Resident Evil 3: Nemesis FAQ/Walkthrough
For the Playstation System
Written by peach freak or
[email protected]
Copyright 2009 Tim Brastow. All Rights Reserved.
Version 1.00
Welcome! This is a walkthrough for Resident Evil 3: Nemesis on the Playstation.
If you have any questions, comments, or if I make a mistake, email me at
[email protected]. Once (good) questions are asked, I will put up an
Asked Questions Section.
Also, this FAQ is protected by copyright. You cannot sell this, put this on
your website without my permission, or any other violation of copyright law.
You can, however, save this onto your computer and print it out for legal and
offline use.
Table of Contents
1. Version History
2. Controls
3. Characters
4. Enemies
5. Weapons and Ammo
6. Health
7. Walkthrough
8. Mercenaries Mode
9. Items
10. Files
11. Secrets and Unlockables
12. Credits
===================
1. Version History
===================
Version 1.00, April 24, 2009: Finished this guide and uploaded it onto
GameFAQs.
============
2. Controls
============
D-Pad: Move Character
Square: Run
Triangle: Cancel
X: Open Doors, shoot (while aiming), select items
Circle: Opens up Inventory
R1: Aims at Enemy/Dodge, opens map selection menu
R2: Aims at Barrel
L1: Change enemy targets
L2: Opens up map
Select: Options, skips cut-scenes
Start: Pauses Game
Down + Square: Quick 180 turn
==============
3. Characters
==============
Jill Valentine: The heroine from the original Resident Evil makes a return as
the main character in this game. Having escaped the mansion incident and
resigning from S.T.A.R.S, Jill now has to escape Raccoon City. Jill is a fan
favorite, especially among male Resident Evil fans. She runs around the city
wearing her blue tube top and a black mini-skirt.
Carlos Olivera: Carlos is a UBCS (Umbrella Biohazard Countermeasure Service)
soldier sent in by Umbrella to save civilians from the T-Virus outbreak. Carlos
can either be found at the Restaurant or the Newspaper Building, and does save
Jill from time to time. You do control Carlos for a short while when Jill is
infected by the virus. He also does give gifts to Jill, such as Freeze Rounds.
Carlos is also seen trying to win Jill over, because "All the foxy ladies love
my accent. It drives 'em crazy."
Mikhail Victor: Mikhail is another surviving UBCS soldier sent in by Umbrella.
However, he does not last in the game for very long, and he is severely wounded
upon finding him in the cable car. However, when being attacked by Nemesis,
Mikhail sacrifices himself to save Jill, allowing her to get to the Clock
Tower. At least Mikhail is great in Mercenaries mode.
Nicholai Ginoveaf: Nicholai is the main baddie in this game. He is a surviving
UBCS soldier, but he is one of the supervisors too. Thought to be dead after
being blown up in the gas station (or destroyed by zombies in the sales
office), he is found alive in the hospital. Nicholai has killed all of his
teammates to have more bargaining power, and even tries to escape the city
alone. Nicholai dies in either one or two ways (or survives, depending on your
actions).
Nemesis: Sure, he's a monster, but he's so awesome that he gets to be included
in the characters section. Nemesis was sent in to kill S.T.A.R.S members,
because S.T.A.R.S knows what really happened with the mansion in the first
Resident Evil. He will follow you from room to room, and unlike many other
Resident Evil tyrants, this guy will not mess around.
===========
4. Enemies
===========
Zombies: These are your basic enemies throughout Resident Evil. Zombies can
either bite you or spit acid onto you. If one does grab onto you, then press
every button you can to shake it off before the damage really adds up. Any
weapon will easily kill these enemies, but try and leave it to the Handgun and
Shotgun to take them down. If they happen to get near you, you can mash R1 and
R2 for Jill to stumble them back.
Dogs: Dogs usually aren't a problem, unless you are low on health. The only
attack they have is a leaping bite on you. Dogs can be easily killed with a
Handgun. One shot will stun them to the ground, and then you can easily finish
them off from there. And when one dog is stunned, you can tap L1 to change to
the other dog and shoot him. If a dog does leap at you, you can tap R1+R2 to
jump out of the dog's way, but you shouldn't have to use Jill's dodge ability
to avoid these dogs.
Crows: Crows are rarely encountered in this game, but you do need to take them
seriously...to an extent. One hit from any weapon will kill these crows, but
don't take the time...or the health...or the ammo to do so. You can outrun them
easily, but if one of them is able to peck you, then the rest of the crows will
be on you quick and the damage adds up...trust me. They only appear a few
times, so they're not that significant.
Drain Deimos: A new type of enemy found in this game. You see one of these
suspiciously crawling out of a window, and then later find it in another room.
These enemies look like reddish roaches and can climb up walls too. Early in
the game, your best bet is the Shotgun, but I'd recommend using a Grenade
Launcher on these at the minimum (the Grenade Launcher can take them out in 1
hit nine times out of ten). They can swipe at you from the ground, or they can
get on two legs, grab Jill's head, and start sucking on her, which can do a
hefty amount of damage.
Brain Sucker: These are the counterparts to the Drain Deimos, although they are
a tad less common. They have the exact same attacks as the Drain Deimos, except
these enemies can also spit poisonous acid at you. They also differ from Drain
Deimos in color. These enemies are green and have a slightly different shape.
As with the Drain Deimos, use a Grenade Launcher or Shotgun on them.
Spider: Another classic enemy from Resident Evil, and it still hasn't really
change. You hardly ever encounter these enemies, and they don't like being
bothered either. A hit from the Grenade Launcher is usually sufficient enough
to kill them, but it's not completely worth fighting them, because of the fact
that tiny spiders are released upon killing them. For attacks, they can bite
you or spit poisonous acid at you, so have a Blue Herb around for that unlucky
event.
Hunter Beta: Yes, the Hunters from the first Resident Evil are back. Well, not
really. It's got the characteristics of a Resident Evil Hunter, but a different
appearance. They first appear in the hospital as Carlos. In that case, use your
Assault Rifle. Otherwise, one hit from the Grenade Launcher or Magnum will kill
them. They often come in groups, so don't let them corner you, otherwise you're
better off resetting your game. They can slash you with their claws and even
take a swipe at your head. However, if you notice their movement, you can
easily run under them when they do that. If you are in Yellow Caution or lower,
they can take your head off in one hit. You'll notice this when they are taking
low and fast jumps at you, rather than jumping higher. They are dark skinned
with a little bit of red in this game.
Hunter Gamma: What could be possibly worse than having one type of Hunter in
Resident Evil? Two types of Hunters! These enemies are only encountered twice
in the game (or once because of the game's random enemy/item placement). These
Hunters are released from the stasis tubes in the basement of the hospital.
They look like frogs. Just like the normal Hunters, they can scratch you and
take a slash at your head, but these guys learned a new trick: if your health
is in Yellow Caution or lower, these guys will swallow Jill up for lunch, and
they never miss their swallows. Yeah, whoever said Resident Evil was generous?
Your best bet here is the Grenade Launcher or the Magnum.
====================
5. Weapons and Ammo
====================
--------
Weapons
--------
Knife: The Knife is kind of a crappy weapon as you all know. Unlike other
Resident Evil games, the Knife starts out in the item box. And you should keep
it in your item box. It's got a slow rate of firepower and you need to be quite
skilled to use it. The only sure use I have for this weapon is to take out
dogs, as they are helpless once they're on the ground and unable to get up.
Handgun: Despite the fact that it's a Handgun, I find it to be very useful in
Resident Evil 3. It's a good weapon for taking out Nemesis, and I find it
useful throughout the whole game. The Handgun gets even better once you are
able to create Enhanced Handgun Ammo with the Reloading Tool. The enhanced
shells can take down many enemies in a matter of shots too. The regular bullets
are great for zombies and dogs, and if you're skilled, Nemesis. To be quite
honest, the Handgun is probably my 2nd favorite weapon in this game. It comes
in two varieties: Jill's Handgun (her Beretta), and the Merc's Handgun
(Carlos's SIGPRO). Both Handguns can hold up to 15 bullets per clip, by the
way.
Shotgun: The Shotgun is found quite early in the game, and it still is a great
weapon. It can hold up to 7 shells per reload, and it's great for taking down
groups of zombies, or even dogs for that matter. If you aim up at a zombie's
head, you can decapitate them. However, there are better weapons in the game,
and you'll most likely be using this weapon throughout much of Raccoon City.
But the weapon becomes more powerful when you are able to create Enhanced
Shotgun Shells. It's also good for taking out an occasional Drain Deimos or
Brain Sucker.
Magnum: Everybody's favorite weapon in Resident Evil is back! The Magnum can
also be found very early in the game (or even later due to the randomization
system). The Magnum can take down any non-boss enemy in one hit, and it's great
for taking out Hunters, Drains, and Brain Suckers without breaking a sweat.
However, unless you are devoted to using all of your gunpowder towards Magnum
rounds, ammo for this weapon is very rare throughout the game. I only know of
two locations of where to find Magnum Rounds in this game (and it's a tad too
late for the 2nd set to be any useful). So use your shots with this weapon
wisely.
Grenade Launcher: The Grenade Launcher is also back, and it's a weapon that
you'll likely use for the entire game. It's great at taking out many non-boss
enemies in 1 shot (others may be stubborn and require a second hit), and unlike
the previous two Resident Evil games, this weapon comes with a fourth flavor of
ammo. That's right, Ice Rounds. Nemesis hates these in particular, but they'll
take down any non-boss enemy in one hit. You'll find plenty of Grenade Rounds
around the game too, so don't worry a whole lot about ammo shortages. This can
be found very early in the game or later on in this game (because of this
game's randomness).
Mine Thrower: This weapon can be a little buddy in your arsenal. I believe this
weapon is found on Hard Mode only in the clock tower. It holds up to 6 mines
per reload, and unlike any other weapon, you can only reload this weapon once
it is completely empty. When firing a mine, if it hits an enemy, it will
briefly explode on him afterward. It will take out the weaker enemies in one
hit, but the Hunters may not go down in one shot all the time. Also, try to
keep your distance when using this weapon, as you can get hurt if you're near
the explosion.
Assault Rifle: You get this weapon from the get-go in Easy Mode, but you only
have absolutely one shot at this weapon in Hard Mode. Also, Carlos does get
this weapon when you take over him. The amount of ammo you have for this weapon
is a percentage. In Easy Mode, you do have two extra clips for this gun. You
can also set it to Manual Mode will it will only fire in three round bursts.
This weapon is great for taking down a large group of zombies, and it can even
take Hunters down pretty quickly. Just don't hold the fire button down for too
long, or it will eat up your ammo fast. You can also buy this weapon with
unlimited ammo in the mercenaries for $2000.
Desert Eagle 6.0: This is a cool type of Handgun that you can get in Hard Mode
only. Well, Carlos does have this weapon in Mercenaries, but that's about it.
You will get this weapon after combining the weapon parts from dropping Nemesis
twice. It fires faster than the Handgun and it even has a small chance of a
critical hit. And by critical hit, not only do I mean taking a zombie's head
off, but it can also kill an enemy in one shot if lucky (I've pulled this off
on a Hunter once). The one thing that keeps me from using this as a full time
weapon is that it cannot used Enhanced Handgun Bullets. Just imagine how deadly
this weapon would be if it did accept enhanced ammo. And just like the Handgun,
it takes 15 bullets per clip.
Western Custom: A small type of Shotgun that you can get in Hard Mode only. You
can only get this weapon from combining the weapon parts you get after dropping
Nemesis the fourth and fifth times. It fires faster and is more powerful than a
regular Shotgun, and it can take down any enemy really fast. It gets 6 shells
per reload, but its only downside is that it can't accept enhanced Shotgun
Shells. Come on, not every weapon can be ultra deadly, right?
Rocket Launcher: The Rocket Launcher can still kill any enemy in one hit (well,
Nemesis still needs two to go down) In the past, Rocket Launchers have been
used to destroy the final boss. The Rocket Launcher isn't exactly useful in
this game, as its only purpose is to shoot down Nicholai. It comes with 4
rockets when you pick it up, and buy then, there isn't a whole lot of use to
it. However, you can buy this weapon with unlimited ammo from the Mercenaries
with $4000 and play around for it the entire game.
Gatling Gun: This weapon can only be found by buying it in Mercenaries for
$3000. And yes, it does come with unlimited weapon. The Gatling Gun is an
extremely powerful weapon, as it fires in very fasts bursts, but it does take a
second for the weapon to charge up. I'd recommend this on any enemy except
dogs, Hunters, Drains, or Brain Suckers, due to the fact that they can jack you
up pretty good while you're charging the weapon.
-----
Ammo
-----
Handgun Bullets: These are as it says, ammo for your Handgun. In the early
stages of the game, you can find this ammo in several places. You get 30
bullets per box. You can also create these using Gunpowder A.
Shotgun Shells: Shotgun Shells are more common around the game if you ask me.
You get 7 shells per box and you'll find plenty of these to keep you happy. You
can also create these using Gunpowder B.
Magnum Rounds: Finding this ammo alone is extremely rare. I have only found two
of these boxes, and the last box is pretty much pointless. You can also create
this ammo with gunpowder CCC (if you're willing to give up six total gunpowders
to create it). Use this ammo wisely.
Grenade Rounds: Basic rounds for the Grenade Launcher. Unlike Resident Evil 2,
it doesn't fire in short bursts, so you can actually kill an enemy from a
distance now. These are fairly common throughout the game, and they have a gray
lid on them. You can also create this ammo with Gunpowder C.
Flame Rounds: Flame Rounds are stronger than the Grenade Rounds, but there is
only one box of these in the game. That's right, Carlos gives you these before
you go to the Clock Tower (but it does depend on a live selection choice).
Otherwise, you'll need Gunpowder AC to create this ammo. Flame Rounds have a
red lid on their ammo case.
Acid Rounds: Acid Rounds are the second most powerful type of Grenade Launcher
ammo in this game. They can kill many non-boss enemies in one hit. Is there any
kind of downside to this ammo? YOU CAN'T FIND IT ANYWHERE IN THE GAME. You must
create it using Gunpowder CB if you want to use this kind of ammo. Acid Rounds
have a yellow lid on their ammo case.
Freeze Rounds: The newest flavor of Grenade Launcher ammo, and by far, it's the
best kind. Freeze Rounds will take down any non-boss enemy in one hit, and
here's a little hint: Nemesis hates freeze rounds. Freeze Rounds will stun him
for a second as the ice sinks in. Apparently, these rounds are made of ultra
low temperature liquid Nitrogen. So try bringing this into your science lab.
Unfortunately, you can only get this by mixing gunpowder CC. Well, Carlos does
give this to you as a gift if you just to Jump out the Window en route to the
Clock Tower.
Mine Thrower Rounds: This kind of ammo is scare throughout the game, but it
still is fun to play with. You get 6 rounds per box, but there is a catch: It
must be completely empty to reload the weapon, and when you do reload,
reloading will cause any undetonated mines to disappear.
Enhanced Handgun Bullets: Enhanced Handgun Bullets are my second favorite kind
of ammo in this game. You can get these after mixing Gunpowder A more then 7
times. This ammo can take down any non-boss enemy within a matter of shots. It
can also stun Nemesis if he is running towards you. This is the big reason to
why the Handgun is useful for practically the whole game.
Enhanced Shotgun Shells: Like the Enhanced Handgun Bullets, you need to mix
Gunpowder B more than 7 times. This ammo can be fun to play with, but like
regular shells, you'll need to be close up to the enemies to deal out
significant damage.
==========
6. Health
==========
This section will explain your health conditions and all of the healing items
throughout the game:
Fine: 100%-50% health, no physical problems with character, green ECG
Caution (yellow): 49-20% health, character slows down, yellow ECG
Caution (orange): 19-10% health, near death, orange ECG
Danger: 9-1% health, next to death, character limps slowly, red ECG
Poison: Character slows down; health slowly decreases until cured, purple ECG
Virus: Character slows down, health slowly decreases, purple ECG (only
encountered once)
Healing Items:
Green Herb: Restores about 1/4 of your health, common throughout the game.
Red Herb: Has no standalone effect, uncommon throughout the game.
Blue Herb: Restores poison, uncommon throughout the game.
First Aid Spray: Restores to full health (does not cure poison), common
throughout game.
Herb Mixtures:
Green Herb + Green Herb: Restores 1/2 of your health.
Green Herb + Green Herb + Green Herb: Restores your health completely.
Green Herb + Red Herb: Restores your health completely.
Green Herb + Blue Herb: Restores about 1/4 of your health and cures poison.
Green Herb + Green Herb + Blue Herb: Restores 1/2 of your health and cures
poison.
Green Herb + Blue Herb + Red Herb: Restores all of your health and cures
poison. To get this herb, you must combine the Green and Blue Herb first, then
add the Red Herb.
===============
7. Walkthrough
===============
This walkthrough is intended for Hard Mode, and it will cover all of the
choices throughout the game.
Upon starting the game, Jill will deliver her opening speech about Umbrella.
*******************************************************************************
FMV
The game opens with several choppers sending in marines to combat the zombies.
The Raccoon Police Department (RPD) and the UBCS soldiers are also seen
fighting the zombies. Despite having Assault Rifles, Handguns, Shotguns, and
even Grenades, all of these people fail miserably and die, proving no match for
the zombies. At the end of the FMV, you can see a few cops (who are now
zombies) through the reflection of the police helmet.
*******************************************************************************
-------
Uptown
-------
All looks quiet around the area. Then, Jill bursts through the explosion and
comes up on the clean side. There's not a whole lot you can do in this room.
Just run forward and STUN, not kill, the zombie with 4-5 shots. Once the zombie
is on the ground, climb over the dumpster and then jump on the other side. The
game will take over as zombies begin to surround Jill. Jill breaks through a
door and runs through a door into the warehouse.
"September 28th. Daylight. The Monsters have overtaken the city. Somehow...I'm
still alive..."
A brief cut scene will introduce us to Dario Rosso. Jill tries to convince
Dario to escape, but he doesn't want to leave the warehouse and get killed.
Dario throws a hissy fit and locks himself inside a closet. Once you regain
control of Jill, turn around and go to where the staircase it. From the
staircase, run right and pick up the First Aid Spray off the shelf. Now, run
right from the First Aid Spray and you'll find a green light. Examine the light
for some Handgun Bullets. Now run back up the stairs and head up. Go up the
next staircase and open the door at the top. In this save room, pick up the
Warehouse Key on the wall right next to you (if you examine it, it turns into
the Backdoor Key). Also, turn around and go to the cabinet in the corner of the
room. Pick up both Gunpowder As, and combine them with the Reloading Tool to
create 30 Handgun Bullets. Now, drop the Reloading Tool and First Aid Spray
into the item box, and then leave the room. Back in this place, run down the
stairs and follow the walkway to the door. Use the Warehouse Key on the door to
unlock it. Toss the key and then open the door.
There's nothing in this room. Just run down the stairs and open the door at the
other side of the room. There's also nothing to do here. Just run upward and
open the door you'll find on your right. In this room, run up the stairs and
you'll come to a door on your left. When you try to open the door (or if you go
near it, I don't know how often this happens), the door will burst open with
Brad Vickers running away from the zombies. Now, these zombies tend to be fast.
Turn around and kill each zombie one by one, trying not to get bitten. Once all
of the zombies are dead, go over to the door where they came out of. Head down
the stairs where you'll find another zombie. You don't need to kill this one,
just stun him. Now pick up the Lighter Oil on top of the shelf and then grab
the Shotgun from the dead guy's body. Now run back up the stairs and run to
where Brad ran. Pick up both Green Herbs and follow this path down a stairs to
a door. Open this door.
There are a few zombies here, but you don't have any need to kill him. Run
downwards past the first zombie, and then run around the second zombie. By now,
you'll hear a guy screaming as he gets killed. Continue to run forward and
you'll find a stack up crates. Run up the stairs and grab both Green Herbs on
the balcony. Then head back down the stairs and jump off the crates (there is
an Uptown Map if you want it). Continue to follow this path and you'll find a
few zombies eating the dead guy. Just run around these zombies and follow this
path to a door and open it. Run forward in this room and you'll get to a
staircase. You'll hear gunfire, so run down the stairs and you'll find Brad
killing off one of the zombies. It's best to run around these zombies and
follow Brad, but if you need to just stun one of the zombies. Now run into the
opening he went into and then open the door at the end.
We find a cut-scene of Brad being bitten by a zombie. He shakes it off and
starts shooting it. You can shoot it if you want, but it is a waste of ammo.
Now, pick up the Clock Tower Postcard off the counter and then run to Jill's
right. You'll find a register. Examine the register for Handgun Bullets. Now
run back to the door. By now, Brad should have killed off the zombie. After a
cut-scene where Brad tells us that we're both going to die, go to where Brad
left the room. Your inventory should be this:
Handgun
Handgun Bullets
Shotgun
Lighter Oil
Green Herb
Green Herb
Green Herb
Green Herb
Combine two of your Green Herbs to make a double green herb mixture (and to
create space). Pick up the Lighter near the payphone. Combine the lighter with
the lighter oil. Now, instead of following Brad, turn around and leave the Bar
the same way you came in. Back out here, run straight and then run back up the
stairs. Head towards Jill's right and go down the long passage. There is a
zombie here, but I'd recommend beheading it with your Shotgun. Once you get to
a door, open it.
There are several zombies in this place trying to break down the barricade. Run
to the other side of the room. Use the lighter on the door to burn down the
rope. By now, the zombies will have broken through the barricade. Sometimes,
they do break the barricade before you get a chance to use your Lighter. Now,
back up, stay at a safe distance from the barrel and the zombies (keep them all
on the same camera angle too). When they come close, fire your Handgun at the
barrel. You will kill all but two of the zombies 9 times out of 10. Most of the
time, there are two other zombies wandering around at the far back. Finish them
off with your Shotgun if needed. But before heading through the door, go to
where the zombies were. Pick up the two Red Herbs. Combine them with the Green
Herbs to get Red/Green Herb mixtures. Also, search the dead police for Photo A.
Now you can head through that door you just used the Lighter on.
There are dogs in this room, but you'll never have to fight them. Just run
forward and follow this path until you see a door on Jill's left. Open this
door before the dogs have a chance to attack you. In this tiny safe room, open
your item box and toss away the Lighter. Pull out your Reloading Tool and pick
up the Gunpowder A from the shelf. Create Handgun Bullets and then pull out the
Gunpowder B. Use it to create Shotgun Shells. Toss the Shotgun Shells and
Reloading Tool into the item box, and then leave. Back out here, run upward
towards the door and open it. The dogs will never get you. In this room, head
out of the alcove and run upward. Follow this path to a gate and then open it.
*******************************************************************************
FMV
As Jill walks to the front doors of the Police Station, Brad comes rushing in
through the gates behind him, looking wounded. Then, Nemesis jumps down and
chases after Brad, completely killing him. Nemesis then tosses Brad on the
ground and then looks at Jill, going "S.T.A.R.S".
*******************************************************************************
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION CHOICE
Fight with the Monster.
Enter the Police Station.
If you choose to fight with the monster, you will take over as Jill
immediately.
If you choose to enter the Police Station, Jill will dodge the punch from
Nemesis and run to the police station.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS?
In the event you want to fight Nemesis, it's quite possible. The second you
choose fight with the monster, Nemesis will immediately do a running charge at
you.
Here are some basic tips:
1) Nemesis always punches with his left hand. That means run around him on his
RIGHT side
2) As of now, Nemesis can throw a punch or grab Jill and throw her. When this
happens, mash every button to get up.
3) While Jill is on the ground, Nemesis can pick her up again and then do his
one-hit kill attack in where he infects Jill with the virus. However, you can
break free of this by mashing every single button possible on your controller,
but you need to be in Yellow Caution or higher to break free.
4) Do NOT run away from Nemesis. He can outrun you and he will catch up to you
with ease to deliver a cheap shot.
5) Never expect things to go as planned when fighting Nemesis. There are times
where he'll run at you and then give you a punch. In the event that Nemesis
does run at you, mash R1 and R2 just before he throws a punch to dodge the
attack.
6) He can follow you from room to room, unless it's a save room.
7) Keep the fight in one room.
The tip to dropping Nemesis in this room is to always be on this camera angle
at all times. Now, as I said, run to his right side to avoid the punch and then
get at a safe distance from him (not a far distance in where he'll run at you).
Then, fire a few Handgun Bullets and then repeat by running on his right. You
will most likely be going in circles in one part of the room. After about 30
Handgun Bullets, Nemesis will fall to the ground, but the battle isn't over
yet. Get behind Nemesis and fire down a "get up" shot at him. When he gets up,
he will do his trademark pose, allowing you to fire 2-3 more shots at him.
However, he will be running at you now, so be prepared to hit R1 and R2 to
dodge. After another 30 shots, Nemesis will fall to the ground for good.
If you are on Hard Mode, pick up the Eagle Part A.
Also, if you chose to fight with him, you can examine Brad for a card case.
Check the card case in the inventory for Brad's S.T.A.R.S. card. Now open the
double doors to go inside the Police Station.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
---------------
Police Station
---------------
As you enter, Nemesis will be trying to break through the doors behind you,
provided you didn't kill him. He won't ever get through though, so don't worry.
If you fought with him and dropped him, well then you have nothing to worry
about. :)
But wow, doesn't this place look a whole familiar! But two of the three doors
are barricaded, so we can't do a whole lot. Pick up at least two of the three
Green Herbs next to the double doors though. Now run up the right ramp and
you'll find a counter area. If you have Brad's S.T.A.R.S Card, you can use it
on the computer here and it will give you one of four passwords. Also, pick up
the Handgun Bullets off the counter. Now, go to the other side of the room and
open the solo door.
Here is where we met Marvin in Resident Evil 2. Sometimes, the zombies will be
scattered around the place. Other times, they will be in a group. If they are
in a group, kill them with your Shotgun. Otherwise, pick them off one by one
with your Handgun. Now, go to the other side of the room and enter the office.
We'll find Marvin playing dead. Examine him to get Marvin's Report. Now, you
may see Shotgun Shells on the desk. If you have the space, pick them up. If
there aren't any Shotgun Shells, then I'll show you where they are. Turn around
and open the door across from you.
Here is the Evidence Room. Chances are that you're stacked in your item
inventory, so skip this room and then open the door leading to the next room.
In this hallway, kill each zombie one by one with your Handgun. Once all of
them are dead, go to the stairwell and then open the door at the bottom of the
stairs. In this save room, open up your item box and drop in Brad's S.T.A.R.S
Card if you have it. Take out your Reloading Tool and also, drop in the Eagle
Parts A if you have them. Now go to where the lockers are and open them for
some Gunpowder A. Combine them with the Reloading Tool for some Handgun
Bullets. Pick up David's Memo that is behind the typewriter. Put the Reloading
Toll back in the item box, and make sure you have the two Green Herbs on you.
Leave this place.
Back out here, run forward, but do not go up the stairs. Instead, go to the
other door that we haven't opened yet. In this hallway will either be zombies
or dogs. Kill all of them with your Shotgun. Once they are all dead, follow
this hallway until you get to a dead end. There may or may not be Red Herbs
here. If they are here, pick them up and combine them with your Green Herbs to
make two Green/Red Herb combos.
Did you find the Shotgun Shells in Marvin's Office?
If you did, then go back to the stairwell.
If not, then open the double doors in this hallway and we'll be in the briefing
room. If you want Jill's S.T.A.R.S card, pick it up. It's on the table near the
podium across from you. Enter the back room and pick up the Shotgun Shells off
the fireplace. Now leave this room and go back to the stairwell.
Reload your Shotgun and go back to the save room. Dump in the Shotgun Shells
and Jill's S.T.A.R.S card if you picked it up. Now leave this room and head
back to the evidence room. Open the bin with the red light across from you for
the Blue Gem (if you examine it, it gets re-named to the Sapphire). Now, go to
the other side of the room where you'll find another cabinet with a red light.
It will ask you for a four digit password. It is either:
0131
4011
4312
0513
Once you find the correct one, it will open, revealing the Emblem Key, so pick
it up (checking it renames it to the S.T.A.R.S Key). Now, go back to the save
room and dump in the Blue Gem. Go back to the stairwell. NOW we can head up the
stairs. Up here, only kill the zombies that get in your way. Run to the other
side of this hallway and open the door at the end.
Did you find the Red Herbs in the other hallway?
If you did, then just go to the door in this hallway.
If not, follow this hallway to a dead end and you'll find the herbs near a
barricaded door. Combine them with your Green Herbs to create two Green/Red
Herb Mixtures.
Unlock the door with the S.T.A.R.S Key in this hallway. Toss the key and then
open the door. Hey look, the S.T.A.R.S office! Get the Fax from Kendo from the
printer. Also, grab the Handgun Bullets off of Barry's desk. Now, open the
cabinet next to the communication system. Inside will either be a Magnum or a
Grenade Launcher. I have heard that the weapon you get depends on the live
selection choice you had with Nemesis, but I have always fought him and the
weapon I get is random. Also, grab the Lockpick off of Jill's desk and then
leave. You'll get a message from the communication system saying that they
didn't find any survivors. Now leave. Back in this hallway, just open the door
to the next hallway. When you get near the staircase, you'll hear a window
smash from downstairs. Uh-oh.
When you head down the stairs, run forward and Nemesis will burst through the
window with his new friend, a Rocket Launcher. Just run into the Evidence Room.
Nemesis won't follow you into this room unless you go near where the S.T.A.R.S
Key was. Examine all the bins until you find a locked one. Unlock it with your
Lockpick and then open it for Gunpowder B. Head into Marvin's Office. Just RUN
to the other side of the room and go back to the Main Hall. Nemesis will be on
you, but he won't catch you in the Main Hall.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS?
You can fight Nemesis from room to room, but I find Marvin's Office to be the
best spot to do so. You'll find out very shortly.
Here are tips on dealing with the Rocket Launcher flavored Nemesis:
1) He can take you down with 3-4 rockets if you are at perfect health.
2) Hitting R1 and R2 will dodge the rockets he fires at you.
3) If he is close, he'll whack you with the Rocket Launcher. Run on his right
side to avoid this.
4) After 5 rockets, Nemesis will toss away the Rocket Launcher and come at you
bare-handed, giving you his trademark pose. Now you treat him like Normal
Nemesis.
In Marvin's room, run forward and change camera angles once. Nemesis will be in
the room now chasing you. Here's a fun trick.
Run and lure Nemesis into Marvin's office. See the bookshelf next to Marvin?
When Nemesis runs after you, he will get caught in the bookshelf trying to walk
at you. This will give you all the free time in the world to fire at him. Like
last time, it takes 30 Handgun bullets to drop him, another 30 to drop him for
good.
However, there is a chance that he breaks free from being stuck on the
bookshelf. In this event, he just walks around it and then proceeds to attack.
When he breaks free, run out of the room and to Jill's left. Nemesis will aim
up his Rocket Launcher, but won't fire it with you out of his sight. He'll come
running like mad at you and then will try to whack you with the Rocket
Launcher. Now, here's a trick: stall at the entrance to the office so Nemesis
loads up his Rocket Launcher. Now run into the office and go to your corner.
Nemesis will once again charge at you and may get stuck in the bookshelf.
Other times, Nemesis will be standing outside the office waiting to fire a
rocket. When this happens, stand right next to the desk so Nemesis can't fire
through the opening.
If you happen to run out of Handgun Bullets before you drop him a second time,
then switch to your next weapon. The Shotgun may or may not be enough to drop
him at close range. If not, then use the weapon you got from the S.T.A.R.S
office to finish him off.
Once you drop him, pick up the Eagle Parts B. Run back to the save room near
the stairwell and combine them with Eagle Parts A to get the Eagle 6.0. Yay!
Sometimes, things can go completely wrong in this fight and you'll have to use
all your healing items. It isn't fun, believe me.
Before leaving the save room, make sure you have your Handgun, Handgun Bullets,
one healing item, the Shotgun, and the Lockpick. And oh yeah, use the Reloading
Tool to create Shotgun Shells from the Gunpowder B you got in the Evidence
Room. Head back to the main hall.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Back in the Main Hall, pick up the last Green Herb if you haven't done so, and
then leave through the double doors. Brad's body is gone, suspiciously, so just
enter through the gates.
-------
Uptown
-------
Did anyone happen to notice that it's dark out and that fire hydrant isn't
releasing water anymore? Just follow this path until you get to another door.
Unlock the door with your Lockpick and then open it. This is a narrow passage.
Follow it until you see a dead soldier lying down in the corner. Examine him
for Handgun Bullets and the Merc's Diary. Also, you'll notice a roach
suspiciously crawl out of the window behind you, but don't worry about it.
Follow this passage to a door in open it.
There's nothing you can do here for now. There are two Blue Herbs, but leave
them be. There may be three Green Herbs here too, so pick them up if they are
there. Otherwise, open the door next to the Herbs. You'll walk into this room
hearing gunfire and a soldier dying. Switch camera angles so you can see two
dogs. Kill both of them with your Handgun and then run past the bus, where the
third dog will attack you. Kill it and then examine the dead soldier the dog
was eating for some Gunpowder B. From here, turn around and enter the door
inside the opening.
---------
Downtown
---------
In the garage, walk forward and kill both of the dogs in here. Check the open
car for the Power Cable and then follow the passage down to another door and
open it. In this save room, pick up the Handgun Bullets next to you. As strange
as it sounds, these are the last normal Handgun Bullets you find in the game.
Open your item box and take out the Reloading Tool. Use it to create Shotgun
Shells with your newly found Gunpowder B if you want. Deposit in any Green
Herbs you may have found. Now, take these items with you:
Eagle 6.0
Handgun Bullets
Shotgun
Shotgun Shells
Reloading Tool
Lockpick
Grab the Ink Ribbon and save if you want to, and then open the door next to the
item box in this room. There are three dogs here, but you'll get severely hurt
if you try to attack them. Just RUN to the other side of the room and get to
the door. In this passage, grab the Downtown Map off the wall if you want it.
Now equip your Shotgun and walk up to the dead soldier. A Drain Deimos will
jump down and attack you. Quickly kill it and then examine the dead body for
Gunpowder A. Use it to create Handgun Bullets. Now run downward towards the
mini-stairs and open the door. You'll hear gunfire in this area. Ignore it for
now and run upward. Open the door that you find There are plenty of zombies in
this area, so kill them all with your Shotgun. Run forward until you come to a
staircase and an opening to your right. Go down the opening and you'll see
another door to your right. Open it and you'll be in a tiny save room.
Pick up the Shotgun Shells in the corner of this room. Also, take the Rusted
Crank next to the typewriter. Deposit your Shotgun, Shotgun Shells, and take
out any healing items you may have. Also, be sure to have plenty of ammo for
your Eagle 6.0. Leave the save room.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
IMPORTANT
You can continue playing this game through one of two ways. You can either go
to the Restaurant or the Newspaper Building first. I will guide you through
both of them. Both of them will be separated by ############, and both paths
will end at the panel near city hall.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
###############################################################################
GO TO THE RESTAURANT FIRST?
After you come out of the save room, head downward to where all the zombies
were. Head up the staircase and open the door at the top. Inside the
restaurant, open the cabinet next to you with the Lockpick to get the Fire
Hook. Now, follow this passage into the restaurant area. Pick up the City Guide
from one of the tables and keep following this passage until you get to a set
of double doors. Go past the double doors into another area with tables. One of
these tables may or may not have Gunpowder As. If they do, use them both to
create Handgun Bullets. Now go back into the kitchen area where you'll see a
lid. Use the Fire Hook on the lid and Jill will open it. Just after that, a
soldier will come out from behind you. After a talk, you find out that his name
is Carlos and he was sent to rescue the civilians. After, Nemesis enters the
room and you are dealt with a selection.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION
Run into the basement.
Hide inside the kitchen.
If you choose to run into the basement, Jill and Carlos will descent the ladder
down into the basement. However, something will break and the basement will
start flooding. There is a vent on the other side of this passage, so use it to
get outside of the Restaurant. Nemesis will still be on you like a hawk for
quite some time, so beware.
If you choose to hide inside the kitchen, Jill and Carlos will go into the
restaurant area. Jill will throw a lamp at a gas pipe, causing the place to
ignite, knocking out Nemesis. Grab the free item that Nemesis drops. If this is
your third time knocking out Nemesis, you will get a First Aid Kit, an item
that comes with three First Aid Sprays! However, if you hang around a little
longer, Nemesis will get back on his feet.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS?
If you stick around, Nemesis will eventually get back up. Even though you just
lit him up with an explosion, you still have to drop him twice to end the
fight. And no, you can't get another item by fighting him a second time, but if
you kill Nemesis here, he won't bother you as you run to the Newspaper
Building.
Carlos is here, and he'll start firing at Nemesis. Except there's a problem,
his Assault Rifle is set to manual mode, so he'll only fire three rounds at a
time. However, Nemesis will direct his attention at Carlos once Carlos starts
firing at him, and he'll begin to punch the crap out of Carlos. Now, if Carlos
dies, the game ends, so we don't want that happening.
If you have an Eagle 6.0, use that over the Handgun. The Handgun just fires too
slowly and chances are Nemesis will kill Carlos before you drop Nemesis with
the Handgun. With the Eagle 6.0, you have a much faster firing rate and it will
drop Nemesis rather quickly. If not, use your Shotgun or Magnum/Grenade
Launcher, as those weapons will do a lot more damage than the Handgun.
Once you defeat Nemesis, head out the back door.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
A few pointers:
1) If you ran into the basement, Carlos and Jill will have a talk about
Umbrella in the T-shaped alley behind the Restaurant. From here, get to the
save room, but watch out for Nemesis. If you want the item, you'll still have
to drop him. I'd suggest fighting Nemesis right in front of the Restaurant or
the street in front of the Newspaper Building.
2) If you hid in the kitchen, you have the luxury of picking which way you want
to leave the restaurant. Leave through the back door, as I said. Carlos and
Jill will have their talk about Umbrella. If you didn't choose to finish off
Nemesis for good inside the restaurant, you'll hear a scary sound coming from
the restaurant and Carlos will take off. If you did finish off Nemesis, you'll
have nothing to worry about.
Whichever way you took, get back to the save room. Open your item box and put
away your new First Aid Kit (if you got it, of course), your Lockpick, and your
Handgun/Handgun Bullets. Now, take out the Shotgun, Shotgun Shells Blue Jewel,
the Power Cable, and the Rusted Crank.
Now, from the save room, head up to the north up the stairs and open the door
at the end. In this area, go to the door across from you. It is locked, but
there is a panel next to you. Insert the Blue Gem into it to free up space (we
still need one more jewel). Run up the street and then head into the opening to
your right. Open the double doors to get inside the Newspaper Building. In
here, get to the right of the ladder and push it to the left. Eventually,
you'll push the ladder right in front of the panel. Get on top of the ladder
and activate the panel up top. Also, grab Photo B from the payphone, and then
go to the shutter. Activate the panel to open the shutter and then head up the
stairs. While you're heading up the stairs, the glass on a door will break
(makes me jump a lot). Continue heading up the stairs and the door will
completely blow over by the fire. At the top of the stairs, open the door.
There is a zombie across from you. Kill it and then enter the office.
Kill the rest of the zombies here. If you didn't find the Gunpowder A in the
Restaurant, they will be in this place. Use them to make Handgun Bullets. Also,
grab the Green Gem off the table. Also, there are two files here. Pick up the
Photo C on the desk, and take the Reporter's Notebook from the corner of the
room. When you try to leave, Nemesis may enter the room if you haven't taken
care of him. Open the door, head down the stairs, and leave the Newspaper
Building. Go to the panel where the jewels are located.
HINT: If you were in a goose chase with Nemesis the whole time, you can get rid
of him for good by going to the parking lot office near the Power Cable. A
little trick I learned.
###############################################################################
Ok, so maybe you want to go to the Newspaper Building first. Use this
walkthrough.
###############################################################################
GO TO THE NEWSPAPER BUILDING FIRST?
From the save room, head up north and open the door. If you have the Blue Gem
on you, go to the panel across from you and insert it. Now, head up the street
and into the opening to your right. Open the double doors to get inside the
Newspaper Building.
In here, get to the right of the ladder and push it to the left. Eventually,
you'll push the ladder right in front of the panel. Get on top of the ladder
and activate the panel up top. Also, grab Photo B from the payphone, and then
go to the shutter. Activate the panel to open the shutter and then head up the
stairs. While you're heading up the stairs, the glass on a door will break
(makes me jump a lot). Continue heading up the stairs and the door will
completely blow over by the fire. At the top of the stairs, open the door.
Run forward and then go into the bigger office in front of you. Jill will
notice someone lying on the ground and will talk to him. We find out that his
name is Carlos. After a chat about who they are, Jill hears Nemesis coming up
the stairs.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION
Jump out the window.
Hide in the back.
</pre><pre id="faqspan-2">
If you choose to jump out the window, Jill and Carlos will make a beeline
through the window and land on garbage. You'll both land in a room that you CAN
ONLY ACCESS BY PICKING THIS OPTION. In this room are two Red Herbs. You can't
get these any other way. Unlock the door and open it. You'll be right next to
the Newspaper Building entrance, where Carlos and Jill will have a chat.
If you choose to hide in the back, Jill and Carlos will go back in the office.
Nemesis will enter the room. Just as he is about to enter the office, the most
random of all explosions knocks out Nemesis, dropping a free item. If this is
your third time dropping Nemesis, you'll get the First Aid Kit. While Nemesis
is knocked out, pick up the Photo C from the big desk and pick up the
Reporter's Notebook from the corner of the room. Also, there may or may not be
Gunpowder As in this room. If there are, pick them up and use them to create
Handgun Bullets. By now, Nemesis should be back on his feet.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS?
If you stick around, Nemesis will eventually get back up. Even though he was
just knocked out by a random explosion, you still have to drop him twice to end
the fight. And no, you can't get another item by fighting him a second time,
but if you kill Nemesis here, he won't bother you as you run to the Restaurant.
Carlos is here, and he'll start firing at Nemesis. Except there's a problem,
his Assault Rifle is set to manual mode, so he'll only fire three rounds at a
time. However, Nemesis will direct his attention at Carlos once Carlos starts
firing at him, and he'll begin to punch the crap out of Carlos. Now, if Carlos
dies, the game ends, so we don't want that happening.
If you have an Eagle 6.0, use that over the Handgun. The Handgun just fires too
slowly and chances are Nemesis will kill Carlos before you drop Nemesis with
the Handgun. With the Eagle 6.0, you have a much faster firing rate and it will
drop Nemesis rather quickly. If not, use your Shotgun or Magnum/Grenade
Launcher, as those weapons will do a lot more damage than the Handgun.
Once you defeat Nemesis, head out the back door.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
A few pointers once we get out of the Newspaper Building:
1) Both scenarios you pick ultimately have you and Carlos talking outside the
entrance of the Newspaper Building.
2) If you chose to jump out the window, you'll have to go back inside to grab
the files, and the possible Gunpowder As you may have missed. Try to avoid
Nemesis here.
3) If you chose to hide in the back, you won't have to worry about Nemesis if
you completely finished him off with Carlos inside the Newspaper Building. If
you didn't finish him off, you'll be on a wild high speed chase with Nemesis
until you get to the City Hall.
4) If you did choose to Jump out the Window, you'll have to fight Nemesis to
get the item he has. It's best to fight him on the street in front of the
Newspaper Building.
After the conversation about Umbrella is over, run down the street and open the
door leading back to the Restaurant Area. Go to the save room and take the
Lockpick from your item box if you don't have it. Also, swap out your Handgun
and Handgun Bullets in exchange for the Shotgun. Leave the save room, head
downward, and then go up the stairs to your right. Open the door at the top and
you'll be in the restaurant.
There are a few zombies in here. Use the Lockpick to open the cabinet right
next to you. Get the Fire Hook and then follow this path to the lid. If you
didn't find the Gunpowder As in the Newspaper Building, then go into the
restaurant area and grab them off the table near the blue double doors. Also,
be sure to grab the City Guide off the table near the lamp. Now use the Fire
Hook to open the lid. It will reveal a ladder, so climb down the ladder. Down
here, head downward. Kill the nearby zombies and then search the dead body in
the corner for the Green Gem (also known as the Emerald when checking it). Go
back up the ladder, leave through the back door, go to the save room, toss away
the Lockpick and get back to the city hall door.
###############################################################################
Whichever path you took, you should be at the jewel control panel in front of
the Newspaper Building with the following items:
Shotgun
Shotgun Shells
Blue Gem (if you haven't used it)
Green Gem
Power Cable
Rusted Crank
Reloading Tool
Once you put the second gem into the jewel panel, the clock will light up,
opening the gate to city hall. Wouldn't it be an adventure if he had to find
all 12 gems? Open the double doors. In this area, run forward and you'll come
to two paths. Take the upward path and open the door at the end. There are a
few zombies lying against the wall in this room. You may also find a few
zombies eating out another zombie. Kill any zombies that get in your way and
then open the door at the other side of this place. There's nothing much to do
here. Just follow this path to another door. You'll find two Green Herbs along
your path, so pick them up. Open the door once you get to it. In here, search
the dead zombie next to you for 14 Shotgun Shells. There may either be zombies
or dogs coming after you right now. Hit R2 to aim at the barrel and then fire
to blow them all up. Run forward and jump over the plywood. On this side, head
towards the trolley. The first door is locked, so continue downward and open
the second door.
See that panel right next to you? Examine it to pick up the Mechanic's Memo.
Now, insert the Power Cable into the panel to free up some item space. We still
need two more items, so just turn around and walk forward. We'll meet Nicholai,
another UBCS survivor, who is surprised that "a little girl like you survived".
We also meet Mikhail, who is severely wounded. Walk up to Mikhail for another
cut-scene and then open the door. We'll find Carlos in here, and Nicholai will
explain our evacuation plan to the clock tower. After the chat, Carlos gives
Jill a side pack, so we can carry two additional items. Thanks Carlos! Pick up
the Wrench from the seat, unlock the trolley door, and then open it to get back
outside.
Out here, just climb the plywood and jump over it. Open the door into the next
room. In this area, run to the next door and open it. Be sure to have your
Shotgun ready. As you walk forward, a zombie will burst out from the car and
attack. Decapitate him and search the car for Gunpowder B. Use it to create
some extra Shotgun Shells and then go to the door at the other side of this
room and open it. Back in this room, head straight and take the path we avoided
before. Head up the stairs and open the door up top. There's nothing to do in
this area. Just follow the path to a shutter. Before opening the shutter, turn
around and see if you can find two Red Herbs near the gas pump. If they are
there, pick them up and combine them with your two Green Herbs to make
mixtures. Now, use the Rusted Crank on the slot next to the shutter. The crank
will break when Jill is trying to open the door, so now use the Wrench and Jill
will be able to open the shutter completely. Now we can open the door to get
into the gas station.
NOTE: Midway through the path, you'll see a sign on the floor that says "GAS:
$1.25". I'm depressed now. :(
GAS STATION
The first thing I want you to do when you walk inside the gas station is see if
there are 3 Gunpowder As on the table. If so, use them to create Handgun
Bullets. By now, you should've mixed at least 7 gunpowder As, so these should
be Enhanced Handgun Bullets! Walk forward and one of two things will happen:
1) If you decided to run into the basement/Jump out the window from the
Restaurant/Newspaper Building, Nicholai will enter the room and inspect the
Machine Shop.
2) If you decided to hide in the kitchen/hide in the back from the
Restaurant/Newspaper Building, Carlos will enter the room. He'll hear the
zombies outside. When you try to walk forward, he'll load up his Assault Rifle
to attempt to kill him. When this happens, you can leave immediately to see a
cut-scene of Carlos fighting the zombies. If this happens, Carlos just walks
off.
Anyhow, go to the other side of the counter. There is a First Aid Spray on the
shelf if you want it. Also, examine the panel for a trick puzzle. It controls
the temperature of the machine oil, which is one of the items that we need.
Here's out it works:
1) There are 4 letters: A, B, C, and D. One of the letters will be highlighted
in green, meaning that that letter should be the only light lighting up. You
must accomplish light up an isolated letter to access the Machine Oil.
2) The way this works is that when you press a letter, that letter and the
surrounding letters turn on or off. So if you were to press B, A, B, and C
would turn on or off. For example, if you press A, and A's red light was turned
on and B's red light wasn't turned on, then A's red light would turn and B
would light red. See where I'm going?
3) Once you get the green highlighted letter to be the only letter lighted red,
you must do this 2 more times. The letter that becomes highlighted green may or
may not change.
4) If you happen to suck at this, just mash random buttons. Doing that always
worked for me.
After you solve it for the 3rd time, you get:
BEEP BEEP BEEP BEEP
BEEP BEEP BEEP BEEP BEEP
And the contained opens, allowing you to get the Machine Oil. When you try to
walk around the counter, something happens in the machine shop. The cord that
is soaked in oil sparks and causes an explosion, and Jill barely escapes
(Nicholai assumingly is blown up if he is in there). Leave the place. Outside,
Carlos may or may not be there. Just run and eventually you'll find an FMV.
*******************************************************************************
FMV
As Jill is walking, the whole rest of the place catches fire pretty quickly.
Then, Jill runs as the whole place explodes and comes down.
Can I still have gas for $1.25 though?
*******************************************************************************
There's nothing you can do here now. If you missed the Red Herbs, Gunpowder A,
or even the First Aid Spray, they were all blown up into a million pieces. So
leave.
END GAS STATION
Back down here, take the fork downward. As you are running the door to your
right will burst open with a flood of zombies. Take them down with your
Shotgun. Go inside the area. If you didn't find the Green Herbs from way
earlier (the room with the fire hose), they will be here. Chances are your
inventory is full or next to full, so walk up to the statue of Raccoon City
Michael Warren and press the button. His arm will lower, so take the Bronze
Book from his hand. Now go through the double doors and then head to the door
across from you. Go into the save room.
Put away the Machine Oil, Wrench, any Green Herbs you have, and make sure you
have:
Shotgun,
Shotgun Shells
Reloading Tool
Bronze Book
Now leave the place. Back in here, head downward. Maybe you saw Carlos running
down the path with the zombies after him, maybe you didn't. Anyhow, blow away
any zombies in your way and then take the long path to the door across from the
restaurant back door. Remember where we saw Carlos shooting the zombie? Go back
to that area. Pick up the Green Herbs if you haven't and then go to the corner
of the area. Insert the Bronze Book into the hollow and then take the Bronze
Compass. Now, we need to backtrack to the area where we got the Bronze Book. Be
aware that when you get to the street in front of the Newspaper Building,
either crows or dogs will burst through the glass. If they are dogs, you can
quickly avoid them by taking a counter clockwise circle path to the double
doors.
Once you backtrack to the mayor's statue, insert the Bronze Compass into his
hand. The statue will turn around and reveal the Battery, so pick it up. And
pick up the Green Herbs if they are there (and if you haven't, yet). Now,
backtrack all the way back to the area where we got the Bronze Compass (isn't
this puzzle kind of overstretched?). This time, open the door leading to the
room where we saw our first Drain Deimos.
Sometimes they are Drain Deimos, other times they're Brain Suckers. Quickly
kill both of them before they become a problem. Now, run up the big staircase
in this room that we haven't gone up yet. At the top, insert the Battery into
the slot to power up the elevator. Get on the elevator and go down. In this
area, follow the path until you get to a large group of zombies. Blow them all
away with your Shotgun, and be careful not to blow up the explosives if you're
too close to them. There are two doors here. Enter the one on the far right.
SUBSTATION
If you didn't find the Red Herbs at the Gas Station, they will be right here.
Pick them up and then combine them with your Green Herbs to get mixed herbs.
Now, open the door in this room. In this place, before doing anything else, go
around the bend and see if there are 3 Gunpowder Bs on the table near the
rusted door. If they are there, pick them up an use them to create Shotgun
Shells. If not, then don't worry, we'll find them later. Examine the panel with
the light to set it to manual mode. Why does this remind me of Resident Evil 2
for some reason? Once it is set to manual mode, go to the panel in the corner
of the room. The first time you do it, do this:
Blue, Red, Blue, Red (opens the shutter on the right)
Then:
(Red, Blue, Blue, Blue (opens the shutter on the left)
Once both of them are open, go into the room on the right. Open the right
cabinet for either the Magnum or the Grenade Launcher (whichever item you
didn't get way back at the Police Station). You'll hear zombies trying to break
in from the outside, so go back out for a live selection.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION
Head for the emergency exit.
Increase electricity output.
If you head for the emergency exit, Jill will break open the rusted door and
get outside. But Nemesis is out there waiting for you. He wants to kill you,
and he doesn't want the zombies to have any say. He'll shoot down all the
zombies with his Rocket Launcher, and then he'll keep shooting at you from
above. I highly doubt you'll have the ammo to fight him here, but it is a good
space to fight him. If you did bring the ammo to fight him, dropping Nemesis
for the 4th time gives you Shotgun parts A.
If you increase electricity output, Jill will go to the manual mode panel,
increase the electricity, and fry all the zombies. Problem solved.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
If you decided to head for the emergency exit, then you obviously need to get
back inside. And don't worry, if you increased electricity, you can still open
any shutter you forgot about. This time, go into the left room. Take the Fuse
off the shelf and then leave the Substation. From here, just go all the way up
the elevator.
END SUBSTATION
Back in this area, run down the stairs. At the bottom, go through the opening
and through the door across from you.
If you decided to jump out the window/hide in the basement, you'll find Brain
Suckers here.
If you decided to hide in the back/hide in the kitchen, you'll see Nicholai
killing a zombie with his Assault Rifle. Also, if you go near the wrecked car,
a zombie will break through it. Kill this zombie and search the car for Greande
Rounds.
Whichever one you have, just do what you have to do and then open the door to
get into the Parking Lot office. Open the item box and take out the Wrench. Put
away the Fuse. You should have these items on you:
Shotgun
Shotgun Shells
Grenade Launcher
Wrench
Reloading Tool
Now, leave the parking lot office and go into the garage. In here, just go to
the door on the other side of this place and open it. Outside, crows will burst
through the window and attack (if you hid in the back/hid in the kitchen). You
can easily ignore them if that's the case. Just open the door at the other side
of this area.
-------
Uptown
-------
Run all the way to the other side of this area, into the caged area. You'll see
a Fire Hose on the hydrant, so use the Wrench to remove it. Afterwards, toss
the Wrench. Now open the other door in this room. While you were away for quite
some time, a few Drain Deimos enemies have found themselves into this alley.
Both of them can be blown up with the barrel. Once you have killed both of
them, open the door at the other end of this alley. In this room, you'll find a
fresh batch of either zombies or dogs waiting for you. Waste them with your
Shotgun and then open the door in the opening.
Remember this place? Well at least the dogs are gone now. Use the Fire Hose on
the fire hydrant and Jill will get rid of the fire blocking the sales office.
Go down the new path and open the door at the end. There's nothing here except
for two Blue Herbs, but you will most likely not need them. Just open the door
at the other side of the place. And don't worry about those zombies you can see
through the window. As soon as you enter the room, pick up the Square Crank
from the corner of the room. There are also two Brain Suckers here. Use your
Grenade Launcher to get rid of both of them, and then follow this path to a set
of double doors and then open them. If you get poisoned, there are Blue Herbs
in the other room.
SALES OFFICE
Either one of two cut-scenes will happen here:
1) If you chose to jump out of the window/run into the basement, Carlos will be
here. Carlos will notice one of his friends, Murphy (another UBCS soldier)
about to turn into a zombie. Murphy keeps telling Carlos to kill him, but
Carlos is hesitant. Alas, Carlos unhappily does so, and then just runs out when
Jill tries to stop him.
2) Then you have the dark/heartless side. If you chose to hide in the back/hide
in the kitchen, you'll immediately hear "WAIT" and instant gunfire. That's
Nicholai killing Murphy without any feeling.
Either way, go to the desk with the computer on it. You'll notice a remote, so
when you try to pick it up, you'll get the Manager's Report instead. Now go to
where the dead Murphy is and search the cabinets next to him for the Business
Fax and a First Aid Spray. If you want to, use the remote to turn on the T.V.
and one of three words will pop up, advertising a different kind of medicine.
This is the password you need to enter into the computer right next to the
remote. The password will either be:
ADRAVIL
SAFSPRIN
AQUACURE
All names of familiar medicines, right? After entering in one of those
passwords, the lock to the storage room will be released, so open the door. In
here, follow the path to where all the medicines are kept. If you didn't find
Gunpowder A in the Gas Station or Gunpowder B in the Substation, they'll be in
this spot. Use them to create (Enhanced) Handgun Bullets and Shotgun Shells.
But the most important thing here is the Oil Additive. Grab that. When you try
to leave, you'll see an FMV.
*******************************************************************************
FMV
All of a sudden, we see one zombie out there walking. Then two zombies are out
there. Then four. Now there's too many to count. They find their way through
the windows of the Sales Office and come right in.
*******************************************************************************
If Nicholai was there, you'll hear some screaming. And then, the zombies just
burst right in through here. And how the hell did they find us out here? You
can do one of two things: destroy them with your Shotgun or aim at the water
valve. This will release water and will kill the zombies on contact. You can't
R2 at the water valve though, because Jill will aim at the one behind her. Once
the coast is clear, leave the storage room. There are many zombies here, but
only kill the ones that are between you and the exit. Go through the little
opening, decapitate the zombie in front of the door, and the open the double
doors.
END SALES OFFICE
There's nothing to do out here. Just open the door at the other side of this
place. I'm kind of surprised the zombies didn't bust through the windows here.
They're still hanging out on the other side. So let's be happy about that and
open the door across from you. Back in this room, go straight, but do NOT go
past the Fire Hydrant yet. Instead, take the other path that we took a long,
long time ago. Open the door at the end. Back in this room, walk forward and
zombies will burst through the windows. Kill all of them and then open the door
at the other end of this room. Now, run all the way forward and take the path
on Jill's right. There will either be crows or zombies here. Go down the stairs
and go over to where the shutters are. Use the Square Crank to open the
shutters and we'll find 3 cases of Grenade Rounds! Take all 3 of them and then
go back up the stairs. Head back to the right and take the only path we haven't
gone down in this room yet. Unlock the door at the end and then open it.
When you get out of the opening in this area, follow the path until you come
across zombies. You'll see a little girl running away from the zombies. Despite
every effort you make to rush and save her, she dies. Continue to follow this
path until you see a door on your left. Open the door. In this area, go up the
stairs and open the door to get back into the warehouse, killing the zombie who
just ate the girl for dinner. So how did the zombies come in and eat Dario?
Chances are, you're pretty loaded in your inventory right now, so go up the
stairs to the save room. Just watch out for that ankle biting zombie at the
top. In the sales office, dump in your Shotgun, Shotgun Shells, and Oil
Additive. You should have these items on you:
Grenade Launcher
Reloading Tool
Handgun
Enhanced Handgun Bullets
Full healing items
Saving your game may be recommended too.
Afterwards, leave the save room. Back in the warehouse area, go down to where
Dario hid in the closet. The zombies are too busy eating him on the other side
of the room, so jump into the closet. Pick up Dario's memo and the 2 cases of
Gunpowder As and Bs. Combine the A and B to make C twice. Then use your
Gunpowder CC to make 10 Freeze Rounds. Now, jump back out of the closet and
leave the Warehouse. The zombies shouldn't give you any problems. Back in here,
go down the stairs and open the door. Now take the same path you just used to
get to this area. Just watch out for any zombies you may have not killed. Once
you get back to the same door you used to get to this place, open it. In here,
just head straight and take a right down the long passage, opening the door at
the end. Now, backtrack to the fire hydrant where you used the Fire House. If
you chose to Increase Electricity Output all the way back at the Substation,
Nemesis is coming. Nemesis will try to whack Jill with his Rocket Launcher but
will miss, taking out the Fire Hydrant instead. Just run around him and get to
the door.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS?
This is probably the second hardest place to fight Nemesis, so let's lure him
into another room. Getting Nemesis to enter the next room (the area with the
Police Station gate) is probably the best area to fight him. Once you get into
that room, switch camera angles so you're near the fire. When Nemesis enters
the room, dodge all of his rockets using R1 and R2 until he tosses away the
Rocket Launcher.
Now, when he's doing his pose, give him a few of your brand new Freeze Rounds.
Freeze Rounds are powerful enough to stop Nemesis from running. When he gets
close, run around his right. Put no more than 5 Freeze Rounds into it. Use a
combination of your Enhanced Handgun Bullets and Freeze Rounds to get rid of
Nemesis. Don't try to switch camera angles a lot here, as Nemesis could do bad
things to you (this is an open place with not so great camera angles). Dropping
Nemesis for the 4th time gives you Shotgun parts A, if you didn't already do so
at the Substation.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Whether you fight Nemesis or not, backtrack all the way back to the Parking Lot
Garage. If you didn't see the crows burst through the crashed bus, they will do
so now (well, sometimes).
---------
Downtown
---------
In the Parking Lot Garage, run forward and Jill will feel an earthquake. The
pavement below her collapses and the crates from the van will start sliding
out. It's time for one of the most pointless Live Selection scenes of the game.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION
Climb up.
Jump down.
Anyone would pick climb up. Well I'd sure hope they do. Well, pick before the
crates come and crush Jill for some damage. If you climb up, that's all there
is to it.
If you want to be adventurous and jump down, be my guest. Jill will fall
underground and dodge the crates at the end. Climb up the ladder on the other
side of this place. You'll pop out of a manhole near the dead UBCS soldier that
the dog devoured.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Anyhow, we need to keep moving. Go through the Parking Lot save room and head
through the other door. Backtrack to the save room near the backdoor of the
Restaurant. Take out the Machine Oil and combine it with the Oil Additive to
get the Mixed Oil. Also, bring out the Fuse and the Power Cable (if you didn't
use it earlier back then). Save your game if you want to. You should have these
items on you:
Grenade Launcher
Freeze Rounds (maybe 4-6 of them)
Handgun
Enhanced Handgun Bullets
Magnum
Fuse
Mixed Oil
Healing Item
Healing Item
Healing Item
Now, head out of the save room and continue back to the trolley. When you get
to the room with the mayor's statue, Nemesis will enter the room. If you don't
want to fight him, then just run around his right side and keep moving. I don't
think you can lure him from room to room, so keep running.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS?
This is a difficult room to fight Nemesis, mainly because the space is so
tight. As Nemesis is charging to you, give him a Freeze Round or two to stop
him in his track. When he gets real close to you, do everything you can to get
out of the away. Use a combination of Freeze Rounds, Enhanced Handgun Bullets,
and the Magnum to bring him down. When he gets back up, finish him off with the
weapons I just listed above.
If this is the 5th time that you dropped Nemesis, then you get the Shotgun
parts B. Combine them with your Shotgun parts A to get the Western Custom,
which is quite a power weapon.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Well, we got Nemesis to get lost. What else could be in our way? Nothing,
right? In the room just before the trolley, Jill will feel ANOTHER random
earthquake. As you get near the door leading to the trolley, the path under
Jill crumbles and she goes underground. Then, a big giant worm pops through the
sewers. Seriously, I'm not kidding.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: GULP WORM
Difficulty: Medium-Hard
If you're pretty fast, then you won't need to fire a shot and you'll get out of
here in a hurry. As soon as the fight states, head into the opening in your
right and press the switch. Now run like hell before the worm chases after you.
Go to the other side of the room and head into the opening. Activate the switch
before the worm beats you to it. The worm's bites are quite powerful, and can
bring you down a few status levels within a matter of bites.
Once you hit both switches, do a quick 180 turn and hit the switch for the
ladder. Climb up the ladder before the worm gets his dinner.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
You'll pop out of the manhole next to the dead guys who had the Shotgun Shells.
Climb over the plywood and enter the trolley from the far right. Put in the
Fuse and the Mixed Oil. Carlos will enter the trolley now. If you decided to
hide in the back/hide in the kitchen, Carlos will give you Flame Rounds. Now,
follow Carlos into the other room. Carlos will get the trolley moving, and then
we'll hear something from the back of the room. Something bad happened with
Mikhail. Get back into the other trolley car and we'll see Mikhail up against
the wall. Nemesis found his way into the trolley without a ticket, and it
coming after you.
You can't beat Nemesis. Even if you drop him once, the game takes over. So turn
around and leave the room. Mikhail will tell Jill to get out of the cable car
and will start attacking Nemesis.
*******************************************************************************
FMV
Mikhail is unloading his Assault Rifle at Nemesis with futile results. Nemesis
decides to through Mikhail against the window and then onto the floor. As
Nemesis is going in for his one hit KO attack, Mikhail pulls out a grenade and
sends the place exploding, tossing Nemesis out of the cable car and ultimately,
committing suicide in the process.
*******************************************************************************
After that, we've got another bad situation. The breaks don't work! And then
another random earthquake happens! Jesus, is Raccoon City on a fault line that
we don't know about? Well, we are dealt with another Live Selection scene
happens.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION
Jump out of the window.
Use the Emergency brake.
I seriously recommend jumping out of the window. You get free ammo on the way
from Carlos if you do, but don't worry, I'll cover the emergency break scene
too.
If you jump out of the window, Jill will say "it's useless!" and jump out of
the window, with Carlos screaming.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*******************************************************************************
FMV
The trolley mauls over some car apparently and conveniently lands in front of
the clock tower, whichever way you take.
*******************************************************************************
------------
Clock Tower
------------
I'll cover jumping out of the window first.
###############################################################################
DID YOU JUMP OUT OF THE WINDOW?
If so, Jill will get up. Walk forward. You may or may not find Gunpowder As and
Bs here. Use them to create Freeze Rounds if they are there. Also, zombies will
come out of the fire as well. You will most likely not have to kill them, as
they are a distance from you. Also, search the picture. It will collapse and
reveal the Clock Tower Key. If you check it, it'll be renamed into the Winder
Key. Open the door to get into the save room. In here, toss away your Magnum,
and bring out your Shotgun if you don't have the Western Custom on you. Make
sure you have a few free spaces. Now, unlock the other door in this room with
the Winder Key and then open it.
Walk forward and we'll find Carlos, scaring out both of them. Carlos will give
Jill some freeze rounds (and you better gladly accept them), and then leave.
Sometimes, you'll find some Grenade Rounds on the table right next to you.
Before going into the door Carlos just went into, search the other desk in here
for an Ink Ribbon and a Art Picture Postcard. Now go into the door Carlos just
went into. This is the Main Hall of the Clock Tower. Run forward and search the
dead soldier for a Mine Thrower (hard mode only) and the Operation
instructions. If you want, you can get the clock tower map from the other desk.
Also, exit through the double doors in front of the staircase.
Out here, go to your left and down a passage. You'll find three Green Herbs and
two Blue Herbs. Pick up the Green Herbs and then go back through the double
doors. You'll either find dogs or crows out here. If they are dogs, you may
need to get rid of them quickly. Back inside the clock tower, open the double
doors to your left. There may be some Drain Deimos enemies here or crawling
zombies. If they are Drains, get rid of them using Grenade Rounds. If you
didn't find the Grenade Rounds in the mini-library, check the fireplace at the
other side of this dining room. Once you are done, open the door inside the
opening. There's nothing in this room for now. Just go to the door on the other
side of the room.
If you didn't find the Gunpowder As and Bs from the other room, they will be in
here. Use them to create the Freeze Rounds. You should have at least 16 Freeze
Rounds right now. Also, search the curtain near the altar for the Clock Tower
Key. If you search it, you'll get the Bezel Key. When you try to leave, you'll
hear the ceiling crumbling above you. Oh yeah, regarding the item box, you can
finally put your Reloading Tool away for now. Now leave the save room. Back in
here, run forward and the windows will break, and you'll be surrounded by
zombies. If you have the Shotgun, you can get rid of them pretty quickly, but
it's more than likely that you'll get bitten here. Now, open the door to the
dining room and get back to the Clock Tower Main Hall.
###############################################################################
Now, this is for if you used the emergency brake in the trolley.
###############################################################################
DID YOU USE THE EMERGENCY BRAKE?
If so, Jill will arrive at the front of the clock tower. This time, the front
doors are locked from the other side, so you'll need to enter from the side
door to the left. Before you do that, grab the three Green Herbs in the area
and then open the door. We'll start at the piano room. Now open the door
leading to the chapel. You may or may not find Gunpowder As and Bs here. If
they are here, then use them to create Freeze Rounds. Search the curtains near
the altar for the Clock Tower Key. If you check it, it'll be renamed to the
Winder Key. Now open your Item Box and pull out your Shotgun if you don't have
it. Toss away your Magnum if it is in your inventory. Now leave the save room.
Back in this room, run forward and zombies will break through the window. You
can finish them off quickly with your Shotgun, but it's more than likely that
you'll get bitten here. Now open the door on the other side of the room. Walk
forward and we'll find Carlos here. Carlos is slapped by Jill after a little
argument, and you don't even get the Freeze Rounds from Carlos. I feel cheated
now. Check the fireplace on the other side of this dining room to see if there
are Grenade Rounds. Pick them up if they are there, and then open the double
doors leading to the main hall. In here, search the dead UBCS soldier for the
Mine Thrower (hard mode only) and the Operation Instructions. If you want the
map of the Clock Tower, it is on the desk behind the dead soldier. After all of
this, open the door on the other side of this hall. In here, run forward and
search the desk for the Art Picture Postcard. If you didn't find the Grenade
Rounds in the Dining Room, then they will be in this room on the table. Now,
the blue door is locked, so go down the passage and you'll find a door, so open
it. In this save room, just open the door across from you.
There may be Gunpowder As and Bs here if you didn't find them in the Chapel.
Use them to make Gunpowder CC and Freeze Rounds. Also, search the picture and
it will fall over, revealing the Clock Tower Key (also known as the Bezel Key).
From here, turn around and go back to the Main Hall of the Clock Tower.
###############################################################################
Once you're in the main hall (after taking either path), run up the stairs.
Sometimes, you may or may not hear Nemesis roar. At the top of the stairs, just
follow the walkway to the door, ignoring the Spiders that are crawling around.
Open the door once you get to it. You'll be on the Clock Tower Balcony. There
are two Red Herbs on the other side of this place, so pick them up. Combine
them with your Green Herbs to get Herb Mixtures. Then, examine the keyhole and
use your Bezel Key to roll down a ladder. Climb up the ladder to get inside the
clock area.
Up here, you may either see Mine Thrower Rounds or 2 Gunpowder As on the shelf
in front of you. If they are Gunpowder As, use them to create Enhanced Handgun
Bullets. Also, grab the Silver Gear too, and then put it in your item box at
the back of this place. Now, go to the music box in the corner of this room.
Examine it for a puzzle. A musical tune will play. After it plays, you'll need
to adjust 6 switches (ranging from A-F). Moving these switches up or down
changes the pitch of a part of the music. Move the switches so that the music
that they play matches the music that you heard when you examined it. This
isn't a complicated puzzle, but if you have hearing problems, it may be
troublesome.
Once you get all six switches to play the music that matches the one you
played, the music box will open, revealing the Chronos Chain. Combine it with
your Winder Key to make the Chronos Key. Now, before you descent the ladder,
make sure you have at least three free item spaces. You should at least have:
Grenade Launcher
Freeze Rounds
Chronos Key
Healing Item
Back on the balcony, walk forward and Nemesis will enter the room. You are
dealt with another Live Selection.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION
Use the light.
Use the cord.
If you use the light, Jill will turn on the big lights and blind Nemesis, and
he will fall off the balcony. You will not get the free item if you are on hard
mode by doing this.
If you use the cord, Jill will unplug the light cord and toss it in that
convenient puddle of water, causing Nemesis to be fried and dropped, along with
that free item that we want. If this is your 6th time dropping Nemesis, you get
another First Aid Box. However, watch out as he will follow you.
NOTE: I don't know if Nemesis chases you around the Clock Tower if you choose
to use the light, but you'll need to fight him if you want the item.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Once you deal with Nemesis, open the door. Nemesis will roar if you used the
cord, so run. If you are unlucky, he may enter the room and start chasing you.
Sometimes, he won't even enter the room, so just head down the stairs. Back in
the Main Hall, open the single door leading to the mini-library. Nemesis may be
waiting here if you used the cord, so quickly get to the blue door. Unlock it
with the Chronos Key, toss the Chronos Key, and then open the door.
Even though you'll hear the Nemesis music, he won't enter this room. There are
spiders here, and they may become annoying. Search the dead body in the spider
webs for some Grenade Rounds, and then follow this hallway to a door. Open the
door once you get it to. There is quite an annoying puzzle in this room. Pick
up the Amber, Obsidian, and Crystal Balls off the statue. What you need to do
is use these balls to move the middle of the three clocks so that it says
12:00. Here is a little chart to help solve the puzzle:
|--------|----------------|-----------------|----------------|
| BALL | LEFT CLOCK | MIDDLE CLOCK | RIGHT CLOCK |
| | (Past Clock) | (Present Clock) | (Future Clock) |
|--------|----------------|-----------------|----------------|
|Obsidian| -2 hours | +2 hours | +4 hours |
|Amber | -3 hours | +3 hours | +6 hours |
|Crystal | -1 hour | +1 hour | +2 hours |
|--------|----------------|-----------------|----------------|
NOTE: Putting a ball on one clock affects only the time on the middle clock. So
if you put the Crystal Ball on the clock on the far right, the middle clock
will move ahead two hours.
A quicker way to solve the puzzle:
If the middle clock reads 5:00: From left to right, Obsidian, Crystal, Amber
If the middle clock reads 7:00: From left to right, Amber, Obsidian, Crystal
If the middle clock reads 9:00: From left to right, Obsidian, Amber, Crystal
If the middle clock reads 11:00: From left to right, Crystal, Obsidian, Amber
Once you finally get the middle clock to read 12:300, it will open, revealing
the Gold Gear. Also, be sure to grab the Merc's Pocketbook from the dead
soldier in the corner of the room. From here, leave this room and backtrack to
the main hall. Now go up the stairs and get to the balcony. Climb up the
ladder. In here, open your item box. Take out the silver gear and combine it
with the gold gear to get the Chronos Gear. Also, have these items on you:
Handgun
Enhanced Handgun Bullets
Grenade Launcher
Freeze Rounds
Any healing items
Chronos Gear
Insert the Chronos Gear into the plate. The gears will finally start spinning
and you'll hear the clock bell ring. Saving your game is highly recommended.
Head down the ladder. On the balcony, open the door.
*******************************************************************************
FMV
As the clock strikes midnight, the escape chopper flies over the clock tower.
Jill bursts through the double doors in slow motion (a fan favorite scene too).
Jill signals the chopper and thinks that her nightmare is finally over. All of
a sudden, a rocket is released into midair and shoots down the chopper,
crashing into the clock tower. Jill can't believe what's going on, and turns
around to see Nemesis with his Rocket Launcher.
*******************************************************************************
Nemesis then jumps down to confront Jill. He attempts to whack Jill with the
Rocket Launcher, but Jill dodges. Nemesis then infects Jill with the virus, and
does his trademark pose.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS FIGHT: Rocket Nemesis
Difficulty: Medium
There's no running away from this fight. Keep in mind that you will be in the
"Virus" status condition throughout the entire fight, with your health draining
as the fight goes on. This also means Jill will be grabbing her chest the whole
time, meaning that she won't be able to run around at full speed. Also, you
will fight Nemesis in one of two ways:
If you chose to use the Emergency Brake in the trolley, Carlos will be here. He
will blast Nemesis with his Assault Rifle. Nemesis will hit him with a rocket,
but Carlos continues to fire away. Eventually, he keeps firing and destroys the
Rocket Launcher, sending Nemesis back into the fire. In this fight, you will
fight Nemesis without the Rocket Launcher, and his coat has burned off a little
bit. However, Nemesis learned a new trick: He can whack a tentacle at Jill now
(this is kind of foreshadowing Nemesis later). He still can punch you, grab you
and throw you to the ground, and pick you up for his one hit KO attack.
If you chose to Jump out of the Window, the fight will pick up right where it
starts, meaning Nemesis will have his Rocket Launcher on him. Get to one side
of the courtyard and be sure to keep Nemesis on the same screen. When he starts
firing his rockets, hit R1 and R2 to dodge them. If he runs up to him and
whacks you with the Rocket Launcher, run on his right side. After 5 rockets, he
tosses away the Rocket Launcher and comes at you bare handed.
I'd personally heal every 2-3 hits, especially since you won't know your exact
health. Remember to run on his right whenever he is about to throw a punch.
Also, it's not really recommended to fire Freeze Rounds at him when he is
walking towards you, as he can easily dodge them, putting you into some
trouble. My recommended weapons here are the Grenade Launcher (Freeze Rounds
recommended, but be sure to bring any other ammo you have for it), the Handgun
with Enhanced Handgun Bullets, and maybe some other weapon if you're not
confident about your ammo supply.
When firing at him with Freeze Rounds, it's best to do it when you're behind
him or when he's busy doing his trademark pose so he won't dodge them. If he is
running at you, hit R1 and R2 to dodge his punch. He'll go down with about 5
freeze rounds and then drop with 5 more. When he drops the first time, fire him
a "get up" shot and then unload your Grenade Launcher ammo while he is doing a
pose.
Once the fight is over, Nemesis will walk into the fire and drop dead.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Jill will fall to the ground and pass out. Carlos will come over and try to
wake up Jill, with no luck.
"October 1st. Night. I woke up to the sound of falling rain. I can't believe
I'm still alive."
Jill finally awakens in the Clock Tower's Chapel, still infected with the
virus. After a chat between Carlos and Jill, you'll be able to take control as
Carlos.
~~~~~~~
CARLOS
~~~~~~~
Carlos starts out with an Assault Rifle at 100% clip and a SIGPRO Handgun
(rather weak if you ask me). He also has an Ink Ribbon in his inventory. Toss
that into the item box and then leave the room. There are a few zombies in this
piano room, but you can easily outrun them. Get to the door leading to the
dining room. There are more zombies in here. Blast away the ones you need to
kill with your Assault Rifle, and then open the double doors to get to the main
hall. In here, open the door leading to the study at the other side of the
room. There will either be mini spiders or zombies, but they will never bother
you. Get to the blue door and open it. You will either find Drain Deimos
enemies or Spiders here. Only kill them if you become a problem. Now open the
door at the end. Back in this room, run past the statues to the other part of
the room. You will find a spare clock tower bell blocking the door. Jill wasn't
strong enough to move the bell, but we can move it with Carlos. Push the bell
out of the way and then open the door.
Out here, run out of the alcove and head up north. You should be able to run
around the zombies, but if they give you a problem, blast them away. Follow the
path to a set of double doors and then open them to get inside the Hospital.
---------
Hospital
---------
Run forward once you get inside to trigger a cut-scene. Carlos will hear the
sound of a zombie walking and stresses out about it. But the zombie isn't
really the thing we have to worry about. A Hunter Beta will take the zombie's
head off and come after you. Blast the Hunter with your Assault Rifle. By the
time the Hunter is dead, his friend should tag along. Let him eat your Assault
Rifle too. Now go into the alcove where they came out of and pick up the two
Red Herbs. Now open the door in this room. There is a First Aid Spray in this
save room, but let it be. We can come back for it later. Now open the door on
the other side of this room. In here, grab the Blue Herb off the cabinet.
Search the dead doctor on the other side of the room for the Director's Diary.
Search the lockers near the dead doctor for Handgun Bullets and then pick up
the Tape Recorder off the desk. Now go to the elevator in the corner of the
room. Examine the panel next to it and press yes. Now, insert the Tape Recorder
into the voice recognition box.
"There also appears to be a slight fracture in his right arm just below the
elbow. However..."
The elevator will open up. Examine the switch inside the elevator and you'll be
asked to go to the 4th floor or B3. It doesn't matter which path you take, as
the only difference is enemy placement and cut-scenes. I'll cover both of them:
###############################################################################
GO TO FOURTH FLOOR FIRST?
I usually take the 4th floor first, as I find the enemy placement a little </pre><pre id="faqspan-3">
easier to deal with. Now when the elevator opens, you may or may not encounter
a group of zombies. Take out a few of them with your Handgun and if they get
too close for comfort, use the Assault Rifle. Follow this hallway to a door and
then open it. You'll hear someone yell "don't shoot!" followed by gunshots.
Carlos will find Nicholai shooting his teammate Tyrell. Nicholai also admits
that he is one of the supervisors. In the midst of this, Tyrell pulls the pin
on the grenade. Carlos gets out of the way while Nicholai goes through the
window.
When you take over, see if there are Handgun Bullets on the table next to you.
Pick them up if they are there and then head to the backroom. Pick up Photo D
and the Sickroom Key and then leave this room all together. Back in here, go
down the other opening in this hallway. Unlock the second door on the right
with the Sickroom Key, toss the key, but don't open it. Instead, open the door
next to it. There may either be worms or zombies faking dead here. First,
examine the dead doctor and remember the three numbers recorded on his slip.
Also, check the other side of the room for two Green Herbs. If they are there,
use them to create a Red-Green herb combo and a Red/Green/Blue Herb combo. And
before leaving the room, search each corner of the room for a yellow carte and
take note where it is. Now go back and open the door where you used the
Sickroom Key.
See the yellow carte in the middle of the room? What you have to do is to push
the carte in the matching corner of the other room. For example, if you saw the
yellow carte next to the TV in the other room, push it so that it's next to the
TV. If you put it in the incorrect space, Carlos feels a shock. If you put it
in the right place, then the picture in the room falls off, revealing a safe.
Enter the number you got from the doctor's slip. Usually I get "253", but I
don't remember any of the other numbers I got. When you get the right number,
the safe will open and reveal the Base Vaccine, so pick it up. Now, leave the
room and go back to the elevator from here. This time, go down to B3.
Down in B3, follow this empty hallway to a door and open it. There will be two
Hunter Betas here. Blast the first one and then switch camera angles so you can
aim at the explosives mounted on the wall. Once you see the Hunter steps near
the explosive, put a Handgun Bullet into the explosive to waste the Hunter. And
if you didn't find the Handgun Bullets on the 4th floor, search the lockers
here. Also, if you didn't find the Green Herbs from the 4th floor, go to where
the second Hunter was. Now open the door. Whoa! Those are some neat monsters!
Run around the room and get the Medium Base off the counter. Also, pick up the
Medical Instruction Manual and then head to the panel. When you turn on the
power, the stasis tubes containing the Hunter Gammas will drain. But don't
worry, they won't break out yet. Insert the Medium Base into the panel and then
examine it.
This is a fast puzzle. All you have to do is move the switches I and III. Then
hit below and then move switch A. Both energy bars will even off and you'll get
the Vaccine Medium. Combine it with the Base Vaccine to get the Vaccine. When
you try to leave the room, the Hunter Gammas will break out. They shouldn't hit
you if you run directly and not into them, so be careful. Back in here, just
open the door into the previous room. Hunters may or may not spawn here. Just
in case, hit R2 and fire at the off-screen explosive with your Assault Rifle.
You should kill the Hunter like this. Now keep aiming until Carlos auto aims at
the next Hunter and then kill it. Once he is dead, rush to the elevator to get
to the 1st floor.
###############################################################################
###############################################################################
GO TO THE BASEMENT FIRST?
Once the elevator opens, just follow this hallway to the door at the other side
of this room. In here, search the lockers for Handgun Bullets. If they aren't
there, then just go around the bend and you'll see a gun pointed at you. Tyrell
talks about some traitor in gray hair, and when opens the safe and finds
explosives in it, blowing him up. Afterwards, search the area where he died for
Green Herbs. If they are there, use them to create a Green/Red Herb combo and a
Green/Blue/Red Herb Combo. After, open the door.
Whoa! Those are some neat monsters! Run around the room and get the Medium Base
off the counter. Also, pick up the Medical Instruction Manual and then head to
the panel. When you turn on the power, the stasis tubes containing the Hunter
Gammas will drain. But don't worry, they won't break out yet. Insert the Medium
Base into the panel and then examine it.
This is a fast puzzle. All you have to do is move the switches I and III. Then
hit below and then move switch A. Both energy bars will even off and you'll get
the Vaccine Medium. Combine it with the Base Vaccine to get the Vaccine. When
you try to leave the room, the Hunter Gammas will break out. They shouldn't hit
you if you run directly and not into them, so be careful. Back in here, just
open the door into the previous room. From here, run back to the elevator and
get to the 4th floor.
Up here, just follow the hallway to a door and then open it. The Hunters are
tricky to kill here, even with the explosive. When Carlos aims at them, blast
them away. Once they are dead, go to the backroom and grab the Photo D and
Sickroom Key off the desk. Also, if you didn't find the Handgun Bullets down in
B3, they will be on the desk in the middle of the room. Leave this entire room
to go back to the previous hallway.
Back in here, go down the other opening in this hallway. Unlock the second door
on the right with the Sickroom Key, toss the key, but don't open it. Instead,
open the door next to it. There may either be worms or zombies faking dead
here. First, examine the dead doctor and remember the three numbers recorded on
his slip. Also, if you didn't find the Green Herbs down in B3, then they will
be here on the other side of the room. Use them to create a Red-Green herb
combo and a Red/Green/Blue Herb combo. And before leaving the room, search each
corner of the room for a yellow carte and take note where it is. Now go back
and open the door where you used the Sickroom Key.
See the yellow carte in the middle of the room? What you have to do is to push
the carte in the matching corner of the other room. For example, if you saw the
yellow carte next to the TV in the other room, push it so that it's next to the
TV. If you put it in the incorrect space, Carlos feels a shock. If you put it
in the right place, then the picture in the room falls off, revealing a safe.
Enter the number you got from the doctor's slip. Usually I get "253", but I
don't remember any of the other numbers I got. When you get the right number,
the safe will open and reveal the Base Vaccine, so pick it up. When you leave
the room, you may find Hunters in the area. The first one will be right next to
you, so blast it away. Kill the second Hunter and then get back to the elevator
and go down to the first floor.
###############################################################################
Whichever path you took, you should be back at the first floor with the Vaccine
in hand. Either zombies or Hunters will come at you, so blast them with your
Assault Rifle. From here, go to the Hospital save room. Grab the First Aid
Spray if you want and then go to the main hall of the hospital. Carlos will
notice a bomb. It will go off in 6 second, so get out of this place
immediately.
*******************************************************************************
FMV
With time running out fast, Carlos is running as fast as he can to get away
from the hospital. The bomb goes off, and the hospital explodes, with Carlos
diving forward to avoid the explosion. Carlos breaks a sweat as the hospital
comes crumbing down.
*******************************************************************************
After the FMV, open the door to get back inside the Clock Tower.
------------
Clock Tower
------------
When you get back inside the clock tower, you'll hear the ceiling above you
rumble. There will either be worms or zombies in this room, but they're
extremely easy to avoid, so leave. From here, work your way to the main hall of
the clock tower. Now, as you go through the main hall, Nemesis will break
through the wall in a new shape.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT MUTANT NEMESIS?
Nemesis is back with a new shape. He has half his coat missing and a number of
tentacles in his right arm. The fight can get tricky here because of the camera
angles, but try to stay near the double doors. Remember all those times that I
told you to on his right side? Well, since the tentacles are on his right
tentacle, so run on his left.
I call the tentacle Nemesis "mutant Nemesis". As soon as the fight starts, run
to his left to avoid the attack. Now, when you can, fire your Assault Rifle at
him. If you have a lot of Assault Rifle ammo left, then it should take about
50% of an Assault Rifle to drop him. If you run out of Assault Rifle, finish
him off with the Handgun. Just keep avoiding his attacks and don't stay in one
spot for too long. You only need to drop him once on this fight.
Nemesis has quite a few attacks. He can take out your feet. Nemesis can also
whip you with his tentacles. He can grab you with his tentacles and throw you
around the area. When you get up from the ground, he can whack you. It never
ends.
NOTES ON THE FIGHT:
1) I do not know if this fight effects Jill's next fight with Nemesis.
2) If you get too far away from Nemesis, he won't run at you. Instead, he'll
open the door leading to the dining room.
2a) In the dining room, you'll see Nemesis trying to break down the door. You
can keep firing before you completely grab his attention.
2b) If it gets to the point where he breaks down the dining room door, the only
thing that stands between him and Jill is the door leading to the chapel.
Nemesis will attempt to break this door down, and if he does, the game is over.
Just keep pumping your weapon at him to grab his attention and continue the
fight.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
After you choose to run or fight with Nemesis, go to the dining room and then
work your way to the chapel. Examine Jill and Carlos will give her the Vaccine.
After a chat between you and Carlos about Nemesis and Nicholai, you'll regain
control as Jill.
~~~~~
JILL
~~~~~
Once you take over as Jill, go to your item box. If you still have plenty of
Grenade Launcher ammo on you, take it with you. Also, bring your Handgun and
any ammo you have for it, AND DON'T FORGET THE LOCKPICK. Save your game if you
want to and then open the door. Nemesis will be here waiting for you. If the
door is still up, he'll break through the door. If not, he'll run into the room
from the windows where the zombies broke out. You can simply run away from him
or fight.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT MUTANT NEMESIS?
If you decide to fight him, the camera angles are kind of crappy here. I
recommend fighting him near the door to the dining room (which is now broken
down). Use the same fighting strategies I told you about in Carlos's fight. If
you have Freeze Rounds, it should take about 2 or 3 to bring him down. Fire him
a "get up" shot with the Handgun, and then finish him off with any weapon you
have. Just remember, run on his left, not right. :)
If this is the 7th time that you've dropped Nemesis, then you'll either get an
Assault Rifle (if this is your first playthrough) or an item that'll give you
unlimited ammo for one weapon (subsequent playthroughs).
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
If you choose to fight or run, just make your way back to the room that you got
the Gold Gear. Now, get the Mine Thrower Rounds off the table near the bell.
Since Carlos moved the bell for us, we can get to the door now, so leave the
Clock Tower.
-----
Park
-----
Out here, there are a few zombies waiting for you. Now, run to the door we
haven't opened yet. Unlock it with the Lockpick and then open it. In here, grab
the Photo E from the table. Save your game if you want to as well. Search the
lockers for either Grenade Rounds or Mine Thrower Rounds. Also, grab the Mine
Thrower Rounds/Grenade Rounds off the table and get the Park Key off the key
rack from the wall. Open your item box and toss in the Lockpick and Handgun.
Make sure you have these weapons:
Grenade Launcher (with Grenade Rounds)
Mine Thrower
Magnum (even if it is empty)
Park Key
Equip the Mine Thrower and then leave the room. Out here, shoot the zombie next
to you with the Mine Thrower and then back up so the mine will explode. Head
downward and then take out the next zombie with the Mine Thrower. Now, head up
the stairs at the end of the area. Unlock the gate at the top with the Park
Key. Toss the key and then open the gate. There will either be Hunter Betas or
worms here. If you see a Hunter in the water, take it out with your Grenade
Launcher. Now go around this room counterclockwise and you'll come to a
staircase, so head down it. When you enter this room, you may or may not see
zombies in your room. Kill each of them with your Mine Thrower. If you don't
see any zombies in this room, it means that 2 Hunter Gammas are going to come
out of the water and onto the walkway. Kill both of them with the Grenade
Launcher and then follow this walkway to a door and open it (with your Mine
Thrower equipped).
Once you step into the room, auto-aim and fire with your Mine Thrower. You will
hear either the sound of a dog or Hunter Beta getting hit. If it is a Hunter,
put a Grenade Round into it before it takes your head off. Kill the other
Hunter that tagged along too. Also, follow the path until you can see a barrel.
Wait until the 3rd Hunter gets near the barrel and then fire at it (if there
are dogs here, you really don't need to worry). Follow the path until you find
a dead soldier. Search his body for the Park Key and the Written Order to the
Supervisors. Now follow this path until you find a locked door and a dead body.
We can't open the door now, but search the dead body for the super rare Magnum
Rounds. Now, turn back around and leave this place. Back in here, head up the
stairs to the other side of the room.
Once you're back in the main Park area, take the mini stairs in front of you
and open the door on the other side of the room. There are three Green Herbs
and two Blue Herbs in this room. Pick up the 3 Green Herbs and then examine the
machine in the corner of the room. What you have to do is re-arrange the black
and white gears to drain the water. The two black gears belong in the top right
and the two white gears belong on the bottom row. Right now, the two white
gears are on the top right and the two black gears are on the bottom row. You
also need to keep in mind that you have a limited number of steps to do this,
otherwise you'll need to reset it. Here's a step by step process:
1) Move the bottom left black gear towards the top left (Black Gear #1).
2) Move the left white gear to the bottom left (White Gear #1).
3) Move the bottom white black gear toward the top middle (Black Gear #2).
4) Move the top right white gear towards the bottom row (White Gear #2).
5) Move Black Gear #2 towards the top right.
6) Move Black Gear #1 to the top middle.
Now, press the switch. This will train out the pool area and reveal a ladder.
Jump into the pool area and follow the path to the ladder and go down it. Down
here, run forward and you'll see something rumble in the distance. Keep running
until you get to a ledge and then climb up it. Up here, run up to the ladder
and climb it, dodging the worms falling from the ceiling in your way. You'll be
in the graveyard. Follow this path until you get to a locked door. The zombies
that pop up from the ground shouldn't give you any trouble at all. When you get
to the locked door, unlock it with the Park Key, toss the Park Key, and then
open the door.
Chances are, you're loaded on inventory right now, so open the door in the
corner of the room to get to the save room. Open your item box and put away the
Magnum, Mine Thrower, the Herbs (for now), and take out the Lighter and
Reloading Tool. You should have these items on you:
Grenade Launcher
Reloading Tool
Lighter
Now, leave the room. Back in this room, pick up the two Gunpowder As and Bs.
Combine one set to create Gunpowder C, and then combine a Gunpowder B to create
Gunpowder CB (use the leftover A to create Enhanced Handgun Bullets). Gunpowder
CB will give you 10 important Acid Rounds. Now, examine the cabinet for the
Iron Pipe. Go over to the fireplace and use your Lighter. Toss the Lighter
afterwards and then use the Iron Pipe. This will reveal a secret room on the
other side of the fireplace, so press X to go through it. In here, pick up the
Grenade Rounds on the shelf on the other side of the room. Grab the
Supervisor's Report on the table and the Fax from the H.Q. on the chalkboard.
And get the Park Key on the table too. When you attempt to leave, the
communication panel goes off.
"All supervisors, mission terminated return immediately, repeat, all
supervisors return immediately, over."
That message is kind of creepy if you ask me, especially when there's no one
around in the cabin. At least we can leave this room now. Nicholai will enter
the room, saying that he's a bit impressed that we've survived this far. After
a chat about the T-Virus, Nicholai will run out after an earthquake. Before we
leave, go to the save room again. Take the First Aid Spray if you need it.
Bring out your Handgun and your best healing items. You should have these items
on you:
Handgun
Enhanced Handgun Bullets
Grenade Launcher (with Acid Rounds)
Park Key
Healing Items
Now, we can leave the cabin for good. Outside, walk forward and the ground will
shake. Walk forward to witness an FMV.
*******************************************************************************
FMV
The ground will start shaking as Jill tries to figure out what's going on. The
graveyard collapses, as well as the ground. Jill then notices the gulp worm
coming out of the ground after she falls to the ground (kind of sexy though).
So, we're now left to deal with this worn.
*******************************************************************************
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Gulp Worm
Difficulty: Hard
This guy is super annoying and can take down your health as fast as Nemesis
can. If you have Acid Rounds on you, this fight shouldn't be a problem. Do a
180 and back Jill to the end of the area. Now, keep aiming until Jim auto-aims
at the worm. Unload all of your Acid Rounds on the worm as he closes in on you.
You'll probably get 6-8 shots doing this. And he usually takes a bite out of
you before he goes back underground. The worm may also surface for a brief
second just to take a cheap shot out of you as well. You can follow his
underground movement by seeing where the dirt is in the air. When he surfaces,
give him two more Acid Rounds and he should be dead or near dead. If not,
finish him off with your Grenade Rounds/Enhanced Handgun Bullets.
If you happen to not have the Acid Rounds on you, then the fight will take a
little bit longer. It takes about 20 Grenade Rounds to kill the worm as well.
If you brought the Magnum with you, use that as well. Enhanced Handgun Bullets
work well too.
The worm is very mobile too, so staying around in one spot won't really help
you. The battlefield is a U-shaped area now, so you may find the worm on one
side of the other, but you'll have a better chance of finding and attacking the
worm if you run around the area.
Now, if the fight takes too long, you'll see a brief cut-scene of a lamp
falling into the water. Get to the lamp and aim at it with R2 to shoot it in
the water. If the worm ever goes near the lamp, it's instant death for him. Be
aware that the electricity can hurt you too.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the fight is over, the fence will fall over and act as a ladder, so climb
up it to get back underground. There may be spiders here, but just run downward
and jump down the ledge. Now continue running to the ladder and climb up it to
get back to the other side of the Park.
Well, the music's changed, and it's really cool and creepy at the same time.
Just follow the path and get out of the drained pool, and then open the door.
Back at the Park Main area, zombies have replaced the Hunters/worms. Kill any
zombies that are in your way, and then go back down the staircase at the other
side of the room. Back down here, just follow the path to the door and then
open it. Here's some more creepy music (well, not really music). Crickets
chirping and owls hooting on a late summer's night (well, October is fall, but
I wanted to play along with it). Just follow this path to the locked door.
Unlock the door with the Park Key. Toss the key and then open the door. In this
room, run up the stairs and go forward. Jill will see tentacles burst out of
the bridge and then look, it's the troll that lives under the bridge! Nah, it's
just Mutant Nemesis ready to kill Jill. It's live selection time.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION
Push him off.
Jump off.
Be aware that these decisions affect the way you go through the Dead Factory
and the endings, so you can pick which path you want.
If you push him off, Jill dodges Nemesis's attack and pushes him off the
bridge, and then goes into the front doors of the Dead Factory.
If you decide to jump off, Jill will just jump off the bridge and start on the
lower levels of the factory. Nemesis gets pissed and decides to enter the
factory through the front door.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-------------
Dead Factory
-------------
Since that was a super important live selection, I'll cover both options.
###############################################################################
DID YOU PUSH NEMESIS OFF THE BRIDGE?
If so, you'll start at the front doors of the Dead Factory. Once you get
inside, just follow this empty hallway to a door. Once you get to the door at
the other end of the hallway, open it. Carlos is here, and he's been informed
that the government is going to launch a missile at Raccoon City come daybreak.
After the cut-scene, open the other door in this save room. We have to restore
the power, and there is steam blocking our way to the panel. Here's how to
solve the puzzle:
1) Go around the place counter-clock wise and you'll find a switch. Hit it.
This switch will stop the steam to your right, but steam will trap you in here
to your left.
2) Continue forward and you'll find two more switches. Hit the lower switch
first, and then hit the higher switch. This will stop the steam on the other
part of this place.
3) Go back and you'll be back at the first switch. Hit it again to stop the
steam.
4) Now go around the area clockwise and you'll find two isolated switches.
Press the left switch first, and then the right.
5) Go back around counter clockwise and work your way back towards the panel.
You should see two sets of steam being released in parallel. Hit the lower
switch to stop them.
Now we can get to the panel. Activate the panel to get the power off of
standby, and the door that you see still has one more lock to be released. Turn
around and work your way out of here, and then get back to the save room.
Back in here, check the table for Gunpowder As and Bs. There may either be 2 or
3 of these. If they are there, use them to create Gunpowder CC, and then use it
with your Reloading Tool to create Freeze Rounds. Also, grab the shining object
from the shelf. This is the Facility Key. Also, grab the Manager's Diary near
the typewriter. You should have these items on you:
Grenade Launcher
Handgun
Shotgun
Enhanced Handgun Bullets
(Enhanced) Shotgun Shells
Facility Key
Now leave this place. Either Drain Deimos or Brain Suckers have found their way
into this room, but you only need to worry about the one in front of you. Waste
it with a Grenade Round. Now get to the door across from you. Unlock it with
the Facility Key and then open it. In here, go straight and pick up the System
Disk off the panel. Now, head the other way and kill off the zombies with any
weapon that you have. Once they are dead, head to the elevator and open it. In
here, press the panel to go downward.
There are four random enemies in this room! They may either be Hunter Betas,
Drain Deimos, Brain Suckers, or just Naked Zombies. Hope you get the last one.
If they are any of the first three, get rid of them with your Grenade Launcher.
Then head around this room counter clockwise and you'll find a staircase.
Before going down, head to your right and grab the Shotgun Shells off the
shelf. Now go down the stairs, killing any enemy in your way. At the bottom of
the stairs, open the door across from you. There is a ledge below you, but do
NOT jump down it yet. There are either Worms or Hunter Betas in this room. You
will find out very shortly. If they are worms, then you don't have to worry.
But if they are Hunters, then walk forward, retreat, and then finish them off
with your best weapon. Now jump in the water and follow this path to another
ledge. Get on it, run forward, and open the door at the other end of the
passage.
Here is another save room. Grab the Security Manual from the corner of the room
and then examine the blue lights for the Water Sample. If you didn't find the
Gunpowder in the other save room, then bring out your Reloading Tool from the
item box. Also, put away the Facility Key, as we won't need it anymore. Make
sure you have at least three free spaces in your inventory, and then open the
other door in this save room. In here, head down the stairs into the bigger
room. If you didn't find Gunpowders A and B from the other save room, then they
will be in this room. Use them to create Gunpowder CC, and then combine it with
your Reloading Tool to create Freeze Rounds. Now, examine the panel on the far
left on the other side of the room. Insert the Water Sample into this panel for
quite an annoying puzzle. You need to adjust the A, B, and C bars to match the
sample at the top, but it can be quite hard. There are four possible solutions.
Here they are:
SOLUTION 1:
## ##
# ###### ###### #
# # ###### ###### # ##
A: 4 times right
B: 2 times right
C: 2 times left
SOLUTION 2:
# # #
# # # # # #
# ######## ##
A: 1 time right
B: 1 time right
C: 2 times left
SOLUTION 3:
# #
# # # # # #
### ### # ######
A: 1 time left
B: 2 times left
C: 2 times right
SOLUTION 4:
# #
# # # # # #
###### # ##### ##
A: 1 time right
B: 3 times right
C: 4 times left
Once you solve the puzzle, the second and final lock on the door will be
release. It is located in the room where you got the System Disk. Turn back
around and get to the save room. Go over to your item box. You should have
these items on you:
Grenade Launcher
Freeze Rounds
Handgun
Enhanced Handgun Bullets
System Disk
Healing Items
If you're not confident about your ammo supply, bring along another weapon.
Now, go back to the previous room. Back in here, head into the water and hop on
the ledge on the other side of the room and open the door. There's something I
want to tell you about this room. The enemies ALWAYS respawn here, no matter
how many times you go through the room. Use the barrel if you need to, and kill
whatever enemies you find here that get in your way (whether they be Drains,
Brains, Hunter Betas, or naked zombies). Get to the elevator and open it. Press
the panel to go upward. Now, if you need any Green Herbs, you can find 3 of
them in the corner near where you found the System Disk. Now go beyond the
elevator and open the newly unlocked door at the end. In here, walk forward and
go through the opening. You'll witness a cut-scene with Nicholai. He will try
to shootout Jill and explain to him on how he killed his teammates for more
money, since he'll be the only one who knows what happened.
Nemesis then grabs Nicholai off screen and brutally kills him. When you regain
control of Jill, she'll notice Nicholai's blood dripping from above, and find
him inside a vent. Now, insert the System Disk into the panel and Jill will
automatically go through the double doors.
###############################################################################
###############################################################################
DID YOU JUMP OFF THE BRIDGE?
If you decided to jump off the bridge, then you'll do the basement part of the
Dead Factory first. Once you regain control of Jill, hop on top of the ledge
and then go down the ladder. Inside, hop on the ledge right next to Jill. Once
you're on top of the ledge, run over to the door across from you and then open
it. In this room, grab the Security Manual off the corner of the room. Examine
the blue lights for the Water Sample. Now, bring out your Reloading Tool from
the item box. You should have at least 3 free spaces in your inventory. Now
open the other door in this room.
In here, head down the stairs into the bigger room. You may or may not find 2
or 3 cases of Gunpowder As and Bs in this room. If they are here, use them to
create Gunpowder CC, and then combine it with your Reloading Tool to create
Freeze Rounds. Now, examine the panel on the far left on the other side of the
room. Insert the Water Sample into this panel for quite an annoying puzzle. You
need to adjust the A, B, and C bars to match the sample at the top, but it can
be quite hard. There are four possible solutions. Here they are:
SOLUTION 1:
## ##
# ###### ###### #
# # ###### ###### # ##
A: 4 times right
B: 2 times right
C: 2 times left
SOLUTION 2:
# # #
# # # # # #
# ######## ##
A: 1 time right
B: 1 time right
C: 2 times left
SOLUTION 3:
# #
# # # # # #
### ### # ######
A: 1 time left
B: 2 times left
C: 2 times right
SOLUTION 4:
# #
# # # # # #
###### # ##### ##
A: 1 time right
B: 3 times right
C: 4 times left
Once you solve the puzzle, the first of two locks to a door will be released.
Now turn around and go back to the save room. Go over to your item box. If you
have Freeze Rounds, then put them in your item box. You should have these items
on you:
Handgun
Enhanced Handgun Bullets
Shotgun
(Enhanced) Shotgun Shells
Grenade Launcher
Healing Item
Once you're all set, open the door next the item box. Back in this room, follow
the passage and then jump down in the water. Run forward and a cut-scene will
happen. A bunch of zombies will rise from the water and surround Jill. As she
raises her gun, Carlos shoots them all down with his Assault Rifle. Carlos will
then inform Jill that the government is launching a missile at Raccoon City by
daybreak. After the cut-scene, continue to follow this path to another ledge.
Climb up the ledge and then open the door at the top.
You will encounter one of four random enemies in this room. They will either be
Hunter Betas, Drain Deimos, Brain Suckers, or naked zombies. Since we have to
come back here later, do not use the barrel yet. Head up the stairs and kill
whichever enemies you find. Also, examine the shelves near the top of the
stairs for Shotgun Shells. Now, head over to the panel and open it. Press the
switch to go upward. Up here, head up to where all of the zombies are and kill
them. Go to the panel and grab the System Disk off the panel. Now, unlock the
door next to the panel and open it. You will witness a cut-scene of Jill
dodging Nicholai's bullets. We also see Nicholai shutting and locking the
shutter on the other side of this hallway. For now, just head upward to the
door and open it.
If you didn't find the Gunpowder As and Bs from the Water Sample Room, they
will be here. Use them to create Gunpowder CC, and ultimately, Freeze Rounds.
Grab the Manager's Diary off the desk near the typewriter, and examine the
flashing object near the shelf for the Facility Key. Now, open the other door
in this save room. We have to restore the power, and there is steam blocking
our way to the panel. Here's how to solve the puzzle:
1) Go around the place counter-clock wise and you'll find a switch. Hit it.
This switch will stop the steam to your right, but steam will trap you in here
to your left.
2) Continue forward and you'll find two more switches. Hit the lower switch
first, and then hit the higher switch. This will stop the steam on the other
part of this place.
3) Go back and you'll be back at the first switch. Hit it again to stop the
steam.
4) Now go around the area clockwise and you'll find two isolated switches.
Press the left switch first, and then the right.
5) Go back around counter clockwise and work your way back towards the panel.
You should see two sets of steam being released in parallel. Hit the lower
switch to stop them.
Now, hit the panel and it will activate, getting the power off of stand-by
mode. The second door to the lock will be released, so we can open it now. Go
back to the save room. Go to your item box to re-organize your inventory. You
should have these items on you:
Grenade Launcher
Freeze Rounds
Handgun
Enhanced Handgun Bullets
System Disk
Healing Items
If you're not confident about your ammo supply, bring along another weapon. Now
leave the save room. You'll either find Brain Duckers or Drains out here, but
you can easily ignore them. Get to the door fast and open it. Back in this
room, grab the Green Herbs in the corner if you need to. Now, go down to where
the elevator is. Run by the elevator and open the door in the passage. In this
room, just run to the other side of the room. Insert the System Disk into the
panel and Jill will automatically walk through the double doors.
###############################################################################
Whichever path you take, you'll arrive inside a dark room. You'll hear an
announcement with a 4 minute clock. Don't worry, that's NOT the self destruct
system you've seen in every Resident Evil game. And I'm pretty sure you'll feel
warm and fuzzy when you hear "S.T.A.R.S" and the room lights up. Nemesis jumps
off from the garbage and tries to whack Jill. Jill dodges, and then Nemesis
tries to take her feet out. Jill dodges again. Nemesis AGAIN tries to take
another shot at Jill, but Jill dodges. Nemesis hits an acid valve by accident,
dumping all sorts of nasty, reactive acids on him. He's down to one tentacle
now and weakened.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Mutant Nemesis
Difficulty: Medium
This may be the easiest Nemesis that you fight. I gave the difficulty a medium
because of the time limit and possible ammo constraints. However, there are a
few positives in this: Nemesis can no longer run. He will limp around the
place. Even though he is down to one tentacle, he can still grab you with it
and send you to the ground. And he can do a direct tentacle strike now. When
the fight starts, run to the left of the double doors where we entered and
you'll find another acid handle. Wait until Jill auto aims at Nemesis. Fire two
Freeze Rounds on him. When he gets on the screen (should have the acid valve
behind you), fire another. He'll drop.
While Nemesis is stunned, equip your Handgun and hit R2 to aim at the valve.
Shoot it. If Nemesis is in the range, well, guess what? He's taking another
acid bath! There's another acid valve in the corner of the room. Fire Freeze
Rounds at him until he gets stunned (and in the range of the valve), and put a
Handgun Bullet into the valve. If in range, well, Nemesis gets his 2nd acid
bath. There are two more panels near where Nemesis got hit in the cut-scene.
You can use these if you want, but they're kind of hard to get to. And don't
shoot at the acid valves when Nemesis is up and walking: he's smart enough to
back away from the acid.
If you can't somehow get the acid on him, just unload all of your Freeze Rounds
and Handgun Bullets into him. When you stun him, do NOT fire him a "get up"
shot with a Freeze Round! Do it with a Handgun Bullet instead, as he won't
really be damaged. You can always use the Grenade Rounds and Shotgun Shells
here too, if you're worried about your ammo supply.
By the way, the first time you dump acid onto Nemesis, he loses his entire left
arm (not the arm with the tentacles of course). The second time you do it,
Nemesis loses his head! This is funny, because Nemesis will walk around the
room like an idiot, take random swings with his lone tentacle around the room
like an idiot, and have absolutely no presence of where you are. You can stand
from one side of the room and continue to take shots at him.
Running around him may not work as well as it did in all those previous fights,
mainly because of his tentacle strike attack which always seems to get me.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the fight, some random earthquake causes a Card Key to fall out of a
scientist's lab coat. How does all t...never mind.
Pick up the Card Key. Use it on the slot next to the double doors and leave.
*******************************************************************************
FMV
So, what happens when that timer runs to zero? Well, the floor you were on the
whole time opens downward, dumping everything, including Nemesis himself, into
a big acid pool. That has to be violent acid, too.
*******************************************************************************
Another random earthquake happens. And we hear an announcement saying that the
missile attack has been confirmed. Just leave this room back into the elevator
room. If you don't want to do the next side quest, then kill the zombies in
this room, open the door, and follow this hallway to a shutter.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
NOTE
This next part is completely optional, but it is HIGHLY recommended if you
chose to jump off the bridge. You'll find out shortly. If you decided to push
Nemesis off the bridge, then this side quest is pointless, but be my guest if
you want to go ahead and do it.
Back in this room, take the elevator and go down. The enemies in here ALWAYS
respawn, but if they're floating around the water, leave them alone. Get down
the stairs and open them at the bottom. From here, jump down into the water.
Follow this water to another ledge and then climb it. Up here, open the door
across from you. In this save room, grab the Facility Key out of the item box.
Now, open the door into the Water Sample room. Head down the stairs and go to
where the Water Sample panel is. On the other side of the panel (to Jill's
right) is another panel (near the counter with the First Aid Spray). Go to your
inventory and insert the Facility Key into the machine.
The machine puts a bar code onto the Facility Key, so take it. From here, leave
the room. Backtrack to the room where we found the Hunters/Drains/Brains/Naked
Zombies. Kill only the enemies that are in your way and get to the elevator.
Back up here, kill the naked zombies at the other side of the room where the
door is. Once the zombies are dead, open the door at the other side of this
room. From here, get back to the save room. Now go into the room where we
pressed the panel for the power. You'll see an elevator in the corner of the
room. Insert the Card Key into the elevator and go down the elevator. Down
here, grab the two packs of Grenade Rounds if you want them. Now go to the
other side of the room. Insert the Facility Key into the slot (this only works
if you upgraded the Facility Key to get the bar code on it), and this will
unlock the cabinet. Open it for the Rocket Launcher.
If you jumped off the bridge, then you have a use for the Rocket Launcher. You
seriously won't need this weapon if you pushed Nemesis off the bridge. It does
come with 4 rockets, though. Now get back up the elevator. From here, go
through the save room and head to where the shutter is in this hallway.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
No matter which path you take, you'll end up at the shutter. Insert the Card
Key into the panel next to the shutter. If this is your third time using this
key, then you'll be able to toss it out. Kill the naked zombies guarding the
door, and grab the Green Herbs. Now open the door in this room. In here, either
one or two things will happen:
1) If you pushed Nemesis off the bridge, then you'll hear Carlos on the
communications system. He'll tell you that he has an escape chopper, and tells
you to pick up the radar on the panel.
2) If you decided to jump Nemesis off the bridge, you won't hear anything on
the communications system...yet. Pick up the radar and attempt to leave the
room. NOW you get the call on the radio. Except it's Nicholai. He'll rise
through the window in that flashy chopper he just stole. Now, you'll be dealt
with a live selection.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION
Negotiate with Nicholai.
Return fire to the chopper.
As I said, you'll only get this scene if you jumped off the bridge. If you
decide to Negotiate with Nicholai, Jill and Nicholai will have a brief talk,
and Nicholai flies away.
If you return fire to the chopper, then you'll actually have to deal with him.
One rocket is all it takes to send the chopper crashing downward. Just don't
make this anymore complicated, as he'll take you down quickly.
I prefer the second choice over the first any day. You'll feel much better if
you kill Nicholai.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the fight with Nicholai, Carlos will come in, realizing that our escape
chopper is gone now. Now, while Carlos is operating the communications panel,
you can witness one of two cut-scenes:
1) If you leave and re-enter the room, you'll witness a cut-scene of someone
talking on the panel mentioning "Jill" and "S.T.A.R.S".
2) If you decide to examine the lid, Carlos will just leave the room.
We then hear again that a missile launch has been confirmed. Now the timer on
the radar starts counting down. I believe the countdown timer is 15 minutes.
AND the shutter closes on us. Well, at least the lid opens, revealing a ladder.
Climb down the ladder. Down here, kill the naked zombie across from you. There
is also a naked zombie playing dead, so watch out for him. Also, go to the item
box in this room. Grab all of your healing items. You really won't need a
weapon for the next part, trust me. Grab the Incinerator Manual off the wall
next to the ladder. Now go to the other side of the room and open the door. In
here, walk forward and another random earthquake happens. You'll see a photo on
the floor, so pick it up. This is the Classified Photo. Now, open the double
doors in this room.
ANOTHER earthquake locks us in. Holy hell, what the hell is wrong here? Anyhow,
go around the room counter clockwise and you'll come to this big computer.
Examine it and it will turn on. The computer will then tell us that there isn't
enough power to use the weapon. Now, go to the battery that has "1" labeled
above it (near the entrance of the room). Push in the battery (about 2.5 times)
to connect it. Once the computer says "battery connected", a cut-scene will
happen. A big blob, er, Nemesis, will drop from the ceiling, and munch on that
dead Mr. X that's laying against the wall. Holy crap, Nemesis has been defeated
many times, dumped in strong acid at least TWICE, dropped dead in a fire, and
he's still alive?
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Nemesis (final form)
Difficulty: Easy
You don't even need to fire one shot at this Nemesis. Even with a Rocket
Launcher, you can't kill it by yourself. Once you regain control of Jill, go
back to the corner of the room where the rail gun is. You'll find battery #2
near the locked door. Push in the battery and the computer will go "battery
connected." Before Nemesis can get to you, go push in battery #3, which is
right next to the rail gun itself. Once all three batteries are connected, the
rail gun will start charging up.
Nemesis is very slow too. Just don't let him trap you. He can spit acid at you
(which isn't poisonous), but the damage can add up pretty quickly. And he can
also tentacle whip you too. If you can get Nemesis to get on top of all the
stuff in the middle of the room while you're waiting for the rail gun to fire
for the first time, then you should be in good shape. Otherwise, you'll have to
run around and keep Nemesis off your back.
After a while, you'll hear "5, 4, 3, 2, 1, fire!" The rail gun will fire right
into all that stuff into the middle of the room, creating a new passage. After
the rail gun fires, it immediately charges and then fires again. Now, we have
to lure Nemesis into that passage the rail gun just created. If you hang (and
keep) Nemesis around that passage, then there's a very good chance the rail gun
will keep pelting Nemesis. If you decide not to shoot Nemesis with any of your
weapons, then it will take about 3 hits from the rail gun to finish him off.
If you want to, fire any weapon you want at him. You can't kill him alone on
your weapons, but doing this will reduce the amount of hits needed from the
rail gun to kill him.
Common sense too: don't stand in front of the rail gun either. I'm pretty sure
you drop from Fine to Orange Caution with one hit from it.
Keep Nemesis in the path of the rail gun. Eventually, the rail gun will fire
its last shot and take Nemesis out. The rail gun will stop firing from
overheating (whether it's the 5th shot or the 20th shot, it overheats the
second it kills Nemesis).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Once the fight with Nemesis is over, head for the door that is now unlocked.
When you attempt to open it, one final live selection happens. Does Nemesis
ever die?
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION
Exterminate the monster.
Ignore it and evacuate.
What you do doesn't change the ending, but Exterminate the Monster should be
the standard here. If you do decide to exterminate the monster, Jill will dodge
an acid spit from Nemesis, grab a Magnum off a dead soldier, and finish Nemesis
off with 6 rounds. From here, go through the opened door.
If you decide to ignore it, then Jill will just head for the door.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Once you're inside the locked door, go up the elevator. Up top, go forward to
witness the end of the game.
*SPOILERS*
1) If you pushed Nemesis off the bridge, Carlos will be waiting for you with a
helicopter and Jill and Carlos escape the city.
2) If you jumped off the bridge and examined the lid in the communications
room, Carlos will follow you up the elevator and tell Jill that a chopper is
coming just for her. So Carlos isn't invited to escape a city that's about to
be nuked by a missile?
3) If you jumped off the bridge and left/re-entered the communications room
after the fight with Nicholai, then we'll already know about the chopper coming
for us. Carlos will jump in the air and scream "yahoo!" waving the flare in the
air. The chopper then comes to pick us up.
*******************************************************************************
FMV
If you decided to push Nemesis off the bridge, Jill and Carlos will escape in
their own helicopter. Jill will witness the missile being launched into Raccoon
City, with the chopper narrowly escaping the missile's range.</pre><pre id="faqspan-4">
*******************************************************************************
*******************************************************************************
FMV #2
If you decided to jump off the bridge, Jill and Carlos will get inside the
chopper. Jill thanks the pilot, who appears to be none other than Barry Burton.
Barry couldn't let Jill die, and Jill sees the missile taking out Raccoon City
with her own eyes. Jill also wants to take out Umbrella.
*******************************************************************************
After the credits roll by, you'll come to the ranking screen. It will either be
Carlos and Jill looking out on the sea, or Carlos, Jill (and possibly Barry)
inside a bar. You'll get your grade, time finished, and the amount of saves.
To be honest, Resident Evil 3 isn't very generous when it comes to grading.
After, you can create a new save file. If this is your first time playing
through, you'll unlock a number of things.
====================
8. Mercenaries Mode
====================
Mercenaries: Operation Mad Jackal is a mini-game that is unlocked upon beating
Resident Evil 3 for the first time (on easy or hard mode). To access
Mercenaries, go to your save file, and then select Mercenaries. You can play as
one of the three characters.
In Mercenaries, you start at the trolley and must get to the ending point,
which is the save room in the warehouse. However, you have a time limit, and
you can gain time by killing enemies and getting bonuses. You must also save
the hostages that are at key points of the game (such as the gas station), to
obtain more time and items.
Carlos Oliveira
Inventory:
Assault Rifle (100% clip)
Desert Eagle 6.0
90 Handgun Bullets
Mixed Herb (R/G/B)
Mixed Herb (R/G/B)
Mixed Herb (R/G/B)
Notes: Carlos is a tad difficult to play in as Mercenaries. This is because his
weapons don't kill enemies instantly for big time bonuses, and many players as
Carlos often die because of the lack of time. The randomness of the Eagle is
also a huge factor here, because it could kill a zombie instantly or as much as
9 bullets to kill a zombie. Carlos relies heavily on huge time bonuses and
barrel kills.
Mikhail Victor
Inventory:
Shotgun
Magnum
Rocket Launcher (8 rockets)
21 Shotgun Shells
18 Magnum Rounds
Mixed Herb (R/G/B)
Notes: Mikhail is a lot easier to deal with. With Mikhail, the Shotgun can pile
up some big time bonuses, and the Magnum can waste any enemy in one hit. Plus,
you get an easy ticket with Nemesis as you have a Rocket Launcher to waste him.
However, Mikhail only gets one healing item to boot, so you can't afford to
take a lot of damage with him. Also, Mikhail is kind of chubby, so you may
notice he's a tad harder to control than say, Carlos or Jill.
Nicholai Ginoveaf
Inventory:
Handgun
Knife
First Aid Spray
First Aid Spray
First Aid Spray
Blue Herb
Notes: Yeah, this guy's pretty hard. Even I am lucky to clear it with Nicholai.
To use the knife, you must stab, retreat, stab, retreat. If you just want to
finish the game with Nicholai, just save Dario and run for the exit. A positive
thing about Nicholai is that all of your knife time kill bonuses are multiplied
by 8. So that 3 second time bonus you got with a zombie is now a 24 second
bonus! Time isn't a concern with Nicholai, but your health and ammo are.
---------------
Mikhail Victor
---------------
So, are you ready? Here's my personal walkthrough for Mikhail:
ROOM: Trolley
Enemies: None
Just get to the door and open it.
ROOM: Trolley Platform
Enemies: Zombies
Ignore the zombies on the other side of the area. Climb the plywood and then
jump to the other side. There are three zombies blocking the exit, but you can
easily get past them without being bitten. Get to the door and open it.
ROOM: Lonsdale Yard
Enemies: Zombies
Run forward and change camera angles once. Aim at the two zombies. With luck,
you'll kill both of them in one shot for a 7 second bonus. If not, shoot again.
Now run forward and you'll see a zombie faking its death. Try to walk around it
without taking a bite to the ankle. Switch camera angles and you'll find two
zombies. Kill them both with no more than two shots for a 7 second bonus.
Follow this path to a door and open it.
ROOM: Fan Hallway
Enemies: Crows
Nothing stood out except that fan in the middle of the area. However, the crows
will never get you. Just run to the other side of the room and open the door.
ROOM: City Hall
Enemies: Zombies
Let the zombie come to you and then aim up and take his head off. This
eliminates any risk of taking out the barrel at the intersection. Now, switch
camera angles twice to see the barrel. Once at least 5 of the 6 zombies get
near the barrel, hold R2 to aim at the barrel. You should get no less than 69
seconds here. If you do, I recommend resetting (Select -> reset). 82 seconds is
usually the best you can get here, but sometimes, for no other reason, you get
more. Run to the intersection and take the path on our right that leads to the
Gas Station.
ROOM: Gas Station Pumps
Enemies: Dogs
You can get by the dogs without firing a single shot. Run down the path on
Mikhail's left and you'll find the first dog. He'll most likely jump and miss.
Now continue to follow the path and STOP at the side of the gas pump. Dog #2
will idiotically run by you, and dog #3 will start to charge at you. Now run to
the gas station door and open the door.
ROOM: STAGLA Gas Station
Enemies: Zombies
A zombie is waiting for you in the corner of the room. When it gets near you,
aim upwards and take its head out. Now, go to the counter and fire at the
zombie crawling at the ground to kill it. From here, enter the machine shop
where three more zombies are waiting for you. Wait for them to draw close and
fire your Shotgun at them. With up to 3 shots, you'll get a 14 second bonus.
Now run over to Dario in the corner and press X to save him. You'll get 14
Shotgun Shells in the process. Now turn back around and leave the Gas Station.
ROOM: Gas Station Pumps
Enemies: Dogs
If you're a beginner here, you may get bitten by the dogs. Once you're outside,
take a heard left and run into the back door of the white car (has a United
States flag on it). This will get the first dog to leap and miss at you. From
here, you can easily outrun the next two dogs to get to the door. The three
dogs will now be in a hot pursuit with you, so get back to the door and open
it.
ROOM: City Hall
Enemies: None
Hopefully, you killed off everybody here, take the other path at the
intersection and open the double doors at the end.
*******************************************************************************
STATUS CHECK:
You are still in Fine. You may have taken a bite from a dog or a zombie bite in
the process, but you haven't taken any significant damage. You may have gone
through two reloads of Shotgun Shells, but hopefully you have at least 20 spare
shells right now. Your other two weapons haven't been fired once. There should
be at least 2:15 on the clock right now.
*******************************************************************************
ROOM: Streets in front of Newspaper Building
Enemies: Zombies
If your Shotgun isn't full, reload it now. Get to the right of this area and
wait for the zombies to close in. Start firing away. With some luck, you can
get up to a 64 second time bonus here! Other times, you'll get anywhere from
24-54 seconds, and your killing spree will be ended by a cheap ankle bite from
a zombie that you just dropped. You may have up to 3 minutes now if everything
went well. Head up the street, equip your Magnum and enter the double doors to
the Newspaper Building.
ROOM: Newspaper Building 1F
Enemies: Hunter Betas
Auto-aim at the first Hunter and kill it with one hit from your Magnum. Now,
head to where the shutter is and stand in front of the shutter. Facing the side
of the stairs, keep aiming until you auto-aim at the Hunter. The Hunter should
be running down the stairs, so fire at the Hunter when it's on the lowest
stair. Sometimes, the Hunter will be stubborn and will hang around upstairs. If
that's the case, run up the stairs and kill the Hunter. You will most likely
take a hit in this process. When you finally get rid of the second Hunter, head
up both flights of stairs and open the door at the top, keeping your Magnum
equipped.
ROOM: Newspaper Building 3F
Enemies: Zombies
Fire your Magnum once to get rid of a zombie at the other time of the room.
It's kind of hard to get a great time bonus here, so enter the office and take
out each solo zombie with the Magnum. If they are grouped, use the Shotgun.
Sometimes, you may take a cheap bite at the office entrance because of the
camera angles. Once all of the zombies are dead, rescue the reporter in the
corner of the office (where the Reporter's Memo was) to get 14 Shotgun Shells.
Leave the office now.
ROOM: Newspaper Building 1F
Enemies: None
Just head down both flights of stairs and open the double doors at the bottom
to leave the Newspaper Building.
ROOM: Streets in front of Newspaper Building
Enemies: None
Before we progress forward, open the solo door to the right of the Newspaper
Building entrance that leads to the room where Jill jumped out of the window.
ROOM: Newspaper Building Garbage Dump
Enemies: None
So, why are we in here? Examine the garbage dump for 2 seconds. Whoop-de-do. 2
seconds. Believe me, you're in for a treat later on. Do a 180-spin and leave
this room.
*******************************************************************************
STATUS CHECK:
You should still be in Fine, taking minimal damage. Maybe an ankle bite or two
got you in front of the Newspaper Building. You still have 20+ Shotgun Shells
left, and you may have used up a full reload of Magnum Rounds. There should be
at least 2:30 left on the clock.
*******************************************************************************
ROOM: Streets in front of Newspaper Building
Enemies: None
There may be a zombie or two waiting for you if you didn't finish them off, but
it's pointless to kill them right now. Head down the street and open the door
on the opposite side of the city hall doors, with the Shotgun equipped.
ROOM: The Arcade Shops
Enemies: Dogs
I got the name from the label on the door we just used to get into this room.
Head down the alley and you'll get to the intersection. Run down Mikhail's
right and take the path AWAY from the Restaurant backdoor. There is a dog here,
but if you run on our left, you'll run by it. Once you are behind this dog,
auto-aim at the dogs and fire once to hit all three of them. Wait a second or
two and fire again. If you're lucky, you'll get a hefty 20 second bonus for
three dogs and two shots. If you only get a 10 second bonus, fire again. Now,
run forward and equip the Magnum. Head up the stairs and open the back door to
the Restaurant.
ROOM: Restaurant
Enemies: Hunter Betas
As soon as you step in, aim at the first Hunter and shoot it to kill it. Now,
run quickly to the ladder that leads to the basement. Hunter #2 is on you, and
keep tapping X when you're near the ladder. Get down the ladder before the
second Hunter has a chance to seriously hurt you.
ROOM: Restaurant Basement
Enemies: Zombies
There are two zombies in this passage, but I recommend using the Magnum to kill
them. Shoot the zombie in front of you to kill it. Now release R1, and then
hold R1 to aim at the zombie behind you. Shoot the off-screen zombie for a 7
second bonus. Sometimes, there may be a third zombie in the area, so kill it
with your Magnum. Now equip your Shotgun and go around the bend. You'll find a
group of zombies, so fire at the 3 or 4 zombies with your Shotgun to get up to
a 24 second bonus. Once all of the zombies are dead, rescue Brad for 20 seconds
and 12 Magnum Rounds. Reload and equip your Magnum. Now head back up the
ladder.
ROOM: Restaurant
Enemies: Hunter Betas
There are two Hunters left in this room. Run forward. When the game "freezes"
to switch camera angles, kill the Hunter in the corner. Now run past the lamp
that Jill used to light up the kitchen. Run past the first few tables and aim
at the off-screen Hunter to kill it. Now, go to the double doors. Before
leaving them, continue to follow this path to a tray. Examine this tray for a 4
second bonus. Now leave the restaurant through the double doors, with your
Shotgun equipped.
*******************************************************************************
STATUS CHECK:
You are still in Fine. You may have taken a bite from the zombies in the
basement because of the poor camera angles, but you can still sustain
significant damage. You should have at least 18 spare Magnum Rounds, and maybe
14+ spare Shotgun Shells. There still should be at least 2:30 left on the
clock.
*******************************************************************************
ROOM: Restaurant Entrance
Enemies: Zombies
As soon as you step outside, hug the wall and run forward so the zombies can't
get to you. Once you get to the opening, step in it so you don't aim at the
zombies off to our right. Start firing your Shotgun and hopefully you'll land a
24 second bonus. Now do a quick 180. The 4 zombies to your right are nearby,
and some may be trapped at the barrel. Hold R2 and shoot the barrel. If you can
get all 4 zombies, you'll get a 43 second time bonus. Now, equip your Magnum
and head down the opening and open the door to our left.
ROOM: Elevator Passage
Enemies: Nemesis
Nemesis is here, but it isn't worth killing him, as tempting as it is. Run down
the stairs and confront Nemesis. Remember that he punches with his left hand,
so run around his right side and head up the stairs as fast as you can. At the
top, quickly use the elevator. Nemesis is running at you, but there is a good
chance that he won't get to you before you go down the elevator.
ROOM: Subway Station Entrance
Enemies: Spiders
You may want to kill all 3 Spiders, as it's not that easy to run by them with
Mikhail. And you can't afford to get poisoned either. 3 Magnum hits is all that
it will take to bring them down. You'll get 4 seconds for each spider. Use the
right door to enter the Subway Station.
ROOM: Subway Station Passage
Enemies: Drain Deimos
With your Magnum equipped, kill the first Drain. Then hit L1 and kill the
second drain. You'll get 12 seconds for killing the two of them. Equip your
Shotgun and enter the Subway Station.
ROOM: Subway Station
Enemies: Naked Zombies
Walk forward a few steps and fire twice into the room where you got the
Magnum/Grenade Launcher. If you don't get a 7 second bonus, wait until the
zombies close in on you and then fire. Now walk forward and take down the naked
zombies with your Shotgun. From here, enter the room where Jill got the Fuse.
Examine the panel for an 8 second bonus. Now, run to the entrance that Jill
used to take the emergency exit. There may be one last zombie guarding Marvin,
so kill it. Now, rescue Marvin for 20 seconds and a First Aid Spray. From here,
turn around and leave the Subway Station.
*******************************************************************************
STATUS CHECK
If all is going well, you should have 3+ minutes on the clock. Maybe 10-14
extra Shotgun Shells left and 12+ Magnum Rounds left. If you are in Caution, do
not heal just yet. If you're used to this, you should still be in Fine.
*******************************************************************************
ROOM: Elevator Passage
Enemies: Nemesis
Equip your Magnum and head to the corner of the staircase. Aim at Nemesis so
that Mikhail is facing him. Nemesis should be running at you. Once he is
charging at you, run on his right side when he gets to the top of the stairs.
If he takes a big punch and misses, it gives you extra time to run down the
stairs. If not, then you may get hit when trying to outrun him. From here, get
down the stairs, go down the passage, and then open the door at the end of the
passage. If you are in Caution, heal now.
ROOM: Street Outside Parking Lot
Enemies: Hunter Betas
Waste the Hunter in front of you with one Magnum Round. Now walk to where the
Hunter was standing, and then aim at the second Hunter. This is so that you
will be facing the Hunter. Do NOT fire, as all your shots will uselessly miss.
Hunter #2 will start running at you. When his knees crouch to jump, run under
him. Now run forward to where Hunter #3 is lurking. Bob to the right and then
bear to the left to fake out Hunter #3. Now, quickly get to the door before
both Hunters have a chance to fake you out.
ROOM: Parking Lot Office
Enemies: Sleeping Zombies
Equip your Shotgun. Aim down and fire no more than two Shotgun Shells to get
rid of two of the zombies that are faking dead. The vertical zombie near the
exit is really dead, so you can walk over him safely. Get to the door and open
it, without being ankle bitten by any of the other zombies.
ROOM: Parking Lot Garage
Enemies: Zombies
You can easily outrun the first two zombies. Keep running forward and you'll
get to a barrel. Just R2 and shoot the barrel. You'll get a 14 second bonus 9
times out of 10, but sometimes, a 4th zombie will randomly walk towards you,
giving you a 27 second bonus. There are 3 zombies left. You should be able to
run through them, but if you need to, get rid of them with no more than two
Shotgun Shells. Get to the door on the other side of this garage.
ROOM: Crashed Bus Area
Enemies: Mutant Nemesis
Mutant Nemesis will only be here if you get to the camera angle that has
Nemesis jumping off the bus with 2+ minutes left. If you have at least two
minutes left, equip your Rocket Launcher and get behind Nemesis when he jumps
off the bus. Fire 1 rocket at him when he is doing his pose to stun him. Do NOT
fire while he is stunned, as it will only get Nemesis up and will not damage
him, thus, wasting a Rocket. When he is back up, L1 and fire at him before he
has a chance to turn around and dodge your Rocket. Killing him will give you a
2 minute bonus. From here, equip your Magnum and open the door.
ROOM: Fire Hose Passage
Enemies: Zombies, Rocket Nemesis
Fire your Magnum to get rid of the zombie in front of you. Then, switch camera
angles once and take out the next zombie with a Magnum shot. If you don't kill
this zombie, then Nemesis may take it out completely with a whiff from his
Rocket Launcher. Sometimes, this doesn't work, which is why I suggest killing
that zombie with a Magnum. Now, fire 1 Rocket at Nemesis to drop him. Switch
back to your Magnum and clean the area out of zombies while Nemesis is stunned.
When he gets back up, put 1 more Rocket into him to finish him off. Before
leaving this room, examine the spot where Jill got the fire hose for a 16
second bonus. Now we can leave this room.
ROOM: Apartment Alleyway
Enemies: Drain Deimos
Just run all the way to the other side of this room. The Drains won't touch
you. Sometimes, you may find the third one stubborn to get onto the building.
If he is in your way, just put him to death with 1 Magnum Round. Once you get
to the door on the other side of this alley, open it.
ROOM: RPD Passage
Enemies: Crows
Right, you'll never see the Crows here. Just get to the door on the other side
of this room.
ROOM: Fire Hydrant Area
Enemies: Zombies
To help save ammo here, run straight and take a left. You'll find a group of
zombies, so do a 180 spin and get back to the hydrant where Jill used the Fire
House on. The zombies from the other passage will be after you to, and if they
come near you, push/stumble the zombies to buy time for the zombies on the left
passage to get near the barrel. Once you get a good number of zombies near the
barrel, R2 and fire at the barrel. Hopefully, you'll get at least a 56 second
bonus here. Now, take the right path and open the door on the other side of
this area.
ROOM: Sales Office Alley
Enemies: Worms
If you run directly over the worms, it means they jump too late. Just get to
the door on the other side of this room and open it.
ROOM: Sales Office Entrance
Enemies: Brain Suckers
Equip your Magnum. Change camera angles once so you can see both Brain Suckers.
Shoot the Brain Sucker on the ground first. When the second Brain Sucker comes
on screen, shoot it to get a 15 second bonus. Keep your Magnum equipped and
enter the Sales Office.
ROOM: Sales Office
Enemies; Zombies
WATCH OUT! There's a zombie right in front of you. Kill it with your Magnum to
ensure a fast and easy kill. Now equip your Shotgun and head into the bigger
area. Kill the zombies here for a 14 second bonus. Now, work your way to the
door leading to the storage room where Jill got the Oil Additive, equipping the
Magnum. Open the door.
ROOM: Sales Office Storage Room
Enemies: Hunter Gammas
When Nicholai screams "Don't come any closer!" auto-aim and take out the first
Hunter. Now, run forward and stop right before the next path. Keep aiming until
Mikhail auto-aims at the next Hunter Gamma. Kill it and then hit L1 to finish
the 3rd Hunter Gamma for a quick 15 second bonus. Now, rescue Nicholai for 20
seconds and a First Aid Spray. Leave the storage room and backtrack all the way
back to the area where Jill used the Fire House.
*******************************************************************************
STATUS CHECK
You're probably bone dry on Shotgun Shells right now. If you have at least 6,
you're in great shape until we can pile up on some more. You probably have 6+
spare Magnum Rounds, and at the least, 5+ minutes on the clock. You should
still be in Fine if you used an Herb, and most likely on the verge of Caution
if you haven't used your herb yet. You still have 4 necessary rockets left.
*******************************************************************************
ROOM: Fire Hydrant Area
Enemies: Zombies
From where the barrel was, take the path to the left. Finish off any zombies
here and then open the door.
ROOM: Dead Cop Alley
Enemies: Dogs
Stall for one second and then run forward. This will cause the first dog to
jump and miss you. Now RUN and examine the cops where Jill found Photo A for a
32 second bonus! If you have at least 6 Shotgun Shells once, auto-aim and fire
at the 3 dogs. Wait a split second and then fire again. With some luck, you'll
get a 20 second bonus here. If you don't have at least 6 Shells, run to the
door on the other side of the area after getting the time bonus and open the
door.
ROOM: Area Behind Bar Jack
Enemies: Rocket Nemesis
Switch camera angles once and face either wall with your Rocket Launcher
equipped. When Nemesis #1 comes charging at you, aim at it and drop him with 1
rocket. Nemesis #2 will be right behind him, so fire another rocket to drop
him. Now get behind Nemesis #1 and 2 and wait for them to get up. Once they are
both up, fire twice to kill them, getting a 50 second bonus. Sometimes, this
doesn't go as planned, and you may be hitting one Nemesis or the other multiple
times. From here, take the right path, go down the stairs, and then open the
door at the end of the alley.
ROOM: Bar Jack
Enemies: Zombies
Walk forward and empty your Shotgun at these zombies. If not, then use the
Magnum to kill them. With the Shotgun, you can get up to a 34 second time bonus
here. Now rescue Carlos in the corner for 20 seconds and 14 Enhanced Shotgun
Shells. Exit the Bar through the first door.
*******************************************************************************
STATUS CHECK
You just loaded your Shotgun with those brand new Enhanced Shotgun Shells. You
may have only 6 Magnum Rounds left, and your Rocket Launcher is empty. You may
be in Caution if the Rocket Nemesis got you good. Don't worry, we're on the
final run. Depending on how you fared with the double Nemesis, you'll have 7-9
minutes on the clock left.
*******************************************************************************
ROOM: Area in front of Bar Jack
Enemies: Hunter Betas
There is a Hunter right next to you as soon as you enter this room. Run up the
stairs and curve around the staircase hard. Keep running forward. With some
luck, the Hunter will be snagged on the little fencepost and will have trouble
catching up to you. Even if he does get caught, you will most likely not have
to worry about being hit. Get to the door on the other side of this area and
open it.
ROOM: Advertisement Alley
Enemies: Zombies
Head forward and run up the stairs. Kill the zombie at the top with your new
Enhanced Shotgun Shells. From here, fire down the alley to kill at least two
more zombies. Head down the alley and kill any other zombies that pop up in the
area. You should go through no more than one reload of Enhanced Shotgun Shells,
but that'll be more than enough ammo to finish off the game. Before leaving
this place, go down the stairs to where Jill got the Shotgun and Lighter Oil.
Examine the dead person who had the Shotgun for a 64 second time bonus! See,
all those time bonuses amounted to a free minute to the clock. If you have at
least 3 Magnum Rounds, equip your Magnum. Now head back up the stairs, go
upward, and open the door at the end of this alley.
ROOM: Barricaded Road
Enemies: Hunter Betas
If you have three Magnum Rounds, all you need to do is fire, L1, fire, L1,
fire. This will kill 3 Hunters and get up to a 30 second bonus. If you're dry
on Magnum Rounds, then the Shotgun will do. Sometimes, the third Hunter may be
stubborn to die from a Magnum Round, so be sure to stall for a split second
before firing. Open the door that leads to the warehouse area.
ROOM: Warehouse Passage
Enemies: Crows
There is absolutely nothing to worry about here. Just head up the stairs and
open the door leading to the Warehouse.
ROOM: Warehouse
Enemies; Zombies
This is it. If you've got at least 2 Magnum Rounds left, use those to get rid
of the first 2 zombies. Now walk up to the larger group of zombies with the
Shotgun equipped. Waste them all to get a hefty time bonus. If you run out of
ammo, you can bite fight your way to get to the exit. Just open the door that
least to the Warehouse Office.
"Well, that was impressive. You have earned your reward, and your freedom."
A guy who really looks like Chief Brian Irons will order the woman to give you
the briefcase of money.
FINAL GRADE: A or B (damage plays a factor here)
TIME LEFT: 7-11 minutes left
Money: $1700-2100
After the game, just write over your current save data to save the score.
-------
Carlos
-------
ROOM: Trolley
Enemies: None
Quickly equip your Eagle and then open the door.
ROOM: Trolley Platform
Enemies: Zombies
Quickly get to the plywood and climb to the top of it. Jump down on the other
side. There are three zombies here, but you can easily run through them. Open
the door once you get to it.
ROOM: Lonsdale Yard
Enemies: Zombies
Run forward and change camera angles once. Drop both zombies with your Eagle
and then finish them both off quickly for a 7 second bonus. Sometimes, you may
get lucky and get critical hits here. Now, round the bend WITHOUT having the
sleeping zombie grab your ankle. Now, finish off these two zombies quickly with
your Eagle and then head to the door.
ROOM: Fan Hallway
Enemies: Crows
There isn't anything to worry about here. Just reload your Eagle and open the
door on the other side of this area, ignoring the crows.
ROOM: City Hall
Enemies: Zombies
Walk forward and fire down at the zombie's knees with your Eagle. This should
keep you from taking out the barrel in the back. Even if you get a time bonus,
watch out, as the zombie may still come after you on the ground. When you
finish off the zombie, run forward and switch camera angles twice. Wait until
at least 5 or 6 zombies are near the barrel. Hold R2 to aim at the barrel and
then fire to drop all the zombies. If you get less than 69 seconds, reset.
Normally, if you drop all 6 zombies with the barrel, you get 82 seconds, but
sometimes I've gotten 89 and even 96! Now, take the path down towards the right
and open the door at the end.
ROOM: Gas Station Pumps
Enemies: Dogs
This should be slightly easier to do as Carlos, as he is skinnier. Run forward
and stay on the left wall. The first dog will leap and miss you. Now run over
towards the side of the gas pump and stop for a second. Dog #2 will start to
get on his feet, while dog #3 will run right around you. Now bolt to the door
leading to the gas station and then open it.
ROOM: STAGLA Gas Station
Enemies: Zombies
Walk two steps forward and drop the first zombie. Once he is dead, reload your
Eagle and kill the crawling zombie on the floor near the counter. Now reload
your Eagle again and enter the Machine Shop. Drop each of the 3 zombies and
when they get up from the ground, finish them off for a 7-14 second bonus. Once
these 3 zombies are dead, rescue Dario for 20 seconds and 60 Handgun Bullets.
Now, turn back around and leave the Gas Station.
ROOM: Gas Station Pumps
Enemies: Dogs
As soon as you step outside, bear a hard left and run onto the back window of
that white car (which has the United States flag on it). This will cause the
first dog to leap and miss at you. Now, run around the bend and quickly get to
the door. By now, all 3 dogs will be in a hot pursuit with you, but you can
outrun them. Once you get to the door, open it.
ROOM: City Hall
Enemies: None
If there are any zombies left, then drop them before they become a problem. Now
take the other path at the intersection and open the double doors at the end.
*******************************************************************************
STATUS CHECK
You should have at least 2+ minutes on the clock left. You may have a lot more
if the barrel kill and time bonuses have gone your way. You haven't fired a
bullet out of your Assault Rifle yet and you have 80+ Handgun Bullets right
now. Should be in Fine right now, and have taken a hit at the most.
*******************************************************************************
ROOM: Streets in front of Newspaper Building
Enemies: Zombies
Equip your Assault Rifle and head towards the right side of the room. Aim at
the zombies. Unload your Assault Rifle at the zombies when they are close to
you. Chances are pretty good that you'll pick up 2 separate time bonuses here.
If you are lucky, you'll net up to a 44 second bonus. Now, STOP firing when the
zombies are no longer grouped. Once they become grouped, reposition yourself to
finish off the zombie. The second bonus is usually no bigger than 14 seconds.
You should have a time gain of 15-20 seconds here, and this will most likely
eat up to 30% of your Assault Rifle. Keep your Assault Rifle equipped and then
open the double doors leading to the Newspaper Building.
ROOM: Newspaper Building 1F
Enemies: Hunter Betas
Unload your Assault Rifle on the Hunter in the corner before he has a chance to
hit you. This will take 5-7% of your clip away. Now equip the Eagle and head to
the shutter. Keep aiming until Carlos auto-aims at the Hunter. When you see the
Hunter at the bottom step, wait for him to bend his knees, signaling that he's
about to jump. Run under him while he is in the air and get up the stairs FAST.
Sometimes, the Hunter gets caught downstairs for a brief second, giving you
more breathing room. If not, he will be in a high speed chase with you. Run as
fast as you can and open the door at the top.
ROOM: Newspaper Building 3F
Enemies: Zombies
When you enter the room, fire 4 shots with the Eagle. If you hear the time
bonus go "ding!", you're set. If not, run forward and go to the entrance to the
office. Fire 4 shots into the office to drop/kill a zombie. If the first zombie
that you fired at isn't dead yet, she should be up by now, so finish her off.
Walk into the office and then step backwards to lure the other zombies towards
you. They are too scattered to use your Assault Rifle on, so take them out one
by one with the Eagle. Once all of the zombies are dead, rescue the Reporter
for 20 seconds and a First Aid Spray. Reload your Eagle and then leave this
room.
ROOM: Newspaper Building 1F
Enemies: Hunter Betas
Run forward to the top of the staircase. Now aim down at the Hunter and fire
away. If you are lucky, you'll drop him in one it. There is a very good chance
that you'll kill the Hunter before he even has a chance to hurt you. It should
take about 8 Handgun Bullets to kill the Hunter. Once you kill the Hunter, head
all the way down the stairs and leave the Newspaper Building through the double
doors.
ROOM: Streets in front of Newspaper Building
Enemies: None
Open the door to the right of the double doors to where Jill jumped out of the
window from the Newspaper Building.
ROOM: Newspaper Building Garbage Dump
Enemies: None
Examine the garbage for a 2 second bonus and then leave.
*******************************************************************************
STATUS CHECK
You are still in Fine, and if you were unlucky, you may have taken a hit or two
from the Hunters in the Newspaper Building. You should still have 2+ minutes on
the clock, maybe 2:30+ right now. You should have at least 60% of your Assault
Rifle remaining with about 50+ Handgun Bullets. You shouldn't need to heal yet
either.
*******************************************************************************
ROOM: Streets in front of Newspaper Building
Enemies: None
All of the zombies should be dead. If not, then there may be up to two left,
but it's not worth the time and ammo killing them. Head back to the other side
of the street and open the door across from the city hall doors.
ROOM: The Arcade Shops
Enemies: Dogs
We're not going to kill the dogs here, as it isn't worth the time and ammo.
Reload your Eagle and then run forward out towards the intersection. Take the
path that is leading to the Restaurant backdoor. There are two dogs guarding
the staircase, but if you start on the right and bear over to the left, you can
get one or both dogs to miss you. If not, you'll run right on their sides. Head
up the stairs and open the backdoor to the Restaurant.
ROOM: Restaurant
Enemies: Hunters
As soon as you enter the room, start firing your Eagle at the off-screen
Hunter. You will most likely get hurt here, but it's worth saving the Assault
Rifle ammo. Sometimes, you'll get a critical hit and kill the Hunter before he
even gets on the screen. After the Hunter is dead, quickly follow this path to
the ladder. Keep tapping X to activate the "Will you go down the ladder?"
prompt before the second Hunter has a chance to seriously hurt you. Head down
the ladder to the basement.
ROOM: Restaurant Basement
Enemies: Zombies
Reload your Eagle if it isn't full. Now drop, NOT kill, the zombie right next
to you (if you do get the kill, well that's great). Now, release R1 and then
hold R1 to aim at the off-screen zombie. Put 4-5 rounds into the zombie to drop
her (like I said, even better if you get the critical hit). Sometimes, a
stubborn third zombie may round the bend to attack you. If he does go around
the bend, drop him with the Eagle. Now, go around the bend and equip your
Assault Rifle. There should be 3, if not 4 zombies here. Unload your Assault
Rifle here to get up to a 24 second bonus, if not 14. If they are NOT grouped,
use your Eagle. If there are any zombies still walking around, finish them off
with the Eagle. Now go rescue Brad for 20 seconds and 60 Handgun Bullets. Equip
your Assault Rifle and head back up the ladder.
ROOM: Restaurant
Enemies: Hunter Betas
Run forward. When the game "freezes" to switch camera angles, aim and take out
the Hunter. Sometimes, he'll break free from your Assault Rifle grasp and take
a few swings at you. When you kill the second Hunter, equip your Eagle and run
into the restaurant area. Walk past the first set of tables and fire your Eagle
at the off-screen Hunter. You may kill him before you can even see him. If he
comes close, keep firing and Carlos may dodge his attack, and you can finish
him off while he is trying to turn around. Now run by the double doors and
examine the tray at the end of this path for a 4 second bonus. Once you get
this time bonus, leave the Restaurant through the double doors.
*******************************************************************************
STATUS CHECK
You probably have at least 90 Handgun Bullets right now. Assault Rifle may be
anywhere from 40% to 55%. You may be in Caution now because of your recent
encounter with the Hunters, but do not use an Herb yet. Still should have 2
minutes on the clock, maybe 2:30+.
*******************************************************************************
ROOM: Restaurant Entrance
Enemies: Zombies
This is kind of a critical (and overlooked) room for Carlos, as a lot of people
don't usually take this path. Hug the wall right next to Carlos and head down
the street. This should keep the 4 zombies from biting you. Run around the
barrel and stop at the opening. Start firing down the alleyway at the zombies
with your Eagle across from you. Once you hear a "ding" or drop a few zombies,
turn back around and switch camera angles so you can see the barrel. All 4
zombies should be crowding the barrel now, so hit R2 and shoot the barrel. If
all 4 zombies were killed, you'll get a 43 second bonus. If you tacked on a 3
second bonus from killing a zombie in the alleyway, you can get up to a 56
second bonus! Now, head down the alley and drop, NOT kill any zombies away.
Open the door on the wall to the left. You should now have between 2:30 and 3
minutes left.
ROOM: Elevator Passage
Enemies: Nemesis
Run down the stairs and you'll find Nemesis. Remember that Nemesis grabs with
his left hand, so run along his right side. He'll try to grab you but will
miss. Now bolt up the stairs. By the time you reach the top, Nemesis will start
running, but you should have plenty of time to get to the elevator before he
completely catches up. Head down the elevator before Nemesis catches up to you.
ROOM: Subway Station Entrance
Enemies: Spiders
You should be able to easily run past the spiders. Do not kill them, as it is
not worth the time or ammo to do so. Watch out for the cheap acid spits they
may throw at you. If you get poisoned, do not heal until Carlos starts limping
(meaning he is in Danger). Open the door on the right to get inside the Subway
Station.
ROOM: Subway Station Passage
Enemies: Drain Deimos
Quickly bolt over to the door and open it. The Drains will never touch you.
ROOM: Subway Station
Enemies: Naked Zombies
Walk a few steps forward and then start firing into the room where Jill got the
Magnum/Grenade Launcher. Put 4 bullets into both of the zombies inside that
room to kill/drop them. While they are stunned (or if they die), walk forward
and switch camera angles to see the next set of zombies. Remember to start
firing at one zombie the second you stun another, to increase the chance of
getting better time bonuses. After you kill these zombies, head into the room
where Jill found the fuse. Examine the panel for 8 seconds. Now, turn around
and go straight. There may or may not be a zombie in front of you. Auto-aim
into the emergency exit hallway to kill the naked zombie next to Marvin
(sometimes, he won't be there). After he is dead, rescue Marvin for 20 seconds
and 60 Handgun Bullets. Equip your Assault Rifle and leave the Subway Station.
ROOM: Subway Station Passage
Enemies: Drain Deimos
Just like last time, bolt over to the door before one of the Drains has the
chance to attack you.
ROOM: Subway Station Entrance
Enemies: Spiders
Sometimes, the Spider right next to you may give you a cheap poison shot (which
is why I recommend not healing the poison yet). The second Spider shouldn't
give you a problem, but sometimes the third Spider may block the exit and give
you a cheap bite before you have a chance to get by him. When you get to the
elevator, go up it.
*******************************************************************************
STATUS CHECK
You shouldn't have had to fire any Assault Rifle bullets since the last status
check. Depending on your luck with the Eagle, you may have around 80-100
Handgun Bullets right now. You may be in poison from the Spiders, but do not
heal until I say so (or if you start to Danger limp). You also are most likely
in Caution, but do not use an herb until I say so either.
*******************************************************************************
ROOM: Elevator Passage
Enemies: Nemesis
Once you enter this room, go to the corner at the top of the staircase. Aim at
Nemesis so that you are facing him. When he starts running up the stairs, run
by his right. With a little luck, he'll throw a punch and miss, giving you
another split second. Start running down the stairs. He'll go into running mode
by the time you get to the bottom. Run down the opening and get to the door at
the end. This is where he may get a punch at you. If you are in Caution/Poison,
heal now. Now open the door.
ROOM: Street Outside Parking Lot
Enemies: Hunter Betas
Demolish the Hunter right in front of you with the Assault Rifle. Now equip the
Eagle and take 2 steps forward. Aim at the second Hunter so that you are facing
him. The second Hunter should now be charging at you. Be sure to run under the
Hunter when he jumps in the air. You can tell that he is about to jump when his
knees bend. Run down the street and when you get into the larger part of the
room, bob right and then bear to the left to fake out the third Hunter. From
here, rush to the door. You can usually get away without taking a hit in that
room.
ROOM: Parking Lot Office
Enemies: Sleeping Zombies
Aim down and take out the first sleeping zombie. This is the only zombie you
have to kill in this room. Slowly walk around the other sleeping zombies to get
to the door on the other side of this office (the vertical zombie near the exit
is completely dead). Open the door once you get to it.
ROOM: Parking Lot Garage
Enemies: Zombies
Run by the first two zombies, as they pose no threat. Keep running until you
can get to the barrel. Do not hesitate to shoot the barrel. You'll most likely
kill 3 zombies with the barrel, getting a 14 second bonus. Sometimes, a 4th
zombie will randomly walk towards you, giving you a 27 second bonus from the
barrel. This is called the "hit and run" barrel. From here, run by the last few
zombies and then get to the door.
ROOM: Crashed Bus Area
Enemies: Mutant Nemesis
Mutant Nemesis will only show up here if you get to his camera angle with 2
minutes remaining. Remember, it's the camera angle that matters, not the fact
that you entered the room with 2+ minutes left. Using my walkthrough, you
probably have a 50/50 chance of getting Mutant Nemesis to show up. I usually
run by him, but if you want to fight, here's the strategy: Lure Nemesis to the
barrel close to the exit. Get him to do a vine swing and then run away from the
barrel (run towards the exit, NOT the bus, as you'll aim at the bus barrel).
Hold R2 and then fire at the barrel to do significant damage to Mutant Nemesis.
Now, run and lure Nemesis to the bus barrel. Do the same thing and if the
explosion was deep enough, he'll be stunned. Fire a "get up" shot to him and
then lure him to the barrel by the entrance. Even if you get him deep, it most
likely will not kill him. Finish him off with the Eagle to get a 2 minute
bonus. Remember that with mutant Nemesis, run on his LEFT, not right. Also,
fighting Mutant Nemesis will only increase your chances of getting an A with
Carlos, so keep that in mind.
ROOM: Fire Hose Passage
Enemies: Zombies, Rocket Nemesis
As soon as you enter the room, kill the zombie in front of you. Then, wait a
split second for a "whack" sound. If a "ding" sound followed this, switch
camera angles. If not, leave and re-enter the room. This is Nemesis trying to
get at you, but he whacks a zombie in his way. Once he whacks the zombie dead,
make sure you two are on the same camera angle. He'll start firing rockets at
you, so mash R1 and R2 to dodge each rocket he throws at you. Now Nemesis will
start charging at you, so quickly run around him to avoid his rocket launcher
whack. Before you exit the room, quickly examine the spot where Jill got the
Fire House for a 16 second bonus. One of the tricks you can do here is to stand
behind a zombie while Nemesis is firing rockets at you. The rocket will take
out the zombie and buy you extra time to get the time bonus. You will very
likely need to heal after this room. Be sure to constantly check your health
every time you get hit by Nemesis. Quickly get to the door and open it.
ROOM: Apartment Alleyway
Enemies: Drain Deimos
Just run to the door on the other side of this alley. The Drains won't touch
you.
ROOM: RPD Passage
Enemies: Crows
Quickly run to the door on the other side of this room. You will never see any
Crows and the Crows will never see you.
ROOM: Fire Hydrant Area
Enemies: Zombies
This is another critical room for Carlos. As soon as you enter the room, run
straight and take the left path. Walk up to the zombies and then take a 180-
spin to get them coming after you. Start handing out by the spot where Jill
used the Fire Hose. 9 times out of 10, the leading zombie from the right path
will run up to you. Do everything you can do dodge/stumble him, and if you need
to take a bite to throw him to the ground to let the zombies from the left path
catch up to the barrel, do so. When there are a good number of zombies next to
the barrel from both paths, fire at the barrel. You should get about a 56
second bonus, sometimes even higher, depending on how many zombies became
victim to the explosion. Now take the path on the right and open the door at
the end of the alley.
ROOM: Sales Office Alley
Enemies: Worms
The worms will jump too late if you run over them, so just run to the door on
the other side of this alley and then open it.
ROOM: Sales Office Entrance
Enemies: Brain Suckers
It'd be logical to kill the Brain Sucker on the ground, but we need as much
Assault Rifle ammo as we can. Run along the right wall to get by the Brain
Sucker. You shouldn't have to worry about the Brain Sucker on the wall. You
will escape without being leeched onto by the Brain Sucker more times than not.
Quickly open the double doors to get into the Sales Office. Have your Eagle
equipped and completely reloaded.
ROOM: Sales Office
Enemies: Zombies
There is a zombie right next to you as soon as you enter the Sales Office, so
immediately kill it. Now, fire 4 shots through the opening to stun/kill a
zombie. Walk through the opening to get a camera angle change. Stun/kill the
zombie next to you. While he is stunned, take out the rest of the zombies that
are walking on the screen. There are some zombies in the back of the office
that you won't have to worry about. Once you have a clear cut path to the
storage room door, equip your Assault Rifle and heal if you are not in Fine.
Open the door leading to the storage room.
ROOM: Sales Office Storage Room
Enemies: Hunter Gammas
Auto aim at the first Hunter and then blast it with the Assault Rifle. Now, run
down the passage but do not go down the other path. Keep aiming until Carlos
aims at the second Hunter. Start firing at it. Sometimes, the Hunter will
retreat. Keep firing whenever the Hunters show up onscreen, and they will
eventually die. Now, rescue Nicholai for 20 seconds and 60 Handgun Bullets.
Equip your Eagle and then leave the storage room.
ROOM: Sales Office
Enemies: Zombies
The only zombies here should be on the other side of the Sales Office. There
should be a path right to the exit, so go through the double doors.
ROOM: Sales Office Entrance
Enemies: Brain Suckers
Running past the Brain Sucker on the ground should be easier than it was when
you were entering the Sales Office. Run on the wall to the right to get by him.
Sometimes, the Brain Sucker will just crawl up the wall and not attack you.
Other times, he'll leap at you when you are near the exit. Get to the door as
fast as you can and open it.
ROOM: Sales Office Alley
Enemies: Worms
Just run by the worms and get to the door.
*******************************************************************************
STATUS CHECK
At the least, you should have 1:45+ left on the clock. You should have now have
100+ Handgun Bullets, and at least 20% of an Assault Rifle clip. You should
still be in Fine with at least one herb left.
*******************************************************************************
ROOM: Fire Hydrant Area
Enemies: Zombies
This time, take the left path where the barrel was. Kill any zombies blocking
the exit and then open the door leading to the next room.
ROOM: Dead Cop Alley
Enemies: Dogs
Stall for one second and then run forward. This will cause the first dog to
leap at you and miss. Now, run up to the dead cops and examine the cops who had
Photo A for a 32 second bonus. Now quickly fire 3 Eagle shots to stun all 3
dogs. Sometimes, you may get a critical hit kill, which is always great. While
the three dogs are stunned, quickly run by them and then open the door on the
other side of the room.
ROOM: Area behind Bar Jack
Enemies: Rocket Nemesis
Don't worry, you'll be able to run by the double Rocket Nemesis. Immediately
run forward. Take the right path and then head down the stairs. The Nemesis at
the bottom of the stairs will fire and the rocket should go over your shoulder. </pre><pre id="faqspan-5">
Run towards the Nemesis that just fired at you. You'll be able to run by him
while he is reloading for another rocket (be sure to run on his rocket launcher
side). Now, hug the wall across from the door leading to the bar. This will
keep Nemesis from getting a cheap rocket on you before you completely get away
from them. Reload your Eagle and open the door leading to the bar jack.
ROOM: Bar Jack
Enemies: Zombies
Get to the corner of the room near the counter. As tempting as it is to use
your Assault Rifle, you'll need it later on. Start firing at the zombies with
your Eagle. Stun/kill as many zombies as you can before the zombie near the
payphone gets near you. When he gets nearby, kill him. Now, finish off the
zombies and with some luck, you can get a decent time bonus. Rescue Mikhail for
20 seconds and a First Aid Spray (come on Mikhail, Carlos gave you Enhanced
Shotgun Shells when you saved him. Can't you give something better?). Leave the
Bar through the front door.
*******************************************************************************
STATUS CHECK
You shouldn't have had to fire an Assault Rifle bullet since the last status
check. You may have at least 50 Handgun Bullets yet and still in Fine. We're on
the final run now.
*******************************************************************************
ROOM: Area in front of Bar Jack
Enemies: Hunter Betas
There is a Hunter waiting for you as soon as you enter this room. Immediately
run up the stairs and take a sharp turn to go down the alley. The Hunter
shouldn't hit you, and you most likely won't have to worry about him if he gets
snagged on the fence. Once you get to the door, open it.
ROOM: Advertisement Alley
Enemies: Zombies
If you are running low on Handgun Bullets, you'll kind of have to bite fight
your way through. Head up the stairs and stun/kill the zombie at the top. While
that zombie is stunned, fire down the alley to stun two more zombies. Quickly
run forward and go down the stairs that leads to the Shotgun/Lighter Oil area.
Examine the dead guy who had the Shotgun for a 64 second bonus! If you have
more than 50+ bullets, feel free to kill some of the zombies here. Otherwise,
try to save as much ammo as you can. Now, from the opening leading to the
Shotgun area, head left. Go down the stairs and follow the path to a door.
Equip your Assault Rifle and then open the door.
ROOM: Barricaded Road
Enemies: Hunter Betas
If you have at least 20% of an Assault Rifle clip, you'll have enough to kill
all 3 Hunters. Aim at them and then unload on them. If you're fast enough, you
can kill all 3 for a 30 second bonus. Once all three are dead, head for the
door across from you and then open it.
ROOM: Warehouse Passage
Enemies: Crows
Just run up the stairs and open the door leading to the Warehouse. You'll never
have to deal with the Crows.
ROOM: Warehouse
Enemies: Zombies
Sometimes, you may not have enough ammo to finish off the zombies. Empty out
your Eagle and kill as many zombies as you can. After that, empty out your
Assault Rifle on the zombies. You may have as little as 3%, sometimes 10%,
sometimes a little more. If all goes well, you can pick up a hefty time bonus
here. If you run out of ammo, bite fight through the zombies and then quickly
bolt up the stairs. Open the door leading to the office to finish the game.
"Well, that was impressive. You have earned your reward, and your freedom."
FINAL GRADE: B or C (if you manage to defeat Mutant Nemesis and save all of the
hostages, it is possible that you could get an A, but I've only managed this
once)
TIME LEFT: 1:30+ to 3 minutes+ (I have managed over 4 minutes once)
MONEY: $1300-1600
---------
Nicholai
---------
Ok boys, you ain't seen nothing yet!
I have only managed to finish with Nicholai a few times. For a better guide on
Nicholai, try JRKerr's Nicholai survival guide. Although my guide relies on
luck and dodging, here is my guide for Nicholai:
To deal with zombies with your knife, remember to stab and retreat. After each
stab, do a 180, gain some distance, stab, and so on. This may minimize damage.
Another thing to take note is that you can get huge time bonuses with the
knife, as each knife kill is multiplied by 8 with the knife. So it is
recommended that you stun a zombie with your gun, and then finish him off with
your knife.
By playing as Nicholai, you will be willing to reset your game a lot. But you
want that proof that you have cleared Mercenaries as Nicholai on your game,
don't you?
I also want you to have a colorful vocabulary of 4 letter words for that zombie
that just won't die or if you seem to encounter a large number of "ninja
zombies". These zombies somehow have extra speed and seem more resistant to
your bullets, and definitely won't budge to your knife. These may be the one of
the top reasons on why you need to constantly reset your game. That, and your
healing item management.
ROOM: Trolley
Enemies: None
Equip your Knife and get out of the trolley.
ROOM: Trolley Platform
Enemies: Zombies
Head upward and jump on top of the plywood. Now jump onto the other side. There
are three zombies here, but you can easily run right through them. Get to the
door and then open it.
ROOM: Lonsdale Yard
Enemies: Zombies
This is quite a tough room to get through. If you get bit more than twice here,
it's recommended that you reset. Run down the wall on our right (or Nicholai's
left). You should be able to get by the first zombie. Now, face the wall
opposite to us, and try to get the fat zombie to move towards our wall. This
creates an opening for us to get by the fat zombie, although it is likely that
you will be bitten here. Now, go around the bend. If the sleeper zombie grabs
onto your ankle, remember, since you have the knife equipped, you get 24
seconds for squishing a zombie! Now, sometimes, the next two zombies will leave
a path for you. If not, do everything you can to dodge them. Otherwise, your
other option is to take a bite and throw them to the ground. Get to the door
and then open it.
ROOM: Fan Hallway
Enemies: Crows
Walk forward and aim down with your knife. Take a slash and you'll take out an
idle crow for an 8 second bonus. Now, just equip your Handgun and run to the
door on the other side of the room. Once you get to the door, open it.
ROOM: City Hall
Enemies: Zombies
Walk up a few steps. Stun the zombie with about 4 shots to the knees. If you
happen to take out the barrel, hit Select and press Reset. Now, while the
zombie is on the ground, finish him off with a few stabs. By now, the barrel
should be surrounded by zombies, so switch camera angles twice and fire at the
barrel to get (hopefully) an 82 second time bonus. If you can keep the previous
24 second bonus on long enough for the barrel kill, you would most likely get
bigger and better bonuses. Now, take the path on our right and open the door at
the top.
ROOM: Gas Station Pumps
Enemies: Dogs
Run down the path on the wall to our left. This will cause the first dog to
jump at you and miss. Now, run over to the side of the gas pump. Dog #2 will
start to get up, while dog #3 will just run around the gas pump and not take a
bite at you. Quickly get to the door and enter the gas station.
ROOM: STAGLA Gas Station
Enemies: Zombies
I hope you got here fast enough, or else Dario will be dead. As soon as you
enter, walk forward and put 4 bullets into the first zombie. Sometimes this
kills him, sometimes it doesn't. Finish him off with stabs while he is on the
ground. Keep your knife equipped and go to where the zombie is crawling on the
floor. It is logical just to let the zombie take a bite at you and squish his
head in return, but let's try not to take any damage. Stab him about 3 times
and retreat a bit. Continue to stab until the crawling zombie dies. It should
take about 7-8 stabs to finish him. By now, the other 3 zombies are out of the
Machine Shop and into the store area. Put no more than 2 bullets into each of
the three zombies. This is where you DON'T want to deal with a ninja zombie. If
you put 2 bullets into a zombie, stabbing him will drop him to the floor. Try
to deal with one zombie at a time. Remember, when dealing with a zombie, stab,
180-spin and retreat, stab, retreat, and so on. By doing this, you should have
enough room to kill a zombie, using the area from the counter to the vending
machine near the table as battlegrounds.
It is more than likely that you will have to use a First Aid Spray here. But do
not heal until you are in Danger. If you are in Orange Caution, remember that
you can still take one more bite than a zombie. Once you finally finish off all
three zombies with the knife, go into the machine shop and rescue Dario for 20
seconds and 60 Handgun Bullets. Now, turn around and leave the gas station
store.
ROOM: Gas Station Pumps
Enemies: Dogs
Just like you have done with Carlos and Mikhail, remember to run into the white
car to get the first dog to leap and miss you. From here, you can run and
follow the path to the door, while all three dogs will be in a fast chase with
you. Just quickly get to the door and open it.
ROOM: City Hall
Enemies: None
Hopefully, your barrel kill wasted all of the zombies here. If not, then you'll
have to try and run around the surviving zombies. Now, go to where the barrel
was and take the other path. From here, take the other path. Head down the path
and open the double doors at the end of the path.
*******************************************************************************
STATUS CHECK
Are you up to the challenge so far? Our top priority right now is health. You
should have used no more than one First Aid Spray, otherwise you may not
survive. If you did heal, you should be in Fine right now, give or take a bite
or two after healing. Time shouldn't be an issue right now, as you may more
than likely have 3 minutes on the clock left by now. And you haven't fired a
shot from your Handgun since Dario gave you the Handgun Bullets either.
*******************************************************************************
ROOM: Streets in front of Newspaper Building
Enemies: Zombies
We're going to save the Reporter, as crazy as I sound. But oh no, how will we
ever get through that barricade of zombies? Relax, it's easy. Stay on the left
side of the street where all the zombies are coming at you. As they get closer,
you should notice a big opening on the right side of the street for you to run
down. Once you see this opening, run down it. Get to the double doors and open
them to get inside the Newspaper Building.
ROOM: Newspaper Building 1F
Enemies: Hunter Betas
Don't even bother with the first Hunter. Just run to the staircase as soon as
you enter the room. Now, you will more than likely get hit here. If it drops
you to a bad health, you may need to reset. Run up the stairs. You will find
the second Hunter near the end of the first flight of stairs. Try to run onto
the right and then to the left. With some luck, he'll jump over you. If not,
he'll swipe and likely hit you, but one hit is alright. By now, you should be
able to "push" him and get around the Hunter. From here, bolt up the second
flight of stairs and then open the door at the top.
ROOM: Newspaper Building 3F
Enemies: Zombies
This is another room where you don't want to deal with ninja zombies. As soon
as you enter the room, fire 4 shots to drop the zombie on the other side of
this room. While she is down, finish her off with the knife. By now, the
zombies inside the office will be coming out in the hallway to attack you.
Remember to stun with gun, kill with knife (unless they are seriously grouped
together). It is likely that you will need to use a First Aid Spray here. You
may also get bitten because of the camera angle you'll have on the zombies
outside in the hallway. When you enter the office, there may be a zombie or two
left. This time, you have a lot more space to deal with them. Stun with gun,
kill with knife. You can use your stab/retreat method in the office a lot
easier. Once you get all of the zombies dropped, rescue the Reporter for 20
seconds and 60 Enhanced Handgun Bullets. Sweet! Now, turn back around and leave
this room.
ROOM: Newspaper Building 1F
Enemies: Hunter Betas
If your Handgun is empty, then load it up with Enhanced Handgun Bullets right
now. Use your Handgun to fire down the flight of stairs at the Hunter which you
can't see. It should take 3 Enhanced Handgun Bullets to kill the Hunter. If
not, you can still kill it with regular Handgun Bullets before he has a chance
to attack you. Once you get rid of the first Hunter, head down both flights of
stairs. The other Hunter will most likely be waiting for you at the bottom, but
if you run behind it, it can't attack you. Quickly get to the double doors and
then open them.
*******************************************************************************
STATUS CHECK
Getting the Enhanced Handgun Bullets should've made this mission a bit more
tolerable. If you're lucky, you may have more than a First Aid Spray left.
However, you should still have at least one left for the upcoming parts. You
still should have 3+ minutes on the clock, and may have about 30 Handgun
Bullets left right now. Nicholai really is tough, isn't he?
*******************************************************************************
ROOM: Streets in front of Newspaper Building
Enemies: Zombies
All of the zombies have piled up on the right side of the street now. There may
be some in your way, but I will allow you to shoot down only ONE zombie. Now,
get into the street area and run along the left side to avoid the zombies. Now,
get to the door across from the double doors and open it.
ROOM: The Arcade Shops
Enemies: Dogs
Brad's already dead now, I'll bet. Run down the stairs and go to the
intersection. This time, take the path on our left and you'll come across a
dog. Run against the left wall to get by the dog. Now, keep running to the door
and then open it.
ROOM: Restaurant Entrance
Enemies: Zombies
The zombies will never touch you here. Just open the door on the wall across
from you.
ROOM: Elevator Passage
Enemies: Nemesis
I don't think we're going to save Marvin, UNLESS you have two First Aid Sprays
left. Head down the stairs and just take the opening on the right. Before you
open the door across from you, make sure that you are in Fine. Nemesis
shouldn't touch you.
ROOM: Street Outside Parking Lot
Enemies: Hunter Betas
You will most likely be hit here. IMMEDIATELY do a Square/Up/Left combo to take
a hard left. The first Hunter will most likely hit you in the process. Hunter
#2 should be running at you now. Bob to the right and then run to the left to
get him to jump over you. The only thing between you and the door now is Hunter
#3. Fake him out by going right and then left, and now all 3 Hunters will be on
you. Quickly get to the door and open it.
ROOM: Parking Lot Office
Enemies: Sleeping Zombies
You could equip you knife and let all the zombies ankle bite you, gaining a
huge time bonus in the process. But we need the health. Badly. Let no more than
one zombie ankle bite you, and then get to the door on the other side of the
office.
ROOM: Parking Lot Garage
Enemies: Zombies
Run by the first two zombies, as they won't grab onto you. Now, keep running
until you see the barrel. Hold R2 and fire at the barrel to destroy 3 zombies.
Sometimes, the 4th zombie will randomly start walking towards you and he'll
become part of the barrel kill, making it a 27 second bonus. If you're
confident about your health, you can run in the middle of the next set of
zombies. If not, use Enhanced Handgun Bullets to shoot down no more than 2 of
them. Once you get to the door, open it.
ROOM: Crashed Bus Area
Enemies: Mutant Nemesis
Alright, you have a lot more than 2 minutes left, which means Mutant Nemesis is
coming. I'd strongly suggest not fighting him, as we need the health and ammo,
especially for the next room. Just get to the door on the other side of the
area.
ROOM: Fire Hose Passage
Enemies: Zombies, Rocket Nemesis
Immediately kill the zombie in front of you with Enhanced Handgun Bullets. Now,
equip your Knife. Wait for Nemesis to whack the next zombie. If you don't hear
the "ding", leave and re-enter the room until Nemesis kills that zombie. Even
if it's Nemesis shooting down the zombies, you'll still get a 24 second bonus
as long as the Knife is out! Run by Nemesis when he starts charging at you.
There will more than likely be a zombie in the way, and Nemesis may shoot you
if the zombie starts biting you. Tapping R1 and R2 will help dodge the rockets
as well. You may need to heal, but don't heal if you leave the room in Orange
Caution. Get to the door and open it once you have a chance.
ROOM: Apartment Alleyway
Enemies: Drain Deimos
Just run down the alley and open the door on the other side. You'll never have
to deal with the Drains.
ROOM: RPD Passage
Enemies: Crows
Yay, a free room for Nicholai. Just open the door on the wall across from you.
You won't see the Crows and the Crows won't see you.
ROOM: Fire Hydrant Area
Enemies: Zombies
I don't think you want to risk losing your health here with the barrel. Run
down the left path and you'll come across a group of zombies. Drop/kill them
with a combination of Handgun and Enhanced Handgun Bullets, but DO NOT USE UP
ONE OR THE OTHER. If you seriously have to, bite fight your way to get through.
When you have a clear-cut path to the door, open it.
ROOM: Dead Cop Area
Enemies: Dogs
Stall for a second and then run. This will cause the first dog to leap at you
and miss. Now, run to where the dead cops are. Fire 3 shots to stun the 3 dogs.
While they are stunned, run to the other side of the room and open the door.
ROOM: Area Behind Bar Jack
Enemies: Rocket Nemesis
Run forward until you get to the intersection. This time, take the left path.
You'll hear a Nemesis growl and load up his Rocket Launcher, but he'll never
see you. Open the door at the end of the path.
*******************************************************************************
STATUS CHECK
Ready for the final run? You're most likely in Caution right now, so heal up
with that last First Aid Spray. You probably have about 15 regular Handgun
Bullets left and about 30 Enhanced Handgun Bullets left. You still have plenty
of time on the clock.
*******************************************************************************
ROOM: Barricaded Road
Enemies: Hunter Betas
Run out of the opening you are in. Keep following this path until you see an
opening down where the other two doors are. Do NOT walk directly in front of
the opening! This will cause all 3 Hunters to come after you. Stand near the
opening and wait for the first Hunter to come after you. Lure him out into a
different part of the room. It will take 3 Enhanced Handgun Bullets to kill the
Hunter. Remember to let it jump over you and then shoot it from behind. If
Hunters #2 and #3 came after you in the process, leave and re-enter the room.
Once you take care of the first Hunter, go down the alley where Hunters #2 and
3 are waiting for you. Sometimes, you'll have an opening for you to go through.
Other times, you may have to let them jump over you. Other times, you'll be
able to push through them. You will more than likely take damage in the
process. And other times, bad luck will be on your side and you'll end the game
with a decapitation. Once you somehow get by the Hunters, RUN TO THE DOOR.
ROOM: Warehouse Entrance
Enemies: Crows
Enjoy your last free room. Head up the stairs and open the door at the top.
ROOM: Warehouse
Enemies: Zombies
This is it. Unload all of the Handgun Bullets that you have on the zombies. I'd
recommend getting rid of your regular Handgun Bullets first. After that, finish
off the zombies with your Enhanced Handgun Bullets. If you have at least 20
Enhanced Handgun Bullets left, you should be in good shape. It takes about 3 or
4 Enhanced Handgun Bullets to kill each zombie. And don't worry about time
bonuses with the Knife here. If you run out of ammo, your only other option is
to bite fight through the zombie back. Once you have a path to the staircase,
RUN UP IT. Open the door waiting for you at the end to finish with Nicholai!
Congratulations!
FINAL GRADE: E, maybe a generous D
TIME: Should have 2+ minutes left
Money: How does about $500 to $600 sound?
Now, save your game and don't lose the data, so you can flash off the fact that
you beat the game with Nicholai.
------------------------
Other Mercenaries Notes
------------------------
-You actually have a time limit to save each hostage. If you don't get to a
certain place in a certain amount of time, you'll walk into an empty room with
a dead hostage.
-The Mercenaries takes a lot of practice to master, especially as Nicholai.
Believe me.
-There are areas with hidden time bonuses throughout the game. The first one
will give you 2 seconds, and then the bonus doubles for each spot that you
examine. Here are the spots:
1) Garbage Dump where Jill jumped out of the window at the Newspaper Building
(2 seconds)
2) Tray at the Restaurant near the double doors (4 seconds)
3) Panel in the room where you got the Fuse in the Subway Station (8 seconds)
4) Hydrant where Jill got the Fire House (16 seconds)
5) The Dead cops who had Photo A near the Red Herbs (32 seconds)
6) The dead guy who had the Shotgun in the game (64 seconds)
-Here are the awards you get for each hostage:
AS MIKHAIL
Dario: 14 Shotgun Shells (Gas Station)
Reporter: 14 Shotgun Shells (Newspaper Building)
Brad: 12 Magnum Rounds (Restaurant Basement)
Marvin: First Aid Spray (Subway Station)
Nicholai: First Aid Spray (Sales Office Storage Room)
Carlos: 14 Enhanced Shotgun Shells (Bar Jack)
AS CARLOS
Dario: 60 Handgun Bullets (Gas Station)
Reporter: First Aid Spray (Newspaper Building)
Brad: 60 Handgun Bullets (Restaurant Basement)
Marvin: 60 Handgun Bullets (Subway Station)
Nicholai: 60 Handgun Bullets (Sales Office Storage Room)
Mikhail: First Aid Spray (Bar Jack)
AS NICHOLAI
Dario: 60 Handgun Bullets (Gas Station)
Reporter: 60 Enhanced Handgun Bullets (Newspaper Building)
Brad: 60 Handgun Bullets (Restaurant Basement)
Marvin: 60 Handgun Bullets (Subway Station)
Carlos: 60 Enhanced Handgun Bullets (Sales Office Storage Room)
Mikhail: 60 Handgun Bullets (Bar Jack)
-I'd love to hear your feedback on mercenaries, mostly because of the fact that
I can't get an A with Carlos and luck out with Nicholai. Just email me.
-------------------
Enemy Time Bonuses
-------------------
Here are the time bonuses you get for killing enemies. I will also list the
bonuses for multiple kills:
ZOMBIE
First kill: 3 seconds
Second kill: 7 seconds
Third kill: 14 seconds
Each additional kill is an additional 10 seconds to the previous kill
DOG
First kill: 4 seconds
Second kill: 10 seconds
Third kill: 20 seconds
CROW
First kill: 1 second
*If you have the info on subsequent crow kills, I'd love to know.
DRAIN DEIMOS
First kill: 5 seconds
Second kill: 12 seconds
BRAIN SUCKER
First kill: 6 seconds
Second kill: 15 seconds
HUNTER BETA
First kill: 6 seconds
Second kill: 15 seconds
Third kill: 30 seconds
HUNTER GAMMA
First kill: 6 seconds
Second kill: 15 seconds
Third kill: 30 seconds
NEMESIS
Knock-out bonus: 10 seconds
Kill bonus: 20 seconds
Knock-out bonus (double kill): 20 seconds
Kill bonus (double kill): 50 seconds
MUTANT NEMESIS
Kill bonus: 2 minutes
--------
Barrels
--------
Barrels are a critical part of this game, especially as Carlos. Here are all of
the barrels throughout the game and their recommended time bonuses:
City Hall, at intersection: 69 seconds at minimum, can get 82 seconds
Restaurant Front Door: 43 seconds at minimum, can factor in more time with the
other group of zombies
Parking Lot Garage: 14 seconds at minimum, can sometimes get 27 seconds if 4th
zombie is moving.
Crashed Bus Area: 3 barrels, all used for destroying Mutant Nemesis
Fire Hydrant Area: 56 seconds minimum, can sometimes pile up more
Area behind Bar Jack: There for comedy purposes. Shouldn't have to use this
barrel at all.
Warehouse: In the corner of the stairs leading to the bigger area. This should
not be used unless you are bone dry on ammo.
=========
9. Items
=========
This section will list all of the key items and randomized items found
throughout the game:
The key items will be listed in order that you find them.
----------
Key Items
----------
Lighter Oil: Supplies oil for the Lighter, must be combined with Lighter to
use.
Location: Next to the dead person with the Shotgun
Lighter: A Lighter case, must be combined with Lighter Oil to use.
Location: On the table next to the payphone in the Bar Jack.
Jill's S.T.A.R.S Card: Use on computer in Police Station to obtain password.
Location: On the table next to the podium in the Police Station Briefing Room.
Brad's S.T.A.R.S Card: Use on computer in Police Station to obtain password.
Location: You must search Brad's dead body outside the Police Station to find
the Card Case. Then, examine the Card Case to find his S.T.A.R.S Card. You must
select "Fight with the Monster" to get this.
Emblem Key: Unlocks door to S.T.A.R.S office, turns into S.T.A.R.S Key when
checked.
Location: In bin in Evidence Room (password is either 4011, 4312, 0513, or
0131).
Blue Gem: Used to unlock city hall door, turns into Sapphire when checked.
Location: Large bin inside evidence room in Police Station.
Lockpick: Unlocks Evidence Room bin, door leading to downtown, cabinet in
Restaurant, and door leading to Park Office.
Location: On Jill's desk in the S.T.A.R.S office.
Power Cable: Used to activate trolley.
Location: On the open car inside the Parking Lot Garage.
Fire Hook: Used to open lid leading to Restaurant Basement.
Location: In the cabinet near the Restaurant backdoor (requires Lockpick).
Rusted Crank: Opens up shutter at STAGLA Gas Station.
Location: In the save room near the Restaurant.
Green Gem: used to unlock city hall door, turns into Emerald when checked.
Location: If you saw Carlos at the Newspaper Building first, it will be in the
dead person's body in the Restaurant basement. If you saw Carlos at the
Restaurant first, then it will be on the table in the Newspaper Building
office.
Side Pack: Allows you to hold two extra items.
Location: Carlos gives you this after the meeting in the trolley.
Wrench: Opens up shutter at STAGLA Gas Station after Rusted Crank breaks,
allows you to obtain Fire House.
Location: On the bench at the front of the trolley.
Machine Oil: Combine with Oil Additive to form Mixed Oil.
Location: Found in STAGLA Gas Station after solving the letter puzzle.
Bronze Book: Use to get Bronze Compass without activating trap.
Location: On the mayor's statue's hands at city hall.
Bronze Compass: Use on the mayor's statue's hand to obtain battery.
Location: On a plate near the front door of the Restaurant.
Battery: Use to activate elevator leading to Subway Station.
Location: Found on the mayor's statue after using the Bronze Compass.
Fuse: Use to activate trolley.
Location: Found in the low-volt room in the Subway Station.
Fire Hose: Used to put out fire blocking Sales Office
Location: Found in the alley near the crashed bus, requires Wrench.
Square Crank: Used to get 3 packs of Grenade Rounds from the shutter behind the
Bar Jack.
Location: Found in a corner outside the Sales Office Entrance.
Oil Additive: Combine with Machine Oil to create the Mixed Oil, used on the
trolley.
Location: Found in the Sales Office storage room.
Clock Tower Key (1): Used to make Chronos Key, unlocks Clock Tower door,
becomes Winder Key when examined.
Location: If you jumped out of the window in the trolley, this will be behind a
crooked picture in the bedroom. If you used the emergency brake in the trolley,
this will be in the chapel near the altar.
Clock Tower Key (2): Used to drop ladder leading the Clock Tower attic, becomes
Bezel Key when examined.
Location: If you jumped out of the window in the trolley, this will be in the
chapel near the altar. If you used the emergency brake in the trolley, this
will be behind the picture in the bedroom.
Chronos Chain: Combine with Winder Key to create Chronos Key, unlocks door in
the Clock Tower library.
Location: Received after solving the music box puzzle in the Clock Tower attic.
Silver Gear: Combine with Gold Gear to create the Chronos Gear to insert into
the plate in the Clock Tower attic.
Location: Found on a shelf in the Clock Tower attic.
Crystal/Amber/Obsidian Balls: Used to solve puzzle with the past, present, and
future clocks in the Clock Tower.
Location: Found on their respective statues in the Clock Tower bell room.
Gold Gear: Combine with Silver gear to create the Chronos Key to insert into
the plate in the Clock Tower attic.
Location: Found after solving the puzzle with the past, present, and future
clocks in the Clock Tower bell room.
Tape Recorder: Used to activate elevator in the Hospital.
Location: Found on the table across from the elevator, near the dead doctor.
Sickroom Key: Used to unlock a patient room in the hospital on the 4th floor.
Location: Found on the table in an office on the 4th floor of the Hospital.
Vaccine Base: Combined with Vaccine Medium to form the Vaccine.
Location: Found after entering the 3 digit code into the safe in room 402 of
the Hospital's 4th floor.
Medium Base: Inserted into the panel to create the Vaccine Medium.
Location: Found on a shelf in B3 of the Hospital.
Vaccine Medium: Combined with the Vaccine Base to create the Vaccine.
Location: Received after solving the puzzle with the Medium Base in the
Hospital B3.
Park Key (1): Used to unlock gate leading into the Park.
Location: Found on the key rack inside the Park Office.
Park Key (2): Used to unlock door leading into the graveyard cabin.
Location: Found on a dead soldier's hand near the exit of the park.
Iron Pipe: Used to pry out the loose bricks in the Park cabin to form a secret
passage.
Park Key (3): Used to unlock the rear door of the park to get to the Dead
Factory.
Location: Found inside the Park cabin.
Facility Key: Unlocks door in Dead Factory (if you jumped off the bridge), can
be upgraded with a bar code near the water sample puzzle machine.
Location: Found on a shelf in the Dead Factory save room 1F.
Water Sample: Inserted into the Water Sample machine to solve a puzzle.
Location: Found on the wall in the lower save room in the Dead Factory.
System Disk: Used to unlock door leading into the garbage room.
Location Found on the panels near the elevator in the Dead Factory.
Card Key: Allows you to get out of garbage room, activates elevator leading to
Rocket Launcher room, opens up shutter leading to the final part of the game.
Location: Falls out of a scientist's pocket after defeating Mutant Nemesis in
the garbage room.
-----------------
Randomized Items
-----------------
Here is a list of the randomized items found throughout the game. Also, take
notes that in some parts of the game, the location of the item might not be
random, but the item itself may be one thing or another (such as the Clock
Tower attic).
Shotgun Shells
Location: Police Station
Location #1: On the desk inside the office in the Police Station where Marvin
is playing dead.
Location #2: On top of the fireplace inside the backroom of the Briefing Room.
Red Herbs (x2)
Location: Police Station
Location #1: At the end of the hallway leading to the Briefing Room.
Location #2: At the end of the hallway outside the S.T.A.R.S office.
Magnum
Location: Police Station/Subway Station
Location #1: Found inside the cabinet in the S.T.A.R.S Office.
Location #2: Found inside the cabinet in the Subway Station high-volt room.
Grenade Launcher
Location: Police Station/Subway Station
Location #1: Found inside the cabinet in the S.T.A.R.S Office.
Location #2: Found inside the cabinet in the Subway Station high-volt room.
Green Herbs (x3)
Location: Uptown/Downtown
Location #1: In the alley where you get the Fire Hose.
Location #2: Across from the Raccoon City Mayor statue.
Gunpowder A (x2)
Location: Restaurant/Newspaper Building
Location #1: On a table near the double doors of the Restaurant
Location #2: On a desk in the Newspaper Building Office.
Gunpowder A (x3)
Location: Gas Station/Sales Office
Location #1: Found on the table at the front of the Gas Station.
Location #2: Found on the shelf in the Sales Office storage room.
Gunpowder B (x3)
Location: Subway Station/Sales Office
Location #1: Found on the desk in the Subway Station near the emergency exit
door.
Location #2: Found on the shelf in the Sales Office storage room.
Red Herbs (x2)
Location: Gas Station/Subway Station
Location #1: Found next to the gas pump across from the Gas Station door.
Location #2: Found right in front of the door that goes into the Subway
Station.
Gunpowder A/B (x2 or x3)
Location: Clock Tower
Location #1: Found in the bedroom of the Clock Tower.
Location #2: Found inside the chapel of the Clock Tower.
Grenade Rounds
Location: Clock Tower
Location #1: Found on the small table in the Clock Tower library.
Location #2: Found on the mantle in the Clock Tower dining room.
Clock Tower Attic Item
Location: Clock Tower
Item #1: Gunpowder A (x2)
Item #2: Mine Thrower Rounds
Park Office Item
Location: Park
Item #1: Grenade Rounds (x2)
Item #2: Mine Thrower Rounds (x2)
Gunpowder A/B (x2 or x3)
Location: Dead Factory
Location #1: Found on the table in the upper save room of the Dead Factory.
Location #2: Found on the shelf in the room where you solve the Water Sample
Puzzle.
==========
10. Files
==========
-------------------
Game Instruction A
-------------------
We hope you improve your chances to survive!
[Shooting Objects]
You may get different reactions from shooting objects, such as oil drums and
bombs. *Press the R2 button to aim directly at these objects.
[Quick Turn]
You can perform quick 180-degree turns. *Press the run button while retreating.
[Emergency Escape]
When you're trapped by enemies, you can push them away to escape. *Press the
Directional buttons, Action button, R1, R2 and L1 buttons rapidly.
[Emergency Dodging]
Just before an enemy attacks, you can perform a dodge move to evade it! *Press
the R1 or R2 buttons. *Press the Action Button while aiming.
[Getting on/off an object]
You can get on or off certain objects that appear in the game. *Press the
Action button while you are moving forward to the edge to get on or off.
[Map]
Press the L2 button to view the map. *You can zoom in or out of the map by
pressing the Action button. *While the map is zoomed in, use the Directional
buttons to move the screen. *Press the Select button to switch between maps.
[Live Selection]
At certain points in the game, the screen fades into black and white. At these
points, you will be prompted to choose between two different options. *Use the
Directional buttons to move between the options and use the Action button to
make your decision.
[Event Cancel]
It is possible to skip certain scenes. *Press the Select button to skip these
scenes.
LOCATION: This is in your item inventory at the beginning of the game. Check
the file to put it into your files log, and after you beat the game, the book
will be in your files.
-------------------
Game Instruction B
-------------------
[Ammunition creation System]
To create various ammunition, you need to use the "Reloading Tool" and "Gun
Powder".
[Reloading Tool]
This is a necessary item of you want to create different types of ammunition.
By combining the Gun Powder and Reloading Tool, various types of ammunition
will be created.
[Gun Powder]
Mix materials to create various types of ammunition. There are three types of
basic Gun Powders: A, B and C. Please note that Gun Powder C is created by
mixing A and B types.
[How to mix Gun Powders]
You can create various kinds of bullets by mixing the different Gun Powders.
There are 13 different kinds of Gun Powder in all.
[Example of Gun Powder]
A: Hand Gun Bullets
B: Shotgun shells
C: Grenade Rounds
A+C: Grenade Flame Rounds
B+C: Grenade Acid Rounds
C+C: Grenade Freeze Rounds
C+C+C: Magnum Rounds
[Mixing Gun Powder with Grenade Rounds]
If you combine a certain type of Gun Powder with Grenade rounds, special types
of grenade Rounds will be created.
[Mixing Level Improvement]
If you repeatedly create the same kind of ammunition, your skill will be
improved, and you will be able to create more powerful ammunition.
LOCATION: This is in your item inventory at the beginning of the game. Check
the file to put it into your files log, and after you beat the game, the book
will be in your files.
---------------------
Clock Tower Postcard
---------------------
This is a picture showing the front shot of the Clock Tower.
The following explanation is printed on the backside, "A landmark spot: Saint
Michael Clock Tower."
LOCATION: Found on the counter in the Bar Jack.
--------
Photo A
--------
This photo shows a bunch of policemen charging out from the back of a police
truck.
The policemen are pressing forward. It's dated "September 27"
LOCATION: Found on the dead policemen near the door where you need to use the
Lighter.
----------------
Marvin's Report
----------------
"Report" September 24th
There are reports of a theft in the municipal building before dawn. A jewel-
decorated clock at the main gate was damaged. Two of the twelve gems that are
installed on the face of the clock are missing. Due to the lack of available
officers at this time, I have no choice but to suspend the research of this
case.
Signed Marvin Branagh.
"Report" September 26th
Based upon an autopsy report of a 42-year-old restaurant owner, I have
discovered that he has one of the missing gems. He apparently took shelter in
the police department at about 10am, when he was shot to death within 10
minutes of having developed the symptoms. Since the city is currently under
martial law, we are forced to suspend this case. At this time, we'll keep the
gem as evidence.
Signed Marvin Branagh
LOCATION: Marvin, who is playing dead, is holding this in his hand inside the
office in the Police Station.
-------------
David's Memo
-------------
My sanity is at its end....I still can't believe this is happening. We
lost another man yesterday. Meyer; one of our better marksmen. He saw me
panic once we were overrun by the zombies, but he came back to save
me. But when the time came to return the debt, I ran. I can still hear
him calling out my name. I can still hear the screams coming from
behind. The sound of his flesh being stripped from its bones. I was
afraid....terrified....
It's the 27th. The fight to stay alive continues. I took out several zombies,
who managed to break through the barricades. Now I'm cutting through the chill
with whisky, unloading my Mossberg on anything undead. That shotgun's become a
close friend of mine. I've blasted many a zombie into fertilizer with it. We've
lost 13 men as of yesterday. In 3 hours, we'll bicker over trivial things in
the meeting room. It's a total waste of time. When I finish this bottle, my
old friend Mossberg will be turning one lost body into fertilizer. Peace
at last. I can hardly wait.
LOCATION: Found behind the typewriter in the Police Station Darkroom.
---------------
Fax from Kendo
---------------
There is a picture of Jill's Handgun in the background when reading this file.
To the boys of S.T.A.R.S., I have some good news for you from my brother Joe.
He has finished the new handgun for official use. It is the Ma2F S.T.A.R.S.
Special, but he calls it the "Samurai Edge". Joe said, if you miss the targets
with this, you should carry a teething ring instead of a gun in you holster.
The goods will be delivered along with their proper documentation. I'm sure
you'll be surprised when you see what kind of excellent parts are used for the
Ma2F. I know that you'll want to thank the good people who developed it.
Sincerely,
Robert Kendo
Kendo Gun Shop
Location: Found sitting in the fax machine inside the S.T.A.R.S Office.
------------------
Mercenary's Diary
------------------
September 1st.
Following six months of intensive training, my body's edge has returned. I was
a good soldier, but they ordered my execution with no reason given. I was
tortured and forced to give a false confession. But on the morning of my
execution, a miracle happened. The company had helped me out, giving me a
second lease of life.
September 15th.
I ended my vacation short and returned to the HQ office. It looks like UBCS
unit's been called into action. Umbrella maintains its own paramilitary unit to
counter corporate terrorism and V.I.P. abduction. In addition, they have night
men who specialize in handling problems caused by illegal products. I'm
currently a memberof the latter. September 28th. Dawn's here, but we're still
slogging through this nightmare. There are no provisions of any kind here. The
undead walk the streets feeding upon the flesh of the living. Given the choice
again, I would rather have been executed. Death row was a heavenly asylum
compared to this place. I've chosen to pull the trigger myself, in the hope
that my dead body won't come back to life.
LOCATION: After unlocking the first door with the Lockpick, you'll come across
a dead soldier. Examine him for Handgun Bullets and this.
-----------
City Guide
-----------
Description:
The tracks of our City Dear Citizens, Thanks to kind and generous people of
Umbrella Inc., this is a peaceful and friendly city. The vast donations from
Umbrella Inc. have been used for welfare work, the construction of public
utilities, and to help maintain public peace. In 1992, it was my 5th year as
Mayor of our beautiful city. It was then that through many donations and hard
work our city was able to rebuild the municipal building, create a state of the
art hospital. In honor of these fine accomplishments, I was awarded with a
grand statue that same year. The statue rests in the municipal building. I came
to this city as an engineer more than 35 years ago. I made contributions to the
electric systems, and to the installation of the cable car. I pledge to follow
the tradition of this fine city and will devote my life to its prosperity.
The Mayor of the City,
Michael Warren
LOCATION: Found on a table near the oil lamp in the restaurant.
--------
Photo B
--------
This picture shows a close up of a zombie. You'll also recognize this from the
opening FMV.
A close-up shot of a zombie. It says, "SCOOP!" on the backside.
LOCATION: On top of the payphone on the 1st floor of the Newspaper Building.
--------
Photo C
--------
This picture shows a bunch of dead policemen in front of their police cars.
You'll recognize this from the ending of the opening FMV.
The police have been destroyed.
LOCATION: On a desk inside the office in the Newspaper Building 3F.
----------------
Reporter's Memo
----------------
At last I have found the evidence I need to prove that "cannibal disease" is
indeed happening in this city. One man actually ate people to death. He was
like a savage animal tearing away a new flesh. It was completely disgusting. I
have heard rumors that many people are suffering from this disease now.
However, the causes of the disease are not yet known. Is this another mystery
of the present disease? I will have to check on it.... They have placed Racoon
city under martial law because of the cannibal disease. I have lost contact
with the media outside of the city, but I won't give up. As a journalist, I
won't keep my eyes shut and walk away.
I have a duty to the people and my profession. I don't think the disease had
spread nationwide yet. I believe that this city holds the key to its creation
and cure. In fact, I'm sure of it. The military has set up blockades around the
city to keep people from escaping and spreading the disease. Most of the
citizens have either died or have come in contact with the disease. I know that
it is the right decision to quarantine the city, but I can't help but pity
myself. If I am infected or eaten, it doesn't matter. My fate is already
sealed. All I have left is my journalism. I won't give up until I solve the
mystery of this deadly disease. I have just discovered that the disease is not
spread through air, but by some other means.
LOCATION: In the corner of the office in the Newspaper Building 3F.
----------------
Mechanic's Memo
----------------
I know that you're intimidated by your new job Kevin, so let me tell you how to
make sure that you and your training get along just fine. You see, these
carriages were made in Europe in 1968, and then imported from Europe. Sometimes
they get rickety, but they still work because they are simple, stubborn and
strong. We can always depend on them. If they have a bad day and are
malfunctioning, you'll need to take a good look at their circuits for any
trouble. Once you discover what's wrong, you'll be able to fix it easily. I'm
sure that you'll be able to avoid these nasty little malfunctions if you check
the parts every day. These old trains will surely have problems if you don't
remember to check them out. Just remember that if you need to replace anything,
you have to choose a suitable part. When I say suitable, I mean that even you
can't find another original part, you'd better find something that works good
enough. Even with regard to oil, you must always prepare good quality
oil for these trains. Never forget Kevin that a man may betray others,
but a machine won't.
LOCATION: Found when examining the open panel in the trolley.
-----------------
Manager's Report
-----------------
Before you begin your new position, please allow mw to give you some advice.
Some of the medicine in the storage room is unstable and their quality will
deteriorate under changing temperatures or humidity. Therefore, you must
remember to keep the temperature the same in the storage room at all times. You
should personally check it every day.
Although the computer checks it around the clock, a machine is not perfect. Try
and remember that a machine is no more than a tool to be used by people. You
must check all personnel coming and going to the storage room. Many dangerous
drugs are stored there, if any of them are missing you have a serious problem
on your hands. The door to the storage room is always locked, but when you let
personnel into it, you will need to have them hand in their documents. And
above all else, remember that if you find anything suspicious, contact your
boss immediately. If you forget the password to lock the door, try and remember
that it is a word that everyone is familiar with. Don't forget that once a new
product is shipped, the password will be updated again. You can always enter
the password from the terminal of the PC for administration.
LOCATION: Found underneath the remote in the Sales Office.
-------------
Business Fax
-------------
"Order sheet"
The liquid medicine named VT-J98 is suitable to cultivate the NE-T type virus.
Therefore, we will need to order additional quantities of it.
U.E. Sixth Laboratory.
LOCATION: Found on the shelf near Murphy's dead body in the Sales Office.
-------------
Dario's Memo
-------------
I can't help but wonder if anyone will read these words, but writing them will
help me maintain my sanity if nothing else. After I've become a meal for those
undead monsters, will the G.I.'s responsible for sealing off the town laugh
upon discovering my corpse? So is this how it's supposed to end? I don't want
to die, I'm just not ready..... My wife, daughter, mother.... My entire family
has been killed. But none of that matters anymore. Right now, my life is the
only important thing.
That's all that matters. I never would have pictured my end to be like this. I
had so much left to do. Rather than becoming a salesman, I should have tried my
hand at being a novelist. It's what I've always wanted, but my mother would
only tell me you have a long way to go. Why did I ever listen to her? But this
looks like the end for the great Dario Rosso, novelist extraordinaire. Cut down
before his prime.
LOCATION: Return to the warehouse after visiting the Sales Office. You'll find
Dario eaten by the zombies, so go into the truck where he was hiding in and
take his memo.
-----------------------
Operation Instructions
-----------------------
Order for UBCS Echo Team:
Wipe out the downtown area of the infestation and then evacuate the remaining
citizens to the clock tower. Among the citizens, remember to give priority to
the employees of Umbrella's affiliates. Remember to stay alert because the
infected have a high endurance rate and will strike without hesitation.
Evacuation Procedure:
1. Once the mission is complete, or when it becomes too impossible to
accomplish, evacuate immediately.
2. We'll deploy a helicopter that is waiting in the suburbs, to the yard
in front of the clock tower.
3. When you are ready for evacuation, ring the bell of the clock tower
to signal the helicopter.
LOCATION: After getting the Shotgun Shells (easy mode) or the Mine Thrower
(hard mode) from the dead soldier in the Clock Tower Main Hall, you'll get this </pre><pre id="faqspan-6">
file from the soldier.
---------------------
Art Picture Postcard
---------------------
This is a picture of the past/present/future clocks in the Clock Tower.
A picture postcard of antique clocks. The following verse is printed. "Give
your soul to the goddess. Put your hands together to pray before her."
LOCATION: Found on the desk in the Clock Tower library.
-----------------------
Mercenary's Pocketbook
-----------------------
September 26th
It's only been three hours since the mission started, but the team is down to
me and Campbell. The number of zombies is far greater than we expected. There
is no hope left for this city. We have already injected the antibody for the
virus, but I'm not sure that it will work. I don't know if I will survive.....
September 27th
We managed to reach the clock tower. Out of desperation we robbed some wounded
members of their weapons and used the surviving citizens as decoys. We were
taught to do this in order to survive in the battlefield, but I never enjoyed
it. However, a girl showed up at the clock tower before me. She is one of the
survivors. She looks just like my sister before she starved to death....
September 28th
I wanted to evacuate as soon as possible, but the girl didn't. Her father
insisted that he wouldn't leave this city where his beloved wife rest in peace.
I really wanted to save the girl, but Campbell said, "All I care about is our
lives." That's how I felt before, but now...... The clock tower has become a
dangerous place and I don't want to make any more mistakes.
LOCATION: Found when examining the dead soldier in the room with the past,
present, and future clocks in the Clock Tower.
-----------------
Director's Diary
-----------------
These patients suffer from gangrene and congestion of their blood at first.
Then their mind slowly deteriorates. In the end, there is nothing left of their
mind. when that happens even mercy billing seems pointless. After all, they are
already dead... This disease is unlike anything I have ever witnessed. Once the
patient's mind is gone, they become flesh hunger monsters and act like wild
animals who are on some type of bloodlust.
September 18th
Another patient has been admitted to the hospital. He is showing symptoms of
the first stages of the disease at this point, but... I haven't been able to
sleep at all these past few days. I refuse to let these patients become
"zombies". I am not just an ordinary citizen. I am a doctor. Even if I die, my
clinical charts will contribute to finding a cure.
September 26th
We lost most of the doctors and staff during the battle against the "zombie"
patients. It's impossible to maintain the hospital under these conditions. And,
I know that it's too late for me. I am beginning to feel that same itch and
hungry desire that all of my patients felt. It's too late for me....
LOCATION: Examine the dead doctor in the elevator room in the Hospital to get
this.
--------
Photo D
--------
This picture is a bunch of zombies walking.
The zombies are walking. It says "The effect of the T-virus" on the backside.
LOCATION: Found on the desk in the Hospital 4F where you get the Sickroom Key.
---------------------------
Medical Instruction Manual
---------------------------
Umbrella Medical Service
North America Division
Douglas Rover
In order to activate the synthesizer to cultivate the vaccine, please follow
the procedure as detailed below:
1. Supply enough energy to the system.
2. Set the medium base to the devise. When the device is ready, you can start
mixing the vaccine medium. To mix the vaccine, you will need to control the
five levers. This will cause the two gauges to increase or decrease. I you
adjust the two gauges so that they stop at the center, the vaccine medium will
then be produced automatically.
LOCATION: Found on a shelf near the Vaccine Medium in Hospital B3.
--------
Photo E
--------
This picture is a photo of more zombies.
The zombies are attacking.
LOCATION: Found in the Park Office on the desk next to the typewriter.
---------------------------------
Written Order to the Supervisors
---------------------------------
Mission requirements: Bravo 16
1. Obtain and secure sample of all the information pertaining to this case.
Observe and record combat data on the UBCS.
2. Destroy all the evidence including the medical facility that has the medical
treatment data.
3. Check the guinea pig's ability to accomplish the mission. Once your mission
is complete, evacuate the area. Remember that you must not help anyone who is
not a supervisor, nor bring anything back that might be traced to where it
belongs.
LOCATION: You get this after picking up the Park Key from the dead soldier in
the Park.
--------------------
Supervisor's Report
--------------------
The endurance ability of the contaminated guinea pigs is truly incredible. Even
when shot in a vital area, they can sometimes survive for several days without
taking care of the wound. However, after prolonged exposure to the virus, the
guinea pig's intelligence level decreases to that of an insect. Even though
reviving the dead seems too disgusting, the virus may still be of use. If we
inject the virus into our POWs and release them, they would return to their
units and then turns into zombies. This plan may work well for us in the
future.
In certain areas, the virus seems to have caused the mutation of animals
and plants. It may be difficult, but it'll make a good sample for the
bio weapon development. I've heard that there is a giant alligator, but
I have only encountered a giant creature moving underground. I don't
even want to imagine what creature spawned that monster. I encountered
"Nemesis". If I didn't know about it, I'd have been contaminated and
would have become one of them by now. If it is still walking around in
the city, its mission is not yet over. S.T.A.R.S. members must be very
tough since they have survived until this point. However, they cannot
hold our forever.....
LOCATION: Found on the table in the secret room inside the Park Cabin.
------------------
Fax from the H.Q.
------------------
Attention. The Raccoon City Project has been abandoned. Our political
maneuvering in the senate to delay their plans is now futile. All supervisors
should evacuate immediately. The US Army is going to execute their plan
tomorrow morning. The city will be obliterated at daybreak for sure.
LOCATION: Found on the chalkboard in the secret room inside the Park cabin.
----------------
Manager's Diary
----------------
April 25th
Today is my birthday. I was transferred to this facility today. I am very happy
because the work environment is very different from life in the university.
May 14th
The disposal system has been completed. Using a special kind of gas, it can
decompress the cells of the guinea pigs. We have to try this out before
beginning practical usage of the system, since it is not 100% stable yet.
May 20th
While I was checking the treatment room, the door shut, and I was locked
inside. I couldn't get out for one hour. I guess even if you have the key card,
it's useless when you are locked inside.
June 7th
The guinea pigs we have to dispose of are increasing. The system is not working
smoothly. The laboratory staff doesn't listen to my opinions and I am getting
extremely frustrated.
July 16th
We can't dispose of all the bodies and the quality of the liquid medicine is
not good enough either.
July 29th
Though the functions of the system decreases, the number of the bodies we have
dispose doesn't. The infection level has increased and the antibodies we are
using is no match for the new mutation of the virus. Some of the workers have
been infected by the disease. I have continued to work, but I always keep a gun
with me. I must remember to save one bullet for me. I want to weep. I don't
want to die here. I swear that I'll lose my mind if I imagine how painful the
death will be.....
LOCATION: Found on the table next to the typewriter in the Dead Factory upper
save room.
----------------
Security Manual
----------------
"Security for the Plant"
Since this plant is a facility under the disguise of a deserted factory,
civilians will sometimes enter. If this should occur, do not hesitate to shoot
them. If they choose to surrender, arrest and then transfer them to the
laboratory as new guinea pigs. You will be rewarded.
"Maintenance of the device"
This entire plant is controlled by an epidemic prevention system. When
contamination is detected in the treatment room or decomposed specimen pool,
the plant will automatically be locked down for isolation. In that case, you
must follow the manual to unlock it. If the contamination is over the limit,
the whole system will automatically lockdown. The, you must remain in the plant
and wait for subsequent orders. Those who leave the facility without permission
will suffer extreme consequences.
LOCATION: Found in the corner of the lower save room in the Dead Factory. It is
next to the Water Sample panel.
-------------------
Incinerator Manual
-------------------
The incinerator plant is one of the facilities that burns the disposable items
which are sent from the laboratory. The incinerator burns the waste materials
that cannot be decomposed at the treatment room. It also supplies electricity
to the facility by a thermal power electricity generator. Part of the
electricity is stored in the big battery installed in the facility's
underground area. The electricity is used as an auxiliary power source. The
auxiliary power circuit will be activated once the three "auxiliary circuit
units" are properly placed in their sockets. In case the circuits are not
connected automatically, a person can connect them manually to activate the
system.
LOCATION: After you go down the ladder into the final part of the game, you'll
find this file on the wall next to the ladder.
-----------------
Classified Photo
-----------------
This is a photo of the rail gun that you use to kill Nemesis once and for all.
In my opinion, I feel that it's too early to use this, "Paracelsus Sword" in
actual fighting. However, in order to acquire the g-virus that Umbrella has
developed, it will be a great help to us. The power of the "Rail cannon" is
satisfactory, but please note that it I still having a few remaining problems.
Technology Division Colonel Franklin Hart.
LOCATION: You'll find this photo on the floor in the room just before the Rail
Gun.
-------------
Jill's Diary
-------------
August 7th,
Two weeks have passed since that day. My wounds have been healed, but I just
can't forget it. For most people, it's history now. But for me, whenever I
close my eyes, it all comes back clearly. Zombies eating peoples flesh and the
screams of my teammates dying. No, the wounds in my heart are not healed yet...
August 13th.
Chris has been causing a lot of trouble recently. What's with him? He
seldom talks to the other police members and is constantly irritated. The
other day, he punched Elran of the Boy's Crime department just for
accidentally splashing Chris' face with coffee. I immediately stopped
Chris, but when he saw me he just gave me a wink and walk away. I wonder
what happened to him...
August 15th,
Midnight. Chris, who has been on a leave of absence for a "vacation," called me
so I visited his apartment. As soon as I walked into his room, he showed me a
couple of pieces of paper. They were part of a virus research report entitled
as simply as "G". Then Chris told me that "The nightmare still continues." He
went on to say that "It's not over yet." Ever since that day, he has been
fighting all by himself without rest, without even telling me.
August 24th,
Chris left the town today to go to Europe. Barry told me that he would send
his family to Canade and then he would follow Chris. I decided to remain in
Raccoon City for a while because I know that the research facility in this
city will be very important to this entire case. In a month or so, I'll be
joining with then somewhere in Europe. That's when my real battle begins...
LOCATION: If you collect all 30 of the previous files in order, this will
replace Game Instructions A in your files section.
============================
11. Secrets and Unlockables
============================
Unlock Mercenaries: Just beat the game once on either easy or hard to unlock
this. Your final time and grade doesn't matter. To get to this, just load up
your saved file and select "MERCENARIES".
Unlock Boutique Key: Just beat the game once on any difficulty. The Boutique
Key will be in your item box on your next game data. The Boutique is located
right next to the front door of the Bar Jack.
Unlock costumes: The grade you get after finishing a game determines how many
costumes you unlock.
A: Unlocks all 5 costumes
B: Unlocks 4 costumes
C: Unlocks 3 costumes
D: Unlocks 2 costumes
E: Unlocks 1 costume
So if you were to get an E on your first play, and then a D on your second, you
would have a total of 3 costumes unlocked. Each time you finish a game, you'll
get a "YOU GOT THE COSTUME" message after your grading screen.
Here are the 5 available costumes:
1) Jill's S.T.A.R.S uniform from the first Resident Evil.
2) A police uniform for Jill that includes a mini-skirt.
3) Regina's Dino Crisis outfit.
4) A Biker outfit for Jill.
5) A disco outfit for Jill.
Epilogues: Each time you finish the game, you'll unlock an epilogue. There are
8 total epilogues to unlock. Each epilogue summarizes what each previous
Resident Evil character has done.
-------------------------------------------------------------------------------
EPILOGUES:
1) Jill Valentine: After escaping the city, Jill set out to join Chris
Redfield. However, all she found was an empty hideout of Chris's. On the floor
was Chris's knife. Jill left without hesitation because she firmly believes
that Chris is still alive. She will search for him until she finds him. Then
they can go and put an end to Umbrella...
2) Chris Redfield: "Please forgive me Claire." Chris Redfield has just finished
this letter with his signature phrase. As he removes his sunglasses, a lady
walks by him with light steps. "She looks about the same age as Claire," he
thinks. A short time later, Chris discovered that his sister was looking for
him, but was caught...
3) Barry Burton: Barry Burton looks at his young daughters and says, "I'm sorry
but my comrades are waiting for me." He knows that he must repay his teammates
for forgiving his betrayal. Even if that means leaving his family for now. His
wife tries to hide her fear so she smiles and says, "Don't worry. We'll be
OK..."
4) Leon Kennedy: Leon Scott Kennedy is confronted with a man who claims to be a
US government agent. Leon says, "Leave Sherry alone. She is innocent." "She
knows too much," the man replies. He looks at Leon and says, "But you have
value. This is a good deal. Make your choice." Without regret or hesitation,
Leon closes his eyes and then sharply responds...
5) Claire Redfield: "Leave us alone." Claire Redfield couldn't believe Leon's
words. Leon continued, "You're looking for your brother, right? Just go!"
Claire knew that Leon and Sherry needed immediate medical attention, but she
could not waste anymore time. "I... I'll be back. I promise!" She said as she
disappeared into the wilderness alone...
6) Sherry Birkin: "Do you have any relatives?" When the army officer asked her,
Sherry Birkin did not respond for she has no immediate relatives. Her father
and mother died because of the G-virus. And so, this little girl holds herself
with her arms and bites her lip tight. She thinks, "I'm sure she will come
back. She won't forget about me..."
7) Ada Wong: A woman looks at herself in the mirror. She used be called Ada
Wong. But this morning she will say good-bye to the name. "I'm not Ada Wong
anymore." She feels her ab and thinks, "This is Ada's scar, not mine." And as
she says good-bye to Ada Wong, she can't stop her tears. However, there isn't
much time left before her next mission...
8) Hunk: "Once again, only you survived, Mr. Death," the chopper pilot speaks
with a cold bitterness. "Always, only you survive, Mr. Death," the pilot
continues. But Hunk does not respond to the pilot. He doesn't care. "The Death
cannot die..." the survivor thinks to himself with a warm smile...
-------------------------------------------------------------------------------
Hidden message: To get this message, you must unlock all the epilogues. This
message will only show up once, and you won't be able to see it again unless
you create a new save data and unlock all 8 epilogues again. Since I bet you
won't have the patience for it, here's the message. It shows up right after
Hunk's epilogue:
"The Raccoon City menace has come to its ultimate conclusion. Nevertheless, as
long as their insidious research continues, the terror of Umbrella Inc. shall
live on forever..."
THANK YOU FOR PLAYING
The text shows up in front of a Raccoon City image, too.
Nemesis goodies: Each time you drop Nemesis on hard mode, you get an item:
1st encounter (outside Police Station): Eagle Parts A
2nd encounter (inside Police Station): Eagle Parts B
3rd encounter (Restaurant/Newspaper Building): First Aid Kit
4th encounter (outside Sales Office/Subway Station): Shotgun Parts A
5th encounter (city hall when returning to trolley): Shotgun Parts B
6th encounter (Clock Tower balcony): First Aid Kit
7th encounter (Clock Tower after Jill is cured from virus): Assault Rifle on
first play, Infinite ammo for ONE weapon on each next saved file.
S.T.A.R.S Picture: Ok, maybe this isn't completely secret anymore. In case you
didn't figure it out in Resident Evil 2, you can examine the picture next to
Wesker's desk in the S.T.A.R.S office to find a picture of the S.T.A.R.S.
Jill's Diary: To get Jill's Diary, you must collect all 30 files in order. This
is the same order as seen in my files section, but here it is again, shortened
up. Also, Jill's Diary replaces Game Instructions A in your files.
1) Game Instructions A
2) Game Instructions B
3) Clock Tower Postcard
4) Photo A
5) Marvin's Report
6) David's Memo
7) Fax from Kendo
8) Mercenary's Diary
9) City Guide
10) Photo B
11) Photo C
12) Reporter's Memo
13) Mechanic's Memo
14) Manager's Report
15) Business Fax
16) Dario's Memo
17) Operation Instructions
18) Art Picture Postcard
19) Mercenary's Pocketbook
20) Director's Diary
21) Photo D
22) Medical Instruction Manual
23) Photo E
24) Written Order to the Supervisors
25) Supervisor's Report
26) Fax from the H.Q.
27) Manager's Diary
28) Security Manual
29) Incinerator Manual
30) Classified Photo
So, when doing this, you have either two choices: take the most straightforward
path to get the files, or take whichever path you want, even if it means
backtracking to get from one room to another.
============
12. Credits
============
Sony = For creating the Playstation.
Capcom = For creating the Resident Evil series.
Me = I wrote this guide.
You = You read this guide, and liked it (hopefully).
SBAllen = The administrator of the best site in the world (GameFAQs) posted
this guide.
The Resident Evil community = The RE community has been a big help and are a
great bunch of people to talk to.