. You take out your stylus 
and sweep left and right, up and down across the touch screen of the 
Nintendo DS to slash at the enemies that come after you. You can also stab 
enemies by tapping on the touchscreen repeatedly with the stylus.

---------------
Scoring
---------------
You score points by slashing, stabbing and killing enemies with your knife 
as they come at you. Each slash is worth 50 points and each stab is worth 
30. When you kill an enemy, you are awarded points based on the type of 
enemies killed. 

---------------
Combos
---------------
In this minigame, you can score combos by continuously slashing/stabbing 
the enemies, provided that the gaps between subsequent hits are small 
enough. The higher your combo, the higher your score multiplier. The 
multiplier kicks in whenever you kill an enemy. The score you get from 
killing an enemy is equal to the base score multiplied by the value on the 
multiplier. Therefore, it's important for you to maintain long combos in 
order to get a high score in this game.

---------------
Critical hits
---------------
You might not noticed in the Rebirth Mode of the main game, having won most 
battles by recklessly swing the knife around. In Master of Knifing, 
critical hits become much more important. The reason is that one critical 
hit is enough to kill all regular enemies (and inflict heavy damage on 
bosses). In addition, your multiplier will increase at a faster rate than 
when you slash the enemy repeatedly. Furthermore, you are given more time 
to get your next hit in to continue your combo.

Critical hits are typically scored by hitting the enemy the instant it is 
about to strike at you. It's quite risky but rewarding if you can 
continuously pull it off (the multiplier can only stay high if you 
continuously score critical hits. It will go down immediately when you 
deliver a regular hit in the chain!).

---------------
Enemy guide
---------------
Zombie
These are the bread and butter enemies of Resident Evil DS. They march 
towards you slowly and try to bite you. Regular slashes to the left and 
right are enough to stop them in their tracks. To score a critical hit, 
wait for the zombie to get close and slash him when he is lunging forward 
to bite you. Zombies sometimes attack by spewing their vomit at you. You 
can stop them by either quickly slashing them 3 times, or by blowing into 
the microphone when they lunge forward. If you do the latter, the vomit 
will be blown back at the zombie, hitting it and increasing your combo 
count.

Crow
Crows fly close to you and try to peck you. They are extremely weak that 
one slash or stab will kill one. It is very easy to score critical hits on 
crows. Wait for one to fly up close and slash/stab at it when you hear a 
drilling sound. Once critically hit, the crow will be knocked back. If it 
hits other enemies by doing so, they will be stunned and your combo bar 
will go up as well.

Cerberus
The hellhounds are made relatively harmless now that they can only approach 
you from the front. Their attacks are so obvious: They will kneel down in 
front of you, howl once or twice before pouncing at you. Stab at the dog as 
it approaches in mid air. One hit is enough to kill the dog and is ALWAYS a 
critical hit!

Hunter
Hunters are the hardest hitting of the 4 regular enemies. They'll try to 
come close and slash you, but repeated slashes are enough to keep them at 
bay. The best way to score critical hits is to slash them as they are 
winding up for a slash (i.e. moving a claw backwards). This will kill them 
instantly. If you see a hunter make a war cry in the distance, this means 
that he is about to perform a jumping slash at you. Be prepared to 
intercept him in midair with the knife when that happens.

---------------------
Level by level guide
---------------------
Level 1: Picture puzzle room
The first level features numerous zombies coming at you. This is the best 
level to score long combos. Slash each zombies as many times as possible 
before they fall. The best trick is to stun a zombie with three slashes, 
then stab him repeatedly to build up your combo. The zombie should collapse 
while you are stabbing him, but don't stop until he's fallen off the screen. 
Only do that when only one zombie is close up, though. The boss of this 
level is a lone naked zombie. Repeat the same slashing and stabbing 
technique on him and he will collapse. Wait for him to get back up and 
immediately stab him 5 times in a row to keep him stunned and continue the 
combo. Repeat until he is dead. You should aim at getting at least a 90 hit 
combo when playing as Jill or a 110 hit combo as Chris (Chris faces more 
enemies than Jill).

Level 2: Southeast corridor
This level features zombies and crows, which approach you rather 
infrequently when compared to the previous level. This is the perfect time 
to practice your critical hitting skills. My only advice is that you should 
keep an eye on the crows, as they often appear out of nowhere. The boss of 
this level is a super stronger hunter. He takes 3 critical hits to kill as 
Jill and 4 to kill as Chris.

Level 3: Upper courtyard
You'll be facing a mix of zombies, crows and hunters here. Special 
attention should be paid to those hunters since they tend to appear all of 
a sudden from the side of the screen. Just like the previous level, this 
level is ideal for getting long critical hit chains. The boss is none other 
the zombie of S.T.A.R.S Bravo Team member Forest Speyer. He's technically 
the same as the naked zombie. But this time, focus on critically hitting 
him continuously. I've found that it's possible to get your multiplier up 
to 31x if you score nothing but critical hits in the entire level.

Level 4: Lower courtyard
You'll be fighting zombies, Cerberus and hunters in this level. At first, 
keep an eye on the hunters as they pop up in the screen to avoid taking 
damage. The bit at the end is the most annoying: A large number of Cerberus 
will be taking turns to pounce at you. They are easy to fend off as Jill, 
but if you are playing as Chris, you must react quickly since those dogs 
will work in pairs and pounce at you within a second of each other. The 
best way to stop them would be by stabbing them in mid air, rather than 
slashing them. In addition, the final pair of dogs will lunge at Chris at 
the same time, so a wide slash along the horizontal plane is to be used.

Level 5: Plant 42 room
The final level is a fight against Yawn Mark II. The strategies are more or 
less the same as the fight in the main game, only that critical hits are 
much more important. To score a critical hit, perform an uppercut with your 
knife at the snake as it lunges at you. The snake can strike from the left, 
front or right, so slash upwards in the direction it is attacking from. 
Once critically hit, the snake will stun, lie back, revealing its soft 
underbelly. The underbelly can be stabbed at repeatedly to deal a lot of 
damage to the snake. You can typically stab the snake 20 times before it 
comes to.

As Yawn takes damage, it will perform new attacks that vary depending on 
who you are playing as. If you are playing as Jill, the snake will lunge at 
you several times in quick succession and you have to slash at it just as 
quickly to keep it at bay. Fortunately, each successful slash is enough to 
stun the snake for half a second or so, giving you time to prepare for the 
next attempt. 

If you are playing as Chris, the snake will lunge at you three times in 
quick succession: from the left, right and then the centre. Yawn will 
attack much faster than when you are playing as Jill, so you must react 
even more quickly. To make things worst, hitting the snake during its first 
two strikes will NOT stun the snake, only the third hit will. It's very 
hard not to take damage when the snake is using this move. The best you can 
do is to try to stop the snake from hitting you the first two times (If you 
fail the snake on the first attempt, it gets to hit you all three times!).

To make things even harder for Chris, he has to fend of multiple crows that 
appear on the touch screen. Those crows often distract you, making it 
difficult for you to stop Yawn itself. Fortunately, the crows wait much 
longer before pecking at you compared to the ones in level 2. It's 
important to time your stabs so that you won't be caught off guard.

No matter which character you are playing as, Yawn almost always dies in 
the middle of the stab combo while it is stunned after a critical hit. 
Therefore you certain to get the multiplier over 2x by the time it's killed, 
resulting in over 100000 points from this kill.

-------------------------
Bonus scores and grading
-------------------------
Once you have beaten level 5, you will be sent to a screen where you are 
awarded 4 bonus scores based on the time taken to beat the minigame, the 
highest combo obtained, the accuracy of your attacks and the amount of 
damage you have received from the enemies. The 4 bonus scores are added to 
the points you've gained while playing the minigame to give a final score. 
If you get killed in this game, those 4 scores are not added to your total.

You'll receive a rank depending on your total scores. You receive a C if 
you ended the game with fewer than 100000 points (this can only happen when 
you die early!), a B if you have between 100000 and 499999 points, an A if 
you have between 500000 and 699999 points and an S if you get 700000 points 
or more.

As long as you are decent with critical hits, you shouldn't have problems 
getting an A. Getting an S requires you to be super lucky with critical 
hits, to the point of getting a huge combo with them. I wish you the best 
of luck! However, you don't get to unlock anything interesting by getting 
high scores in this game. The only reward is the ability to play as Wesker 
in the multi-card mode of this game, and that's obtained by beating this 
minigame with both Jill and Chris with a B ranking!

+-------------------------------------------------------------------------+
|                              V. CONCLUSION                              |
+-------------------------------------------------------------------------+
It's been a long run, but now all the work is worth it. This guide was made 
during my time at Shanghai, doing a summer job. I started work in mid-July 
2008, but the Beijing Olympic Games proved to be far too attractive to 
ignore. After all, my country China has won a whopping 51 gold medals, a 
new record for it! As a result, the production of this guide suffered from 
delays and took six weeks to complete.

Either way, I am very proud of this guide. This is a continuation of my 
tradition of making guides for various Resident Evil games. I might have to 
pass over Resident Evil 5 in the future since it's not going to be released 
for my system of choice. It's such a pity. However, I must hand it to 
Capcom for releasing the original first episode of the Resident Evil series 
so that I can savour what it was like back in 1996.

I hope you enjoy this guide, and that you'd subscribe to my YouTube channel, 
hehe. This guide is copyright 2008-2011 to Kylohk, it's to be posted 
exclusively to GameFAQs, so don't bother asking.