Resident Evil: Deadly Silence Walkthrough :
This walkthrough for Resident Evil: Deadly Silence [Nintendo DS] has been posted at 12 Apr 2010 by hyon and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up hyon and share this with your freinds. And most important we have 7 other walkthroughs for Resident Evil: Deadly Silence, read them all!
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Walkthrough - FAQ/Walkthrough###### ## ##### ## ## ### ###### ### ###### ###### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ###### ## ## ## ####### ######### ## ######### ###### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ###### ## ##### ## ## ## ## ###### ## ## ## ## ###### - D E A D L Y S I L E N C E - *********************************************************************** Resident Evil: Deadly Silence / Biohazard: Deadly Silence Available for the Nintendo DS A FAQ/Walkthrough by CVXFREAK Version 0.7 (incomplete) February 13, 2006 *********************************************************************** Table of Contents ----------------- 00. Introduction 01. Version Information 02. Resident Evil: Deadly Silence A. About The Game B. Rebirth Mode C. Classic Mode D. Easy Mode E. Characters 03. Controls A. Rebirth Mode B. Classic Mode C. Wireless Play 04. Game Basics 05. Rebirth Mode Walkthrough A. Jill Valentine B. Chris Redfield (not yet started on) 06. Classic Mode Walkthrough A. Jill Valentine (partially complete) B. Chris Redfield (not yet started on) 07. Wireless Play 08. Master of Knifing 09. Item Listing (not yet started on) A. Rebirth Mode B. Classic Mode C. Wireless Play 10. Weapon Listing 11. Puzzles and Codes A. Rebirth Mode B. Classic Mode (not yet started on) C. Wireless Play (not yet started on) D. Save Room Treasure Boxes 12. Enemies and Bosses A. Rebirth Mode B. Classic Mode (not yet started on) C. Wireless Play (not yet started on) 13. Decisions, Decisions 14. File Transcripts 15. Credits and Conclusion ======================================================================= 00. Introduction ======================================================================= This FAQ/Walkthrough is original work copyright 2006 by me, CVXFREAK, for use publicly on the following websites: GameFAQs (www.gamefaqs.com) GameSpot via GameFAQs IGN FAQs (faqs.ign.com) NeoSeeker (www.neoseeker.com) Resident Evil Fan (www.residentevilfan.com) Let me know if you want to host this document. But do not host it without permission. You can reach me at the e-mail address fireemblempride@gmail.com. Also, if you need something from this guide for your own piece of work, feel free to use it as long as my name is referenced somewhere. Resident Evil and Biohazard and all related to them are intellectual property of Capcom Co., Ltd. Resident Evil: Deadly Silence and Biohazard: Deadly Silence are copyright Capcom, and I do not own anything related to the rights of that property. This FAQ/Walkthrough aims to be the most complete and concise document out there for the Nintendo DS game, Resident Evil: Deadly Silence (Biohazard Deadly Silence in Japan). In this document you can find complete, thorough and accurate walkthroughs for both Rebirth and Classic Mode, information on items, file transcripts and enemy information. It's not a source for storyline information; you may find information on the storyline in plot guides written by Thomas Wilde and Marleone Torlen, available on GameFAQs and elsewhere. While I aim to make a complete, easy to read document, there will be occasions where I incorrectly explain something, leave something out, glance over a spelling and grammar error, or miss out on something while playing the game. If so, please kindly let me know of my errors so they can be fixed. I'm not perfect, never will be, but I do try my best. It should be noted that this FAQ only covers the DS version of the original Resident Evil, Deadly Silence. Please refer to coverage of any other version of Resident Evil if you need help in those. ======================================================================= 01. Version History ======================================================================= February 13, 2006 Completed part of Jill's Classic Walkthrough. Included discovery of Easy Mode. February 12, 2006 Big day today. Yesterday I got around to completing 65% of Jill's walkthrough for Rebirth Mode. Today, I will finish it off and submit it. Work on the rest of the guide continues. February 3, 2006 More work has been done to this walkthrough, such as Jill's rebirth adventure. Unfortunately, school has begun so I've begun to work at a slower than acceptable pace, so bear with me. I want to submit it when 80% of all sections are done. January 29, 2006 I received Biohazard Deadly Silence for the Japanese Nintendo DS yesterday, and finally beat it today on Rebirth Mode playing as Jill. Began her walkthrough for Rebirth Mode. December 28, 2005 I began the outline of this guide in preparation for the Japanese release of Biohazard: Deadly Silence in the middle of January. I created the table of contents, introduction, section about the game itself and this paragraph all on this day. ======================================================================= 02. Resident Evil: Deadly Silence ======================================================================= ----------------- A. About The Game ----------------- Known as Biohazard: Deadly Silence in Japan, Resident Evil: Deadly Silence is a Nintendo DS revision of the original Resident Evil title released almost ten years ago on the PlayStation. To celebrate the tenth anniversary of the Resident Evil series' debut, Capcom decided to port the original game to the unique Nintendo DS and adjust it to fit on that platform. The subtitle, Deadly Silence, has the acronym "DS" in fitting with the DS system. It contains the original PlayStation game with the addition of an always-available map, knife switching on the fly and the 180- degree auto turn first introduced in the third Resident Evil. Even more of an addition is the Rebirth Mode, which rearranges the original RE to use the bottom touch screen for solving puzzles and having knife battles. Another addition is the Wireless Play, which allows people to link up with their DS systems for some multiplayer Resident Evil action. It should be noted that Deadly Silence is only based on the original PlayStation Resident Evil. Features from the Sega Saturn version released in 1997, which contained an extra boss and battle mode, the Director's Cut editions released in 1997 and 1998, which contained arrange mode, and *especially* the 2002 GameCube remake of Resident Evil, which contained content almost completely different from the original version, are not to be found in Deadly Silence. Deadly Silence stands as a revision of its own, and does not stand to replace any other version. --------------- B. Rebirth Mode --------------- Rebirth Mode is the newest addition to the original Resident Evil. Do not get this confused with the GameCube version of Resident Evil, since that game is colloquially referred to as Resident Evil Rebirth to some fans. Rebirth Mode puts the Nintendo DS's unique features to work. There are new puzzles that involve the use of the stylus and touch screen, such as those involving input codes and selected first person combat sequences, where swiping or poking the touch screen corresponds to the swings or stabs of the knife. The DS's microphone is put to good use as well. Updated to conform to the standards of Resident Evil 3: Nemesis and onwards, the 180-degree auto turn has been added to making escaping enemies much easier. Introduced in Resident Evil 4, Rebirth Mode now contains knife switching on the fly by holding the L button. If you've beaten the original Resident Evil before on any system, GameCube excluded, you ought to try Rebirth Mode first since it offers new twists and features that people familiar to the series might not expect. If you've never beaten the original Resident Evil or have only beaten the GameCube version, then try the original version first to get a feel for the game. --------------- C. Classic Mode --------------- Classic Mode is the original Resident Evil from the PlayStation with a few tweaks. You get the additions from Rebirth Mode, which are getting the knife with the L button and the 180-turn. But the puzzle arrangement, story progression, monster placement and item placement remain the same as the original version. ------------ D. Easy Mode ------------ There is an Easy Mode in Deadly Silence, although it isn't easily discoverable like in the PSone/Saturn/GameCube editions of this game. In the title screen, access New Game, and then highlighting either Reirth Mode or Classic Mode, hold right on the D-Pad for a few seconds and the text should become green. If it's green, then select either mode will be Easy Mode. Easy Mode gives double the ammo, and double ink ribbons. Enemies take fewer bullets to kill, and Chris and Jill take more hits to die. Select this mode only if you truly suck at the game. :P ------------- E. Characters ------------- Here are character descriptions taken from the various instruction booklets of the original Resident Evil games, and the remake, as well as other games these characters have appeared in. ~~~~~~~~~~~~~~ Chris Redfield ~~~~~~~~~~~~~~ Age: 25 Height: 5ft 11in Weight: 177 lbs Blood Type: O CHRIS REDFIELD is a member of the S.T.A.R.S. Alpha Team. After being kicked out of the Air Force, Chris became a drifter until he met Barry Burton. Barry recruited him for the newly formed S.T.A.R.S. Now Chris has been reassigned to a smaller unit at Raccoon City headquarters to prove himself quickly. Chris is a tough guy who possesses both a strong mentality and great vitality. He is a seasoned veteran who possesses both intelligence and immense strength. He has completed various missions by overcoming critical situations and great danger. ~~~~~~~~~~~~~~ Jill Valentine ~~~~~~~~~~~~~~ Age: 23 Height: 5ft 5in Weight: 111 lbs Blood Type: B JILL VALENTINE is a member of the S.T.A.R.S. Alpha Team. She is a highly intelligent agent who possesses both quick reflexes and common sense. She has been decorated for her bravery in many dangerous situations where her cool judgment kept herself and others alive. Jill has strong moral convictions and fights for what she believes in. An intelligent soldier that has saved many S.T.A.R.S. members from danger in the past, Jill has just been reassigned to Raccoon City just like Chris. She is excellent with mechanical devices such as lockpicks. While she has a great capacity for holding items, her small vitality puts her at a small disadvantage. ~~~~~~~~~~~~~~~~ Rebecca Chambers ~~~~~~~~~~~~~~~~ Age: 18 Height: 5ft 3in Weight: 93 lbs Blood Type: AB REBECCA CHAMBERS is the newest member of the S.T.A.R.S. Team. She is a gifted woman who sped through school and graduated from her university at the age of 18. The youngest member of the group, Rebecca has been recruited for her knowledge of field medicine and First Aid. She is nervous around other members, both because of her age and lack of experience. Rebecca is eager to please and will take on any task assigned to her without hesitation. A highly organized agent, Rebecca knows how to control a situation without letting it control her. ~~~~~~~~~~~~ Barry Burton ~~~~~~~~~~~~ BARRY BURTON is a former SWAT team member with more than 16 years of experience. He is regarded as one of S.T.A.R.S. most exceptional members. He is a highly skilled weapons expert. Barry is very much a family man with strong values. Past experiences have made him wary of others. ======================================================================= 03. Controls ======================================================================= It's extremely important to learn the controls of Resident Evil Deadly Silence in order to master the game. Figure out how to move the characters, arm yourself with weapons, heal yourself, and move about the item screen. It's mostly self explanatory. These are the controls for the default Japanese version, Type A. --------------- A. Rebirth Mode --------------- - Start Button - Function: Skip Cutscenes, Go to the Item Menu - Select Button - Function: Go to the Options Menu - A Button - Function: Open doors, attack, confirm selections - B Button - Function: Dash, Cancel selections - Y Button - Function: Same as the A Button - X Button - Function: Inactive - R Button - Function: Draw weapon and target enemy - L Button - Function: Change target enemy, arm combat knife - Touch Screen with Stylus/Fingers - Function: Make selections, input codes, manipulate items, fight zombies --------------- B. Classic Mode --------------- - Start Button - Function: Skip Cutscenes, Go to the Item Menu - Select Button - Function: Go to the Options Menu - A Button - Function: Open doors, attack, confirm selections - B Button - Function: Dash, Cancel selections - Y Button - Function: Same as the A Button - X Button - Function: Inactive - R Button - Function: Draw weapon and target enemy - L Button - Function: Change target enemy, arm combat knife ======================================================================= 04. Game Basics ======================================================================= The advice in this section applies to all modes. -------------------- - General Controls - -------------------- To Shoot: Hold R and Press A or Y To Change Enemies: While aiming, press L To Use the Knife: Hold L To Auto-Turn: Press Down and B To Reload During Gameplay: Press R and B ----------------- - Avoid Enemies - ----------------- In the game, many enemies (in third person view) can be avoided by running around them before they can react and attack you. Not only does this save you ammo, it can avoid getting you injured and making you use up a precious healing item. ---------------------- - Keep Your Distance - ---------------------- Very important should avoiding an enemy not be an option. Keep your distance while you're attacking. Thankfully, unlike the other Biohazard games, weapons don't seem to noticeably lose their effectiveness when fired from afar (they might, but you'd probably at most lose a bullet or two). By keeping your distance, you have a smaller chance of injury. ----------------- - Conserve Ammo - ----------------- New to Deadly Silence is the ability to arm the combat knife by just holding the L button. This first appeared in Resident Evil 4. While the knife is still a relatively weak weapon, it does save a lot of ammunition. It works well against zombies that are on the ground, or "bottlenecked" in a position where they are trapped and cannot reach you. The knife is also the perfect weapon against smaller enemies like crows and wasps. You're probably better off not using it against Hunters, Chimeras or bosses, though. --------------------------- - Use Your Weapons Wisely - --------------------------- A more powerful weapon many times is the worst possible weapon to use. Don't use the Magnum on one lone zombie, and don't use the Handgun against a group of zombies. The Magnum needs to be saved for powerful foes, and the Handgun should be used for lone enemies a fair distance away. Thankfully, the Shotgun and BAZOOKA are flexible. The Shotgun will burn through groups of zombies in two or three shots, while the BAZOOKA, depending on the type of ammo, will kill most enemies in a shot or two. ---------------------------- - Make Multiple Save Files - ---------------------------- Admittedly this is less of a problem with the original Biohazard than it is with Deadly Silence, because Deadly Silence only has five save slots in the cartridge. What you should do is save on multiple save slots a few times in your adventure. If you make a mistake and become unable to proceed forward in the game due to that mistake (such as using up too much ammo or health), then reload an older save file and avoid making the mistake. --------------------------------- - Manage Your Item Slots Wisely - --------------------------------- Chris can only hold six items, and Jill can hold eight. For each character, keep a health item, weapon, ammo and a powerful weapon at your disposal. At least two spaces should be unoccupied for items you can pick up. Make frequent trips to the item box and drop things off that you won't need - the walkthrough will usually make note of this, but it should become something of your priority as you play. ------------------------------------------- - Use the Microphone in First Person Mode - ------------------------------------------- If a zombie is about to vomit on you, blow into the microphone to blow its vomit back, preventing you from getting damaged. ======================================================================= 05. Rebirth Mode Walkthrough ======================================================================= ------------------------------- A. Jill Valentine - Normal Mode ------------------------------- Jill Valentine's game is easier than Chris', and thus is labeled as Normal Mode. She has eight item slots, and has Barry assist her every now and then. It should always be played before Chris' game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~PART ONE: The Spencer Mansion~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dining Room ----------- After you watch or skip the first cut-scene, you'll end up in the dining room. Once you gain control, run to the opposite side of the room, around the big table. A cut-scene will occur with Barry, and then you will be free to explore again. Go through the door on the right. Kenneth Hallway --------------- You'll see why this is named as such soon. Turn left and run forward and a cut-scene will trigger. This is the first zombie of the game, and the first of many more to come. Rather than waste ammo fighting it, simply run back to the -Dining Room-. Dining Room ----------- Watch the cut-scene, and then return to the -Main Hall-. Main Hall --------- Watch yet another cut-scene, and then start your search for Wesker. You have two options: either go up the stairs of the main hall, or run behind them and then return to the main portion of the first floor. Once you do this, another cut-scene with Barry will be triggered, and as a result, he'll give you the LOCKPICK. After he leaves, we'll have to set ourselves up for a smooth journey. First, start by going up the stairs. Main Hall 2F ------------ Go up the left set of stairs. Then, go through the door straight ahead. Dining Room 2F -------------- Starting from the doors, run to Jill's left until you see a statue. Try to avoid the zombies in this room; they should be far enough so that they don't hurt you, but if they get close enough, shoot them a few times and then use the combat knife when they're done. As for the crows, try shooting them or slash them with the knife as they fly nearby. As for the statue, push it until you see a gap in the railing. Once the statue is next to the gap, push it onto the first floor. Now return to -Main Hall 2F-. Main Hall 2F ----------- Return to the -Main Hall- (first floor) by going down the stairs. Main Hall --------- Run over to the typewriter next to the stairs and take the INK RIBBONS, and you'll need these to save the game at a typewriter. Don't bother saving at this typewriter, though. Afterwards, go back to the -Dining Room-. Dining Room ----------- From here, run to the fireplace near the pool of blood, and grab the WOODEN EMBLEM. Afterwards, head back into the -Kenneth Hallway-. Kenneth Hallway --------------- Run back to Kenneth's body (Barry killed the zombie in that cut-scene, so there's no one here anymore). Examine his body several times to get two HANDGUN CLIPS. These serve as ammunition for your HANDGUN and should be conserved. Now run to the opposite end of the hallway, and go to the door on the left side. Piano Bar --------- Starting from the door, circle around the piano to an awkwardly placed bookshelf. Push it to the right of the screen and grab the MUSIC NOTES. Now, run to the piano, go to the item screen and select the MUSIC NOTES. Jill will play the piece, Moonlight Sonata, and then a portion of the wall will open up. Go into the newly revealed room, and at the opposite wall, grab the GOLD EMBLEM. The wall you opened up with the piano will shut again, but using the WOODEM EMBLEM will open it up again, so use it. Now, return to the -Kenneth Hallway-. Kenneth Hallway --------------- Return to the -Dining Room-. Pick up the ammo from Kenneth if you have not done so already. Dining Room ----------- Run over to the fireplace where you took the WOODEN EMBLEM. This time, place the GOLD EMBLEM above the fireplace, and then a puzzle will be revealed with the grandfather clock on the wall. However, we don't need to deal with it yet, so return to the -Main Hall-. Main Hall --------- Now that we've handled the left wing of the mansion, we can head into the right wing. Take the double doors on the right side of the room. Green Statue Hallway -------------------- In this room, we're going to have our first "first person knife battle." This isn't too hard. Just slash and stab the zombies until they're all dead. Slashing sideways generally works best, but if the zombie is about to spit acid onto you, a series of upward stabs should push it back. You might get an item if you're victorious. There's a map of the mansion in the green statue, so push the ladder so you can climb and acquire it. Look on the top screen to see the entire map appear. The ladder needs to be pushed left and then toward the statue. You'll then see two doors, one blocked by a piece of furniture. Push the furniture to the left and then enter the passage. You'll see a zombie munching on another, so kill it with the combat knife or the Handgun. Proceed around the turn and you'll see another floored zombie. Kill it however way you want, and then run to the shelf and grab another set of INK RIBBONS. Return to the blue-tiled area of the room and go through the right door, which you automatically unlock with the LOCKPICK. Glass Corridor -------------- Run forward here and do not stop. Eventually, two zombie dogs will burst through the windows and run after you. Avoid fighting them, as it isn't worth the ammo lost or the damage sustained. Go through the door at the end. Door Corridor ------------- There's a GREEN HERB to your right; pick it up if you have space. The first door near you is locked, so go down the hallway and go through the next door you see. Bathroom -------- In hear, go to the sink toward the sparkling item. In the mirror, a zombie will approach you, so get away from the sink, near the door and then kill it. Then grab the HANDGUN CLIP from the sink and then exit. Door Corridor ------------- Proceed down the corridor until you come across two doors. Go through the single door to Jill's left, and your right. Empty Room ---------- There's only another door here that you'll need to go through. Shotgun Room ------------ There are three zombies in here waiting to feast on you. Dispose of them with your HANDGUN; luckily, you'll probably get in a headshot with it. Approach the far wall and remove the SHOTGUN from the rack. Read the upcoming note BEFORE you exit the room the way you came in. [ Note: There is another way to acquire the SHOTGUN, and that's to get the BROKEN SHOTGUN from the -Study Room- after you unlock it with the ARMOR KEY and then place it where the SHOTGUN used to be. It changes around the progress of the story. See "Decisions, Decisions" for more information. Make your choice now. ] Empty Room ---------- Uh oh! Suddenly the ceiling will fall gradually. Examine both doors in this room and then wait for a cut-scene with Barry to trigger, which will take you back to the -Door Corridor-. Door Corridor ------------- Finish seeing the cut-scene (or skip it), and then go through the double doors in front of you. Door Corridor 2 --------------- Inside this room are several doors (hence the name of the room). Start by killing the two zombies that approach you, and then run to the end of the room, killing the zombie beyond the small hallway. The first door you should try is the door that faces the extending hallway, at the left side of the room from where Jill entered. Portrait Hallway ---------------- In here, you'll experience another knife battle, so win it and possibly win an item. The battle this time involves crows alongside zombies, so attack the crows before they begin to peck you with quick stabs. After you're done, you'll see a series of portraits along the walls. You'll need to press the buttons below them in order. Press the wrong order, and the crows will begin to attack you. The correct order is from the youngest aged person on the portrait first, and then working through the you, middle and old ages to the death on at the very end of the room. The order is listed here, and you can find the paintings by examining them. If you're playing it in Japanese or any other language you don't understand, here're the paintings' placements from the entrance to the end of the hall: 1. Newborn Child (2nd from the door) 2. Infant (4th from the door) 3. Lively Boy (5th from the door) 4. Young Man (3rd from the door) 5. Tired, Middle Aged Man (1st from the door) 6. Bold Looking Old Man (6th from the door) 7. The End of Life (7th from the door) The End of Life poster will fall, revealing the STAR CREST. After you acquire it, leave the room. Door Corridor 2 --------------- Starting from the door to the -Portrait Hallway-, run down the adjacent hallway toward a door at the end. Go through it. Garden Tunnel ------------- Kill the annoying crow and zombie dogs here, either with the Shotgun or the Handgun, depending on what gets you damaged the least. Then approach the end of the tunnel, and you'll see a locked door and a place in the wall to the left to insert four crests. Insert the STAR CREST into the wall and then return to the -Door Corridor 2-. Door Corridor 2 --------------- Run back into the main portion of the corridor, and then approach the first door to the left of the double doors you first entered this room through. Unlock it, and then go through. Stairway (Right) ---------------- Kill the zombie ahead, and then cautiously proceed down until the corner turns. Shoot the zombie next to the stairs. Afterwards, grab the GREEN HERB on the ground if you still have any space left. Then proceed through the door nearby. Storage Room ------------ This is a save room, where you can use the INK RIBBONS you've acquired to save your progress. Now would be a good time to save. Approach the item box and then deposit your INK RIBBONS inside. Inside the item box are two HANDGUN CLIPS, two boxes of SHOTGUN SHELLS, a GREEN HERB, a BLUE HERB and a RED HERB. If you're a good player, you'll still have the two FIRST AID SPRAYS you began the game with, so deposit one or both of them and carry a GREEN HERB if you like. For sure, take out the HANDGUN CLIPS and SHOTGUN SHELLS as you'll need them to mow down enemies. To the right of the item box is a CHEMICAL, which you should take with you. And lastly, you should examine the puzzle box next to the door. The solution I provide is this: from the five positions, the very top one is #1, and then it goes clock wise to #2, #3, #4 and #5. So: 1 5 2 4 3 So, you have the center pointers that point at two jewels at once. You'll notice that each jewel has a ring around it of a different color: the jewels must be switched to match the colors of their rings. The switched jewels are the two that are linked via the center pointers. So if the pointers are pointed at #1 and #2, then those colors will switch once you press the middle jewel of the center pointers with the stylus. You can change the pointer to point at two different things with the stylus. You have three tries as indicated by the number on the top right corner. If you make a mistake, click reset on the top left to start all over. So, with this, the solution to opening the box is: 1. #1 and #2 2. #1 and #5 3. #3 and #4 The box opens to reveal a RED HERB. You can mix it with a GREEN HERB you've found, or deposit it into the item box. Exit the room after you are finished. Stairway (Right) ---------------- Now go up the flight of stairs. Upper Right Stairway -------------------- Go up one more flight of stairs. At the top, there will be two zombies on both sides. Aim for the closest one, kill it (the HANDGUN should suffice) and then kill the other one. Run down the nearby adjacent hallway (it's a short one) and then go through the door by unlocking it. Red Hallway ----------- Once again, there will be two zombies on both sides of you, so kill one and then go after the other. Turn right from the door you entered, and then go through the door at the end. Reading Room ------------ Run forward, and then grab the BOTANY BOOK from the table. Read it if you want, and then return to the -Red Hallway-. (Note that the other door in this room, as you can see on the map, simply leads back to the Upper Right Stairway) Red Hallway ----------- Turn left and run down. Then turn the corner, and you'll see a zombie handing around the green double doors. Kill it and then proceed passed the locked green double doors. Turn the next corner and you'll see a zombie resting on the ground. Kill it by waking it with the knife or shooting it. Pass the locked single door to the door at the end of the hallway. Go through it. Main Hall 2F ------------ Welcome back to the main hall. You'll see a cut-scene with Barry, and he'll give you ACID ROUNDS. Hopefully you have space to store it; otherwise, you'll lose the item forever. After the cut-scene ends, you'll need a weapon to use these ACID ROUNDS with. Go through the door to the right of the one you just came through. Empty Hallway ------------- There's nothing to see here... except for blood to the right of the door ahead. Go through the door. Balcony ------- Run forward and you'll see a dead body of one of Jill's comrades, Forrest Speyer. As you approach him, he will awaken and begin attacking you. Since he's close by, either auto-turn and then run to the door and shoot him with the HANDGUN from there, or use the SHOTGUN to decapitate him. After you kill him, grab the BAZOOKA. It works with the ACID ROUNDS Barry gave you. Exit the room. Empty Hallway ------------- Now we know who's blood that isÉ but anyway, return to -Main Hall 2F-. Main Hall 2F ------------ From here, return to the -Dining Room 2F-. Dining Room 2F -------------- This time, head over to the opposite end of the room. To the right side is a door you should go through. If you didn't push the statue down into the first floor before, then you should do it now. Left Stairs 2F -------------- A zombie will immediately ambush you, so blow it to bits with the SHOTGUN as you'll likely get hit and lose tons of health. A crow also inhabits the entrance area, so kill it, too. Two more zombies are in the room as you move further in, but the HANDGUN should be able to take them out. After killing them both, go down the stairs. Left Stairs ----------- Walk away from the stairs and a zombie dog will bust in through the windows. Avoid it by ducking into the nearby door, which leads to another save room. Infirmary --------- This is another save room, so save up and drop off those ACID ROUNDS Barry gave you - you'll need them later, not now. If you decided to stow away the CHEMICAL, withdraw it now. On the bed are more ink ribbons. After solving it, approach yet another treasure box. 1 5 2 4 3 The solution for solving this puzzle is: 1. #2 and #3 2. #4 and #5 3. #3 and #4 4. #1 and #5 You'll once again receive a RED HERB for your success, so keep it or stow it away (we'll be running into a few GREEN HERBS soon). Exit the room after you've solved it. Left Stairs ----------- The zombie dog, now to your left, still inhabits this room if you didn't kill it earlier, so dispose of it. Moving forward, you'll see a zombie on the ground, so stab it to death since you move in from behind it. Another zombie dog will jump in, so kill that too. Turning the corner, yet a third zombie dog jumps through the window, so dodge it and then kill it. Go through the door at the very end. Green Hallway ------------- The room is named as such thanks to the color of the wallpaper. Kill the zombie approaching you, and then run forward. Two more zombies are between you and the door past the corner, so kill them and enter the next room. Fountain Room ------------- I hope you brought the chemical, because you'll need to use it here. Near the door is a machine you should use the CHEMICAL in. Once you use it, the vines of the fountain will die, giving you access to a whopping four GREEN HERBS and two RED HERBS. Sounds like a quantitative mismatch until you realize that opening the two treasure boxes yielded two RED HERBS total. If you have to, make sure you end up with three or four full-powered healing items by going back and forth between the save room and this room. Don't forget to leave an open space for the key on the shield of the wall, the MANSION KEY. Examine the MANSION KEY and rotate it in the item screen and you will realize it's really an ARMOR KEY. Nice find. Exit the room. Green Hallway ------------- Turn the corner, run down and then return to the -Left Stairs-. You'll see a door nearby, which you can unlock with the ARMOR KEY. Go through. Study Room ---------- Run ahead to the desk and open it with the LOCKPICK. Inside is a box of SHOTGUN SHELLS. The bookshelf to the right of the door contains a HANDGUN CLIP and a BROKEN SHOTGUN. Read this next note, and then exit the room: [Note: Remember the trap in the -Empty Room- after you got the SHOTGUN, where the ceiling proceeded to fall on you? Well, Barry saved you, but you could have gotten the SHOTGUN and avoided the trap altogether by bringing the BROKEN SHOTGUN to the rack, taking the working SHOTGUN off the rack, and then exchanging positions. The ceiling will fail to fall, and Barry won't have to save you. Using the BROKEN SHOTGUN takes a lot longer to do since you won't have a powerful weapon to kill the monsters that take up residence in the left side of the mansion. Chris, however, always must use the BROKEN SHOTGUN as Barry isn't around to bust the door down and Rebecca, if she actually showed up, probably wouldn't be able to bust it down either. Note that whichever choice you make affects what game you'll get. See "Decisions, Decisions." ] Left Stairs ----------- Go back to the -Green Hallway-. Green Hallway ------------- This time, you might get a first person battle sequence with three zombies, so kill them and collect a prize, if one is left. Afterwards, turn right and head down the hallway. You'll see a tiny adjacent hallway with a zombie inhabiting it. Run all the way to the door at the end and then kill it. You'll have passed a door on your way, so you can unlock it with the LOCKPICK. Enter. Bedroom ------- On the bed is a HANDGUN CLIP, which you should take. Now approach the desk, and read the file. When you try to read it, a zombie will pop out from the closet, so kill it. Grab the SHOTGUN SHELLS in the closet, and finally read the file. Afterwards, exit. Green Hallway ------------- Now, turn right and go through the door at the end by unlocking it. Kenneth Hallway --------------- Welcome back. If you recall, we dropped a statue from the -Dining Room 2F- onto the first floor, so head back over to the -Dining Room-. Dining Room ----------- Run over to the other side of the table, and in the broken ruins of the statue, grab the BLUE JEWEL. Now return to the -Kenneth Hallway-. Kenneth Hallway --------------- Return to the -Green Hallway-. Green Hallway ------------- Run to the tiny adjacent hallway the zombie emerged from earlier, and go through the door there. Tiger Statue Room ----------------- Go over to the Tiger Statue. You'll notice that its eyes are missing. Place the BLUE JEWEL you just acquired into its right eye, and it will rotate to reveal the WIND CREST, so take it and exit. Green Hallway ------------- Return to the -Left Stairs-. Left Stairs ----------- You might get a first person action sequence here, so beat it and claim your prize if you get one. Go to the -Infirmary-. Infirmary --------- Here, deposit the WIND CREST into the item box, and then leave. Right Stairs ------------ From here, go back up the stairs. Right Stairs 2F --------------- Head back over to the -Dining Room 2F-. Dining Room 2F -------------- From here, return to -Main Hall 2F-. Main Hall 2F ------------ Head down the stairs to the first floor. Main Hall --------- Head over to the right side of the room towards the blue double doors. Instead of going through those doors, this time go to the small brown door on the left and unlock with the ARMOR KEY. Go through. Antique Room ------------ Run forward, passed the globe and acquire the HANDGUN CLIP from the dresser. Turn left toward the narrow hallway and kill the zombie. Turn left, and run down until you see a desk, which you can use the LOCKPICK on. Grab the SHOTGUN SHELLS, turn around and then head down to the door on the other end. Dress Room ---------- Watch out for the zombie! Blast it with the SHOTGUN to avoid getting bitten. Afterwards, explore the rest of the room. There are two GREEN HERBS and an INK RIBBON near the red curtains on the right side. Read the note below and then return to the -Antique Room-.. [Note: You'll notice a door here that is locked. It can only be unlocked in a replay game when you have the SPECIAL KEY acquired and you use the SPECIAL KEY to unlock the door. This leads to the CLOSET, where you can change costumes. Jill can choose from two. One is a rather revealing policewoman costume and another is Jill in a casual outfit. This is optional. ] Antique Room ------------ You'll get a first person battle sequence, so kill the zombies and collect the prize if you get one. Return to the -Main Hall-. Main Hall --------- Proceed up the stairs to the second floor. Main Hall 2F ------------ Go up the right set of stairs, and through the door ahead. Red Hallway ----------- Run forward and unlock the first door to the right with the ARMOR KEY. Then go through. Richard Hallway --------------- Run forward and you'll see Richard. You'll be presented with an option: give him CPR, or don't. If you don't, then he'll automatically die. So, you might as well select "Yes". Now here's how you do CPR. Blow into the DS system's microphone LIGHTLY. When you blow, Richard's torso will pop up, so you should stop blowing when it gets too big. If you blow into the microphone too much (or too fast), then Richard will become injured. Do this too much, and he won't survive at all, ending the CPR sequence. If you blow softly enough and time yourself correctly, then Richard will survive long enough to give Jill his RADIO and an answer to the clock's riddle: 8:12. Yay! Grab the two GREEN HERBS if you want and then exit the room. Red Hallway ----------- Run down the hallway even further and then turn the corner. See the double doors? Unlock them with that wonderful ARMOR KEY and then go through the door. Knight Chamber -------------- Run forward. At the end is a puzzle you have to solve, which seemingly takes a nod from Biohazard 0. You have a weight scale, and five pieces of jewelry. You need to distribute the five pieces onto the two plates of the scale so they each balance each other out evenly. To do that, look at the jewelry you have. You have two emeralds (green), a sapphire (blue), a ruby (red) and a topaz (yellow) stone. Notice that the two emerald tones are the same, so using your stylus, place one of each on the two scales. Place the topaz on the left, and the ruby and sapphire on the right, and the scale will balance out. You'll get the SUN CREST for your efforts. Exit the room. Red Hallway ----------- Return to the -Main Hall 2F-. Main Hall 2F ------------ Go down the stairs onto the first floor. Main Hall --------- Run to the -Dining Room-. Dining Room ----------- Head over to the clock. You'll have to set the correct time. Using your stylus, the first time you should set is 3:00, which will cause the clock to slide over and reveal the SHIELD KEY. Note that to move the hands, you'll have to touch the pointed edge of the minute (long) hand. Go back to the clock and then enter the time Richard gave you, which was 8:12. You'll get a box of SHOTGUN SHELLS for your efforts. Return to the -Main Hall-. Main Hall --------- Return to the -Green Statue Hallway-, which is beyond the double blue doors. Green Statue Hallway -------------------- You'll probably run into a first person sequence, so finish the zombies off and claim the dropped item if there is one. Head over to the -Glass Corridor-, which is beyond the single door. Glass Corridor -------------- The zombie dogs that busted through the windows are still here, so try to kill them if you can do so, or dodge them and head for the -Door Corridor-. Door Corridor ------------- Run to the nearest door and unlock it with the ARMOR KEY. Go through the door after you unlock it. Side Garden ----------- Immediately you'll see two zombie dogs that you should kill. One is beyond the fence and it can't reach you just yet. Turn the corner and another zombie dog will jump you. Kill it without stepping too far, because there's a zombie on the floor up ahead that can take a bite out of Jill's leg. Kill the other zombie dog and then you are free to kill the zombie. Now you can collect the six GREEN HERBS available for you: make repeat trips to the item box so you have them all. Exit once you're done. Door Corridor ------------- Proceed to -Door Corridor 2-. Door Corridor 2 --------------- You'll probably get a first person sequence, so do your usual task of defeating enemies and collecting your prizes. Head over to the -Right Stairs-. Right Stairs ------------ Head over to the -Storeroom-. Storeroom --------- Save your game as a boss battle is coming up soon. Then, reshuffle your items so you take your powerful guns, the ARMOR KEY, the SHIELD KEY and a healing item or two with you. Then leave the room. Right Stairs ------------ Go up the stairs. Right Stairs 2F --------------- Go up the stairs, and turn left to the nearest door. Use the ARMOR KEY to unlock it, and you should be prompted to discard the ARMOR KEY as you've unlocked all doors that it'll unlock. Read the note and then go through the door. (If it doesn't prompt you to discard, then you've missed a door. The doors that the ARMOR KEY unlocks are: double doors and single door in - Red hallway-, single door in the -Left Stairs-, single door in -Door Corridor- and this door right here.) Empty Room 2F ------------- Nothing to see here, really. Turn to Jill's right and go through the door. Bedroom 2F ---------- Run over to the bookshelf and collect the LIGHTER. Beside the left bed is a RED HERB, which you should pick up and mix. Exit when you're done. Empty Room 2F ------------- Try the opposite door this time. Study Room 2F ------------- Run over to the desk and grab the file. Next, near the door is an insect display with a button. Press it and the fish tank in the room loses all its water. Now that its waterless, push the fish tank towards the desk, and then push the bookcase to the right. You'll get GRENADE ROUNDS. And lastly, the coat next to the door has INK RIBBONS in it. Leave the room once you have them. Empty Room 2F ------------- Return to the -Red Hallway-. Red Hallway ----------- Time to return to the -Richard Hallway-. Richard Hallway --------------- Arm the SHOTGUN, and then run passed Richard's body to the door beyond him. T-Hallway --------- Shoot the SHOTGUN immediately before the two zombies can get to you. Then run forward and go up the small stairs and use the SHIELD KEY to unlock the door (discard it after). However, don't go through just yet. Head back down the stairs, turn right and go through the door at the end. Small Dining Room ----------------- On the table are INK RIBBONS. On the other side of the table is a candle, which you should use the LIGHTER on. Once the room is lit, push the bookshelf to the right to reveal a secret room. Examine the shelf and collect the ACID ROUNDS. Return to the -T-Hall-. T-Hall ------ Now head for the door you unlocked with the SHIELD KEY. Arm your BAZOOKA or SHOTGUN, as a boss battle is coming up. Attic ----- Walk forward and a boss fight commences. ********************************************************* BOSS #1: Giant Snake DIFFICULTY: Medium SUGGESTED WEAPON: BAZOOKA w/ EXPLOSIVE ROUNDS SUGGESTED HEALING ITEMS: 1 full healing item, 1 GREEN HERB STRATEGY: This boss can be lethal, but it's not too hard, and there's plenty of room to maneuver. Take your BAZOOKA and shoot it several times while dodging its severe bite attacks. If you're hit once or twice, you will be poisoned in a way where a BLUE HERB will do no good against it. I actually recommend this, as it *might* save you a healing item assuming you had Barry save you from the Shotgun trap. If not, then avoid getting poisoned and just keep attacking it until it dies. You should have 12 EXPLOSIVE ROUNDS, more than enough, but if for some reason it's still alive, then use the SHOTGUN as a backup. Stay behind the snake while running circles around it, and shoot it. Eventually, it will retreat and you'll have won. ********************************************************* After that damn snake retreats, grab the SHOTGUN SHELLS from the top of one of the barrels. Then, go to the hole from where the snake came from and collect the MOON CREST. Exit the room. T-Hall ------ Go down the stairs, and depending on the situation, Jill will either collapse from poison, be poisoned and be on her own, or be fine. If it's the first option, Jill will end up in the -Infirmary-. If it's the second option, which should happen if you used the BROKEN SHOTGUN, then run over to the -Infirmary- ASAP. If it's the third option, head over to the Storeroom, gather up the WIND and SUN CRESTS and unlock the door in the -Garden Tunnel-. Meet us in the -Garden Tunnel- (below). If you're in the #2 situation and for whatever reason forgot where the -Infirmary- was, then follow these directions: from the -T-Hall-, run over to the -Richard Hall-, and then over to the -Red Hallway-. From there, cross -Main Hall 2F- to -Dining Room 2F-, and then to the -Left Stairs-. Down the stairs is the -Infirmary-. Infirmary --------- Jill will either have gotten here thanks to Barry, or will have come here. Take the SERUM if you came here, and use it before your health deteriorates. Heal if your health has fallen. Now that we're here, withdraw the STAR and WIND CRESTS, and travel over to the -Garden Tunnel-. To get there, go from the -Infirmary- to the -Left Stairs- and then the -Green Hallway-. From there, get to the -Kenneth Hallway-, and then the -Dining Room-, and finally to the -Main Hall-. Get to the second floor, and then the -Red Hallway- before reaching the -Right Stairs-. From there, go to -Door Corridor 2- and finally to the -Garden Tunnel-. Garden Tunnel ------------- Run to the end of the tunnel and place the SUN CREST, WIND CREST and MOON CREST into their appropriate slots. You may then exitÉ to freedom? ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~PART TWO: The Guardhouse~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ Shed ---- Apparently not. But it is nice to be out of the mansion. Directly ahead of you is a ladder. Walk over to the ladder and push it forward two or three paces, and then push it toward the shelf lining the adjacent wall. Then climb the ladder and grab the CRANK. Checking the CRANK in the inventory will reveal that it is a SQUARE CRANK. Once you have it, |
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