Resident Evil 3: Nemesis
BioHazard 3: Last Escape
FAQ V. 1.0
(c) 1999 by SomaAddict (Nixon Hazard) and FireFlite (Mikeee)
[email protected]
This FAQ will always be posted first on GameFaqs.com  Check back often.


Table of Contents

I.  What's New
II.  Future Version Plans
III.  Gunpowder and Herb Mixing

     1. Gunpowder Mixing
     2. Herb Mixing
     3. Jill's Heartbeat Meter

IV.  Weapon Info
V.  Monster Strategies
VI.  Walkthrough


 Part 1: 24 hours before RE2


     Stage.1 Uptown

           1.The First Alleyway
           2.The Fat Guy
           3.Heading to the Bar
           4.The Bar
           5.Before the Police Station


     Stage.2 Police Station

           1.Police Station 1st floor
           2.Police Station 2nd floor

     Stage.3 Downtown

           1.The Path to Downtown
           2.Outside the Restaurant
           3.Restaurant
           4.Newspaper Office
           5.City Hall
           6.Cable Car
           7.Gas Station
           8.Substation
           9.Sales Office
          10.Escape from Downtown

     Stage.4 Clock Tower

           1.In the Clocktower
           2.Clocktower 2nd floor
           3.Clocktower Backroom
           4.Ringing the Bell


 Part 2:  24 hours after


     Stage.5 Hospital

           1.Before the hospital
           2.Hospital,1F
           3.Hospital,4F
           4.Hospital,B3
           5.Back to the Clocktower

     Stage.6 Park

           1.Before the Park
           2.Main Park area
           3.Western Park area
           4.Graveyard&Storage Shed

     Stage.7 Disused Plant

           1.Plant, 2nd floor
           2.Plant, 1st floor
           3.On to Nemesis...

     Stage.8 Last Escape

           1.Escape
           2.Helicopters and Missiles
           3.Last Escape

VII.  Item Reference List

VIII.  Mercenaries: Operation Mad Jackal

IX.  Acknowledgements ,Submissions, and Tips

X.  Characters in RE3

XI.  Disclaimer




I.  What's New

Well, after a month's vacation, we've finally got the new version out.  We
added maps, (and spent alot of time doing it), clarified a few points, solved
a few puzzles, and basically rewrote the entire thing (have you played a game
too much when you can write an entire walkthrough from memory?).  All we
really need now is for someone with the American version of the game to write
down the text for all the notes and all the American item names (we're
planning on doing a separate Bio Hazard 3 faq for all the importers out there)
Plus the American item names would make the FAQ much clearer, as we won't be
getting our hands on an American copy for at least another month.  If you're
interested in doing us this little favor, send an email to
[email protected]   Thanks, and enjoy.

P.S.  If you want some help in the game that the FAQ doesn't cover, or just
want to talk about Resident Evil 3 or any of the other Resident Evil games,
check out Resident Evil Realm on www.gamefaqs.com's message board.

SomaAddict
FireFlite

What's new as of 11/12/99:
*Added maps
*Corrected some of the information
*Rewrote the walkthrough
*Added the Item list
*Added more character info

Criticism, hints, tips, and secrets are welcome to be sent to
[email protected].  Acknowledgements will be given to any who contribute to
the growth of this FAQ.  Suggestions for improving the layout or clarity of the
FAQ are also welcome.

II.  Future Version Plans

*Minor fixes
*Operation: Mad Jackal Walkthrough

III.  Gunpowder and Herb Mixing


1. Gunpowder mixing
-------------------
You'll find Various gunpowders scattered randomly throughout the gameworld.
The reds are Gunpowder A's and the Yellow is Gunpowder B.  Use the reload tool
(it's in your inventory when you start the game) on the gunpowders and they
will yield various types of ammo.  Combine an A and B powder to create a C
powder.  Here's a list of what the various combinations will provide when
combined with the reload tool.

Powder Mix:    Type of Ammo:           Amount:      Power: (out of 50)

Powder A   -   Handgun Bullets   -     30    -      11
Powder B   -   Shotgun Shells    -     14    -      25
Powder C   -   Grenade rounds    -     20    -      31
Powder A+C -   Fire Rounds       -     20    -      42
Powder B+C -   Acid Rounds       -     20    -      36
Powder C+C -   Cold Rounds       -     20    -      50
Powder C+C+C - Magnum Rounds     -     48    -      36

             Note that amounts are halved in Heavy mode

When mixing shotgun and handgun rounds:  The amount of shotgun and handgun
rounds created when mixing, as well as the type, depends on how many rounds
you've already made.  When making rounds for the 8th time, you'll be asked
you want to make special rounds.  Select the first option for yes and the
second for no.

            Handgun rounds                     Shotgun Rounds

      Mix powder A    #R    #S           Mix powder B    #R    #S
        1-3 times:    15    --             1-3 times:     7    --
        4-6 times:    17    --             4-6 times:     8    --
          7 times:    20    --               7 times:     9    --
       8-11 times:    20 OR 17            8-11 times:     9 OR  8
      12 and over:    23 OR 20           12 and over:    11 OR  9

                                  Key:
                          #R:  Regular Rounds
                          #S:  Special Rounds


2. Herb mixing
--------------
Herbs can be found growing in little pots all over Raccoon City.  You can
either use these as they are, or combine them to do different things.

Green Herb - Heals 25% health
Blue Herb  - Heals poison
Red Herb   - Increases the strength of the green herb
G+G Herb   - Heals 50% health
G+B Herb   - Heals 25% health and heals poison
G+R Herb   - Heals 100% health
G+G+G Herb - Heals 100% health
G+B+R Herb - Heals 100% health and heals poison


3. Jill's heartbeat meter
-------------------------
Consult your inventory screen and the information below when deciding whether or
not to use a herb:
Jill's heartbeat registers 'fine'     (green): 50-100% health
Jill's heartbeat registers 'caution' (yellow):  20-50% health
Jill's heartbeat registers 'caution' (orange):  10-20% health
Jill's heartbeat registers 'danger'     (red):   0-19% health
Jill's heartbeat registers 'poison'  (purple): 10-100% health

IV.  Weapon Info

1. Knife
     This 'weapon' will be stored in your inventory box when you start the
     game.  It's not even worth storing there
     POWER:                 6/50
     TIME TO READY:     0.4 secs
     NEXT HIT DELAY:    0.9 secs
     FOUND:             In your inventory box at the beginning of the game.

2. M92F Custom (handgun)
     The standard weapon you start the game with.  Limited power and slow.
     POWER:                10/50
     (w/ special shots):   17/50
     MAX LOADABLE AMMO:       15
     TIME TO READY:     0.4 secs
     NEXT SHOT DELAY:   0.7 secs
     RELOAD TIME:       1.1 secs
     FOUND:             In your inventory at the start of the game.

3. STI EAGLE 6.0 (upgraded handgun)
     Almost exactly the same as the regular handgun, but with much less delay
     between shots.  A nice weapon, but once you acquire it, the times it
     would have been useful are gone.  A nice benefit of this handgun is the
     'critical hit' feature, which destroys a zombie's head as by a shotgun
     or magnum. Unfortunately you can't use special ammo with this gun.
     POWER:                10/50
     MAX LOADABLE AMMO:       15
     TIME TO READY:     0.4 secs
     NEXT SHOT DELAY:   0.4 secs
     RELOAD TIME:       0.6 secs
     FOUND:             The first time you kill Nemesis he will drop Parts A.
                        The second time he will drop Parts B.  Combine them to
                        make this weapon.

4. Benelli M39 (shotgun)
     A very useful weapon against large groups of slow enemies.  Which means
     this weapon is at its best when attacking zombies.  Also a good
     all-around weapon, if you have the ammo for it.  Note that both this
     weapon and the western custom shotgun can shoot through your target and
     hit things behind it.
     POWER:                21/50
     MAX LOADABLE AMMO:        7
     TIME TO READY:     0.5 secs
     NEXT SHOT DELAY:   1.2 secs
     RELOAD TIME:       1.6 secs
     FOUND:             Stage 1, section 3, map 1.2 (5)

5. Western Custom M37 (upgraded shotgun)
     A much better weapon than the regular shotgun, the Western Custom reloads
     much faster.  With alot of ammo and the right moves, this baby can even
     be deadly against bosses.  Note that both this weapon and the regular
     shotgun can shoot through your target and hit things behind it.
     Unfortunately you can't use special ammo with this gun.
     POWER:                21/50
     MAX LOADABLE AMMO:        6
     TIME TO READY:     0.4 secs
     NEXT SHOT DELAY:   1.0 secs
     RELOAD TIME:       1.5 secs
     FOUND:             The fourth and fifth times you kill Nemesis he will
                        drop parts A and B respectively.

6. S&W M629C (Magnum)
     An extremely powerful weapon against bosses and some of the larger
     regular enemies.  Can take most 'obstacles' out in one shot, and will do
     significant damage to bosses.
     POWER:                36/50
     MAX LOADABLE AMMO:        6
     TIME TO READY:     0.6 secs
     NEXT SHOT DELAY:   1.0 secs
     RELOAD TIME:       1.3 secs
     FOUND:             Stage 2, section 2, map 1, (5) OR
                        Stage 3, section 8, map 1, (5)

7. M4A1 Assault Rifle
     A great weapon for large amounts of zombies or larger enemies.  I
     wouldn't recommend it against bosses or dogs though.
     POWER:                 5/50
     MAX LOADABLE AMMO:     100%
     TIME TO READY:     0.5 secs
     SHOT DELAY (AUTO): 0.1 secs
              (MANUAL): 0.4 secs
     RELOAD TIME:       1.6 secs
     MAGAZINE OUT TIME: 180 secs
     FOUND:             When you begin the game in easy mode, and when you
                        control Carlos in both modes.

8. Hk-p Grenade Launcher
     This weapon can be fitted with different types of ammo for different power.
     Good for bosses, especially in the hard mode where you have little other
     choice.  If you have alot of ammo with regular grenade rounds, this can also
     be used against regular enemies.
     POWER (REGULAR):      31/50
              (FIRE):      42/50
              (ACID):      36/50
              (COLD):      50/50
     MAX LOADABLE AMMO:      250
     TIME TO READY:     0.6 secs
     NEXT SHOT DELAY:   1.4 secs
     RELOAD TIME:            N/A
     FOUND:             Stage 2, section 2, map 1, (5)
                        Stage 3, section 8, map 1, (5)

9. Mine Thrower
     This is one of the coolest new weapons in the game.  It has two different
     types of ammo.  One shoots small grenades that stick in a target, wait
     3 seconds, then explode. The other explodes on impact and but is heat-seeking
     and it goes through enemies.  Meaning it will hit one zombie and then make a
     60% turn to hit another zombie.  FireFlite has been able to kill 5 zombies
     with one shot.  Useful against very large groups of zombies because of its
     area of effect and homing properties.  Dangerous against very close enemies for
     the same reason(it hurts you too).
     POWER:                28/50
     MAX LOADABLE AMMO:        6
     TIME TO READY:     0.5 secs
     NEXT SHOT DELAY:   0.9 secs
     RELOAD TIME:            N/A
     FOUND:             Stage 4, section 1, map 1.3, (2)

10. M66 Rocket Launcher
      Probably the most powerful weapon in the game, albeit the slowest.
      Perfect against Nemesis.
      POWER:               250/50
      MAX LOADABLE AMMO:        8
      TIME TO READY:     0.9 secs
      NEXT SHOT DELAY:   1.4 secs
      FOUND:             Stage 8, section 1

11. Gatling Gun
      Basically an uber-assault rifle.  You don't have to aim up or down
      with this weapon, because Jill fires it in a circle.
      TIME TO READY:     0.5 secs
      SPIN UP DELAY:     0.6 secs
      NEXT SHOT DELAY:   .05 secs
      FOUND:             Can be acquired from the Mercenaries game only.  ($3000)


V.  Monster strategies

All enemies:  Most enemies can grab hold of you and start gnawing.  Just hit
the L and R buttons and cancel button frantically until they let go.  Try
twirling the control pad too.

Zombie
Zombies are everywhere.  While they're fairly easy to kill, some are faster than
others and some don't die quite as easily.  If using a handgun, just shoot until
they're dead.  If using a shotgun, wait until they are close, point up and
shoot.  This will blow their heads off (instant death, though they still walk
around for awhile).  Sometimes you'll knock a zombie down and he'll still be
alive.  To make sure he's dead, look for either the distinguishing big red
blotch under him or make sure that he's twitching.  If a zombie is motionless
and clean, he's still alive.

Dogs
Dogs are fast, but easy to kill.  I suggest the handgun.  Once you knock them
down, you can't shoot them until they get back up, but they'll growl at you
before attacking again so you'll have plenty of warning.  If facing multiple
dogs, try to get them all on one side of you so you can shoot them all without
having to worry about your back.
Dogs sometimes won't attack you if you walk around them and do not touch them.

Crows
Annoyances.  In large packs they can take down quite a bit of life.  If you
can't run by them, use a handgun with regular bullets.  Crows rarely attack
unless disturbed.  When they're on the ground, don't run by them and don't touch
them and they probably won't attack.

Giant Spider
Their regular attack does minimal damage.  These things can be taken out with a
shotgun shell or two.  The danger of this creature is when it shoots its poison
at you.  This will cause your character to limp around and slowly lose health
until (s)he uses a blue herb on him(her)self.

Baby Spider
Kill a Giant spider, and now you have to deal with its offspring.  These will
usually appear in groups of 5-7 after you kill a giant spider.  Not really
dangerous enough to justify killing, and too annoying to ignore, these things
can best be described as 'a thorn in the side.'

Drain Deimos
These are humanoid mutants who crawl on 4 legs like a spider.  Though they're
fast, they're not too hard to kill if you have a shotgun.  Two shots should take
them out, and you can dodge when they attack.

Brain Sucker
These are similar to the Drain Deimos except they rise up and grab your head.
Use a shotgun or magnum.

Hunter B
When you first see one of these baddies, he is busy decapitating a zombie.  He is
not to hard on his own, but in groups he can be a real pain in the ass.
Use a shotgun, though a regular grenade round or two could save you some time.

Hunter Y
These are big frog-looking things.  You first see them inside some test tubes in
the hospital.  Use a strategy similar to the Hunter B.  Don't let them get too
close to you, as they can eat you whole (literally, even if you have full
health).

Sliding Worm
Annoying more than deadly, though if you don't kill them quickly they can
overwhelm you in large numbers.  Just point down with a shotgun or handgun and
fire away.  If one grabs hold of you, just move the control pad in circles until
Jill throws it off.  Run in zigzags and they'll have trouble latching on.

Grave Digger (White and Red)
A large worm that you encounter twice in the game.  If you stay in the middle of
the room while it's attacking it usually can't reach you.  Refer to the
walkthrough for individual strategies. The first time you fight him (White),
run and hit both of the switches, then run towards the ladder (if you're fast
you can make it without having to kill him).  If you don't make it in time, go
to the prerender scene right before you can see the ladder.  Move to the edge of
this scene and you'll hear the worm scream and see the floor shake.  When you
see/hear that move back a ways and start capping him with whatever you've got
(shotgun and magnum work well).  If you hit the next prerender you know you've
gone too far.  Keep doing that until he's dead.  The second time (Red).  Just
run back and forth, and shoot him when you can.

Nemesis
Run.  Though you it is possible to stop Nemesis each time he attacks you, it's a
bit of a waste of ammo if you're just trying to finish the game.  Run around and
stay away from him.  If he has a rocket launcher, make sure to change your
position in between shots.  If he knocks you down, keep hitting the L+R buttons
and cancel until you get up.  If you've already finished the game and want
revenge, here's a chart of Nemesis's weaknesses to each weapon.  Nemesis is dead
when there's a purple blood stain below him.

              Mutation Stage 1:     Mutation Stage 2:

Knife                 - 82 times            - 116 times
Handgun               - 48   "              - 70    "
Handgun w/Ex. Bullets - 30   "              - 38    "
Shotgun               - 24   "              - 28    "
Shotgun w/Ex. Bullets - 18   "              - 20    "
Grenade rounds        - 16   "              - 18    "
Acid rounds           - 14   "              - 16    "
Fire rounds           - 12   "              - 14    "
Ice rounds            - 10   "              - 12    "
Magnum                - 14   "              - 18    "
Assault Rifle         - 100  "              - 128   "
Mine thrower          - 18   "              - 24    "
Rocket Launcher       -  2   "              -  2    "

Note:  This is mostly approximation.  Your results may vary :).
If you are fighting Nemesis in Heavy mode and you kill him, he will drop various
items each time.  Here's a list:

1.  Eagle Parts A
2.  Eagle Parts B
3.  F. Aid Spray Pack
4.  M37 Parts A
5.  M37 Parts B
6.  F. Aid Spray Pack
7.  Unlimited Ammo Pack

Note that you get these items in order each time you fight and kill Nemesis.
For example if you fought and killed him at the Police Station and got Eagle
Parts A, then decided to run the next few times you encounter him, and then
killed him again at the clock tower, you'd still only get Eagle Parts B.



VI.  Walkthrough


Map Keys:
        =
===  OR  =   - door
        =

        *
***  OR  *   - locked door
        *

(#)          - Item or special point.  See
              corresponding number on sidebar.
big C        - Crate (climbable)
@            - Obstruction
O            - Starting point in map

  N
 /\
W<  >E       - Compass, pay attention to it!
 \/
  S

big S        - Storage Box
big T        - Typewriter
big B        - Barrel
SMALL b      - Bomb (attached to the wall)

Monsters:

z - Zombie
d - Dog
dr- Drain Deimos
s - Giant Spider
sw- Sliding Worm



*********************
*  STAGE 1: Uptown  *
*********************



Section 1.The first Alleyway

When you start the game, there's an explosion, and Jill rolls out from
it.  You gain control of Jill at point O.  Run forward, trying to
ignore as many zombies as possible, get up on the crate, and jump
back down.  There'll be some scenes, and then you'll be in area 2.



MAP1:     N
        /\
      W<  >E
        \/                           (1) If you don't want to kill this
         S                               zombie, wait on the right side of
  |    |              | z z |            the alley and run to his left as
  |z  z|              |     |            he comes closer (through the
  |    |______________|     |_____       little indent in the cars). Don't
  | (2)|C|    z (1)      O   { zz        worry about the other ones,
  |    |@@@@@@@@@@@@@@@      { zz        they're too slow to bother with.
<-<*    |--------------------------
  | z z|                             (2) As soon as you're down from the
  |    |                                 crate, zombies will attack you
  |    |                                 from both sides. Jill will break
                                         through the door, and run through
                                         another into a storage room.



Section 2.The fat guy

As soon as Jill is through the door, there will be a brief conversation
with the Fat Guy, after which he will lock himself in the truck (1).
When you regain control, go to the second floor and grab the key on the wall
(4).  Use the key on the (7) door (select the first option to throw the key
away), run through the alleyway, and out the door.


MAP2:

2F:                          1F:
                             _______________________________________________
_____________(4)_____       |  __________            |          |          ||
|  ___(6)|        =   |      | |(3)       |           |  Truck   |          ||
|_|               =   |      | |          |           |   (1)    |          ||
|S|               ||  |      | |          |           |__________|   O      ||
|_|               ||  |      | |          |                      |          ||
|                 ||  |      | |          |                      |          ||
|                 ||  |      | |          |                      |          ||
|                 ||  |      | |          |                      |          ||
|(5)______________||  |      | |          |______________________|          ||
|__________________|  |      | |                                            ||
|                     |      | |                                            ||
|    _________________|      | |(2)                                         ||
|   |                        |  \                                           ||
|   |                        |   \                                          ||
TO 1F >>>>>>>>>>>>>><<<<<<<<<<<TO \                                         ||
                            | 2F  \                                        ||
(1) Where the Fat Guy       |   |  \__________________|     |______________||
    hides, later in the     |   |___\_________________|     |______________||
    game there will be      |                                               |
    a note here.            |                                     (7)       |
                            |_____________________________________***_______|
(2) F. Aid Spray         TO =                                               |
                         MAP=                                               |
(3) Handgun Bullets       3 =_______________________________________________|

(4) Key #1   (5) 2 Gunpowder A's   (6) Type Ribbon and   (7) Use key #1 (4)
                                       Typewriter            to open this
                                                             door

Section 3.Heading to the Bar
NECESSARY ITEMS TO GET:  Lighter Oil (4)

You start at point O.  Head to door (2) any way you choose.  If the door
doesn't open, open it yourself.  Make sure to get the lighter fluid (4).
Leave the basement and head straight into the alley and through the door
to get to MAP4.

MAP 1.                                                          N
                                                              /\
   Map 1.2                                         Map 3.1  W<  >E
                                                              \/
                                                               S

   ___________________                                    \__________________
                   b  \>>>>                        TO  <<<
     (1)          ____ \>>>TO--->              <---3.2<<<
   __  z  _______|____|_\>>3.1                         \__________          _
     |   |                                                        |        |
     |   |                                                        |        |
     |z  |                             _______                    |   z    |
     |   |                            (5)----||                   |__      |
     |   |                            |      ||                   |  |     |
     |   |                            |      ||                   |  |  z  |
     |   |                    ________|_   (4)|                   |__|     |
     |   |                   | |  (3)        ||                   | z      |
  ___|   |                   |_|__    _______||                   |        |
 ->      |________________________====_______                     |        |
 ->__    =                        (2)        >>> TO->             |        =
     |   =______________________     ________>>> 3.1             _|      O =
     |   |                      |   |                           |          |
                                |   |                           |_         |
                                |   |                       ______|        |
   N    E                       |   |              <-TO <<</      =        |
     /\             ____________|   |                3.2<</_______=        |
    <  >       TO  =                |                             |        |
     \/       MAP4 =________________|                             |        |
   W    S

(1) This car door will probably rattle   (2) Some times this door will break
    as you walk by, don't pay any            open automatically. If it doesn't,
    attention to it                          check it and it will. (Brad runs
                                             out of it too)

(3) There are 4 zombies here             (4) Lighter Oil

(5) Check this dead body for a shotgun


Section 4.The Bar
NECESSARY ITEMS TO GET: Lighter (10)

In this area, you need to get into the bar.  Head past (3) (where the zombies
are eating a guy) and into the door then take the stairs on the right.  Brad
runs off and leaves you with 2 zombies to kill.  Take care of them and then
enter the back door of the bar.  At (7), you don't need to help Brad, he's
a big boy.  After he's done talking to you, take the lighter (10) and exit
through door (11) to get to Section 5.


Map 1.

   Map 1.1

                  TO
                  4.2                         |       |____
   N/\E          |   |                        |         O =
   <  >          |   |                        |        ___=
   W\/S          |   |________________________|       |
                 |   =                        |       |
                 |___=                        |       | (7) A zombie attacks
                     |  (8)                   |       |     Brad here, you
                     |  ||      (7)           |       |     don't need to
                     |  ||                 (10)       |     waste ammo help-
         Boutique    |  ||_____________****___|  z    |     ing. Afterwards,
            \/       |   --------(9)|         |       |     he will talk to
 __________=?=_______|____________|-|         |       |     you and leave
 \                                               z    |
<TO\                                                   | (8) Clocktower
<4.2\_____      ______      ________ z    _____        |     postcard
         \----/      \----/        \----/     |       |
                                                        (9) Handgun Bullets

                                                       (10) Lighter

   Map 1.2

(1) Uptown Map          (4) You'll briefly see
                           brad shoot some zom-
(2) 2 Green Herbs           bies here then run    (11)
                           away.  There are 2   |=====|
(3) The body these zom-     left                 |     |
   bies are eating can                          |     |      N
   return to life      (5) This gate can be     |     |      /\
   after awhile.           opened with the reg- |     |    W<  >E
                           ular crank (item#17) |     |      \/
               |     |                          |     |      S
               |     |__________________________|     |
               |        =                              \_
               |        =                                \_
___________    |     |-----------|------|    |----\_       \_
|    _TO 1F>>   |     |           |      |    |      \_       \_
|           |   | (3) |           |           |        \_       \_
|_________(2)   |     |           |    (4)    |          \_       \_
               |     |           |           |            \_       \
        _____(1)     |           |    ___(5)_|              \_ (6)
 <<TO 2F____|C |     |           |   |
            |__|     \_           TO
               \_      \          4.1        (6) You can unlock this door if
                 \_   /TO                        you want to (leads to area3)
                   \ /4.1


Section 5.Before the Police Station
NEEDED ITEMS UPON ENTERING: Combined Lighter (item#04)

At (1) the zombies will break through the barrier, shoot the red barrel to
take them out.  Use your combined lighter (item#04) on the roped-off door (4)
to pass.  In the next area you'll be attacked by 2 dogs.  Try to keep them
on one side of you and shoot them with the handgun.  You can store your
combined lighter in the save room, as you won't need it again until much
later.  Head to door (9) to enter the Police Station. (STAGE 2)


Map 1.
                               (9)
(1) Move forward a little    ___===___________________
   here, and the zombies   |                         \
   will break through the  |                          \
   grate. Run back next to |                           \
   the crate and shoot the |____________________        \
   barrel to take out most                      |        \
   of them.                                     |         \
                                ___________     |          \
(2) Picture A                   |T     |_S_||    |           \
                               ||          |    |            \
(3) 2 red herbs                 ||(5)       |    |             \
                               |__|__   ___|    |              \
    _________________________________===____ ___|               \
   =       d (7)@@           d              =                    |
   =____________@@      (6)_________________=___                 |
              /      __/                        |                |
            _/      /                           |                |
           /       /             N               \               |
          /       /             /\                \              |
         /      _/            W<  >E               \             |
         |     |                \/                  \            |____
         |     |                 S                   \              *(8)*
__________|*(4)*|____________________________          \_______________*
(2) z  z }          B
(3) z  z }           (1)  ____       O          (4) Use the combined lighter
____z____}_______________|__C_|______===_____       (item#04) on the rope to
                                                   open this door.
(5) 1 gunpowder A and 1 B
                                               (8) Use your lockpick
(6) Use the hose (item#08) here                     (item#07) to open this
   to put out the fire (7)                         door



***************************
* STAGE 2: Police Station *
***************************


Section 1.Police Station 1st Floor
REQUIRED ITEMS TO GET IN THIS AREA: Blue Jewel (item#06)

Upon entering the Police Station, you'll see an FMV in which Brad is killed.
After this Nemesis will start coming after you.  This is your first Live
Selection of the game.

LIVE SELECTION:
The screen colors will reverse for a second, and Nemesis will start walking
towards you slowly.  Here are the choices:
A:  Stay and fight the thing that killed Brad
B:  Run away through the front door

:A  If you choose A, then make sure to check Brad's body (2) for his card
   case to save yourself some time.  If Nemesis hurts you too badly, then
   you can escape through the door into the main hall of the Police Station.

:B  Jill will run through the north door into the Main Hall of the Police
   Station.  You'll start at point O.

If you didn't get the card case from Brad, head to map 2 and get item (9).
If you did get the card case inspect it in the inventory screen to reveal
Brad's S.T.A.R.S. card.  Once you have it use it on the S.T.A.R.S. computer
(map 1.1 (5)) to get your unlock code for the evidence room (map 1.2 (4)).
This code varies between 0131, 0513, 4312, and 4011.  Either way, remember
it and go to the evidence room and use your code on the locker.  This will
get you the S.T.A.R.S. key.  Head to the 2nd floor and open door (8).

Map 1.1
                                       _____________________________
(1) Your first live selection of       |                             |
   the game.  The first option        |       _____________         |
   (a) is to fight Nemesis and      (7)      |     |-----(4)        |
   the second is to run away (b)      =      |     |(5)             |
                                      |      |     |(6)___          |
(2) Brad's body.  If you choose to     |      |          T |         |
   fight Nemesis then check him       |      |            |         |
   for a card case. Inspect it in     |      |____________|         |
   your inventory for his            _|      ||          ||         |
   S.T.A.R.S. card                  |        ||          ||         |
                                    |_                              |
(3) 3 Green Herbs                      |                             |
                                      |____________    _____________|_
(4) Handgun Rounds                     |                               |
                                      |____________ O  _____(3)_______|
(5) S.T.A.R.S. Computer.  Use your              ____====____
   S.T.A.R.S. card here once you              |            |
   get it                                 ____|            |________
                                         | |                     |  |
(6) Police Station map           N        | |                     |  |
                               /\        | |        (1)   (2)    |  |
                             W<  >E      | |                     |  |
                               \/        | |                     |  |
                                S        |_|_______=====_________|__|


Map 1.2
_________________________      _______________
|  z   z   z              |    |  z    >>TO 2F>>  (1) Marvin's Report
| z  ______      ______   |    |    ___z___===_|
| z |______|====|_(11)_|  |____|z  |(5) ___    |  (2) Shotgun Shells
|   |                  |       =   |   |   |   |
|   |                  |_______=   |   |  (6)  |  (3) Blue Jewel
|   |__             ___|(4)_   |z  |   (7)_|   |
|  (10)|_(9)       | _______|  |   |  _________|  (4) S.T.A.R.S. Room Key.
|      |___|____   |(3)        =   |           |      Combination from
|      | |         |_===_______=___|___________|      S.T.A.R.S. computer
|______| |__(8)____|    _______________    O =        (Map 1.5) required to
      |___________|   |               |     =_       get it
                  |   |_______________|       |
        N         |        z     z            |  (5) Gunpowder A
       /\         |______      _______________|
     W<  >E       |  (2)_|    |                  (6) David's memo
       \/         |  |   (1)  |
        S         |__|________|                  (7) Ink Ribbon

(8)  There may be shotgun rounds    (9)  Jill's S.T.A.R.S. card
    above this fireplace.

(10) 2 Red Herbs                    (11) Ink Ribbon

Section 2.Police Station 2nd Floor
NEEDED ITEMS UPON ENTERING: S.T.A.R.S. Key
NECESSARY ITEMS TO GET IN THIS AREA: Lockpick (item#07)

Head to door (8) and use your S.T.A.R.S. key to open it.  Make sure to get
the lockpick (1).  Upon exiting, you'll hear a transmission from Carlos.
After listening, exit the room and head back to the first floor.  At the
bottom of the stairs, you'll be attacked by Nemesis.  I don't suggest you try
to kill him, he has a Rocket Launcher.  Run through the police station as
quickly as you can and exit through the front door to be free of this area.

Map 1.

    N                              _____
   /\                             |   TO|
 W<  >E   ________________________|---1F|
   \/    |              z          z    |
    S    |            z                 |
   ______|             _________________|
  |      =          z |
  |      =____________|          (1) Lockpick
  |      |__|(3)     \|
  |      |_     __    |          (2) H.G. Bullets
  |      |(4)  |__|   |
  |      |_|     (2)__|          (3) Picture of S.T.A.R.S. Members
  |   (8)*        |___|              (Cannot be filed)
  |      *            |
  |      |        (1)_|          (4) Fax from the Kendo Gun Shop
  |      |_       |__ |
  |      |(5)______(6)|          (5) Magnum or Grenade Launcher
  |      |_|__________|
  |              (7)  |          (6) First Aid Spray
  |                   |
  |___________________|          (7) 2 Red Herbs

                                 (8) Use the S.T.A.R.S. Room key (item#09)
                                     to open this door

NEEDED ITEMS UPON LEAVING THE POLICE STATION: Lockpick (item#07)

*********************
* STAGE 3: Downtown *
*********************


PRELUDE: Once out of the Police Station, head straight down the street and
        take the first left (the locked door, section 5, map 1, (8)).
        You'll then be in map 1.

Section 1.The path to downtown

You can pretty much go straight through this area.  As usual, try to get the
dogs on one side of you so you can kill them more easily.  Exit through door
number (6).

Map 1
                                  _________________
(1)  You will see a Drain         |(5)              |
    Deimos crawl up the          |_______d         |
    wall here, do not worry      |       | d       =(6)
    about him.                   |       |      ___=
                                 |       |     |
(2)  This body has Handgun        |       |     |
    Bullets and the              |_______|     |
    Mercenaries Diary.           \            /
                                  \    d     /
(3)  The Hose, use your             \ __==__ /
    Wrench to pry it loose          |      |
    (item#15)                       |      |
                                    |(4)   |
(4)  3 green and 2 blue              |      |
    herbs                           |      |
                                    |      |
(5)  There are Gunpowder             |      |
    B`s on this body                |      |
                                    |      |
        N              _____________|      |
       /\             |(2)          =      |
     W<  >E           |      _______=      |
       \/             |     |       |      |
        S             |     |       |      |
                      |     |       |      |
       _______________|     |       |   ___|
      =O             (1)  B |       |      |
      =_____________________|       |(3)___|




Section 2.Outside the Restaurant
NEEDED ITEMS TO GET IN THIS AREA: Battery cables (1)
                                 Rusted crank (10)

Don't forget the battery cables (1).  When heading through this area, you'll
be attacked by your first Drain Deimos (3).  Exit through door (6) in the
first area.  In the next section, choose whether you want to go to the
Newspaper office (section 4) or the Restaurant (section 3) first.

Map 1.1                                   (6)
                                        _====_
                                       |      |
                          N            |      |
                         /\            |      |
                       W<  >E          |      |
          ________       \/            |      |
         |        |       S            |      |             ________
         |        |                    |      |            *(4)     |
         |        |____________________|      |            *_       |
         |        =   (2)                (3)  |              |      |
         |        =____________________       |              |      |
         |        |                    | (5)  |______________|      |
         |        |                    |               dr           |
         |        |                    |____________________________|
         |  d     |
         |        |     (1) Sometimes a zombie will jump out of this car.
         |        |         There are Grenade Rounds inside
         |        |
         |   d    |     (2) Downtown Map
    _____|        |__
   | d            |@@|  (3) When you first reach this point you will be
   |   O       (1)|@@|      attacked by a Drain Deimos.
   |___==_________|@@|      Note: You can shoot the crate that is hanging
           |@@@@@@|         above this area to kill something below it.

(4) Elevator to the Sub-Station, you    (5) This body has a Gunpowder A
   will need a battery to operate it



Map 1.2

                               ___________________
          N                   |      =            |\_
         /\                   |      =            |  \_
       W<  >E                 |      | Restaurant |    \_
         \/                   |      |            =      \_
          S                   |  z   |            |        \_
                              |  z   |____________|          \_
                ________      |  z   |            |            |
               |(11)_|S |     |      |            |            |
               | |   |__|     |      |            |            |
               |T|      |     |      |            |            |
 ______________|(10)==__|_____|      |            |            |
=       z                z           |            |            |
=_____________________________       |            |            |
                              |      |            |            |
                              |      |            |            |
                              |      |            |            |
                              |      |            |            |
                              |      |            |      ______|
                    __________|__==__|____________|     |    __|
                   |                                (7) |   |  |
                   |                                    |___(9)|
                   |_____________________====_____________(8)__|

   (7) The first time you reach this        (8) 2 green herbs
       point you will probably hear/see
       Carlos.

   (9) Place the book (item#14) in this     (10) Rusted Crank
       slot in order to recieve the
       plate (item#12)                      (11) Shotgun shells



Section 3.Restaurant

You'll either start in here at the east O or the west O, depending on where
you entered from.  Use your lockpick at (3) to get the crowbar, then use it
at (4).  If you came here first, Nemesis will attack you.

LIVE SELECTION:
Nemesis comes through the back door, and you're given a choice.
A:  Escape down the ladder
B:  Use the electric light on the gas

:A  Jill and Carlos will escape down the ladder.  There's nothing to do at the
   bottom, so you'll be forced to go back and fight him

:B  Jill will run into the main dining room of the Restaurant, and throw the
   electric light on the shelf at the leaking gas.  There's an explosion, and
   Nemesis is temporarily disabled

If you went to the Newspaper office first, go down to B1 and get the Green
Jewel (5).  Since there's nothing else to do here, either head to the
Newspaper office to get the Green Jewel or, if you got the Green Jewel here,
head to city hall (section 5).

Map 1:
____
|__(3)                                        (1) City Guide
=O   |      N        _____________________
=    |     /\       |____|_____|(2)____   |   (2) There may be Gunpowders on
|    |   E<  >W     |                  |  |       this desk
|    |     \/    TO |_____________     |  |
|    |      S    B1 |   |    |    |    |  |   (3) Use the lockpick (item#07)
|    |___________^^_|   |    |    |    |__|       here to get the crowbar
|                ** |             |  z   O=
|___________     (4)|             |     __=   (4) Use the crowbar here to open
|           |       |   |    |    |z   |  |       the hatch
|           |       |___|____|____|    |  |                   TO 1F
|           |       ||                 |  |        _____________^^_
|           |       ||                 |  |      (5)  _____________|
|           |       ||                 |  |       |z |
|           |            __(1)_________|  |       |z | (5) If you went to the
|___________|___________|___|___|_________|       |z |     Newspaper Office
                                                 |  |     first, this body
   Note:  There are only zombies here if you     |__|     will have the green
          go here before the Newspaper office             jewel



Section 4.Newspaper Office

Head straight to the Newspaper office.  Once inside, push the crate (7) to the
left so you can reach the shutter switch (8).  Press it, climb back down, and
open the shutter.  Climb to the top of the stairs and enter the door.  If you
came here before the Restaurant there'll be a Live Selection.

LIVE SELECTION:
Jill and Carlos are interrupted by the voice of Nemesis, who is walking up the
stairs.
A:  Jump through the window
B:  Hide from him

:A  Jill and Carlos jump out of the window into the alleyway and land on some
   nice soft trash.  Now head for the Restaurant (section 3)

:B  Jill and Carlos hide behind the window.  It looks like Nemesis is going to
   pass by but at the last second he breaks through the window and knocks
   himself unconscious.  If you choose this option be sure to grab the white
   thing he drops before running.  Yes, he can still get up.

If you went to the Restaurant first, grab the Green Jewel (13) and exit.  Now
head to City Hall (section 5).  If you came here first, head to the Restaurant
(section 3).

Map 1.1

                          ___________________
           N             |                   |
          /\             |                   |
        W<  >E           |  News Paper       |
          \/             |     Office        |
           S             |                   |
                         |                   |
        _________________|_____==__________=_|________
       |@@@@@@@@@|                        (3)|@@@@@@@@|
       |@@@@@@@@/                ____________|@@@@@@@@|
       |@@@@@@@/        ________/@@@@@@@@@@@@@@@@@@@@@|
       |@@@@@@/        |
       |@@@@@/         |
       |@@@@/          |       (1) Handgun Bullets
       |@@@/           |
       |@@/            |       (2) Use the Blue and Green Jewels
       |@/             |           (items 06&13) to open the gate to
       |/              |           City Hall
       |               |
       |               |       (3) The only way to open this door is to jump
      /                |           out the window when Nemesis attacks you
      |                |           upstairs. There's not really anything
      |                |           valuable in here anyways.
      |(2)             |
      *                |
      *                |___
      *                   O=
      |                 ___=
      |                |
      |(1)_____________|
      |@@@@@@@@@@@@@@@@|


Map 1.2

               1st floor        Alleyway       2nd floor
               ______              ___         ________________
     N        |      |            |   |       |  |       __    |
    /\        |  ||  |            |   |       |  |      |z (12)|
  W<  >E      |  ||  |            |   |       |  |__(10)|  (13)|
    \/        |  ||  |__          |   |       |  /   z         |
     S        |  ||     =         |   |       | / (11)         |
              |  ||_____=         |   |      _|/__________   __|
              |**|                |   |     =                z |
              |(7)__________      |   |     =__________________|
         __(8)|      |(4)_  |     |   |
        | |               | |     |   |
        | |         (7)  (5)|     |   |
        | |       O     __| |     |(9)|
        |(6)______==___|____|     |===|
                                   (3)

(4) First Aid Spray      (5) Ink Ribbon        (6) Picture B

(7) Ladder, push this as far to     (8) Shutter switch
   the left as possible, climb
   up, and turn on the switch
   on the north wall in order      (9) 2 Red herbs
   to open the shutter

(10) Picture C         (11) Reporter's Notebook    (12) Gunpowder A

(13) This is where the Green Jewel will be if you went to the Restaurant
    first.

Section 5.City Hall
NEEDED ITEMS UPON ENTERING THIS AREA:  Green Jewel (item#13)
                                      Blue Jewel (item#06)

Place the Green and Blue Jewels in the panel next to the entrance to City
Hall (section 4, map 1.1, (2)).  Once the door is open, go through and head
for the southern exit.  Go through the door and through the next one to get to
Section 6.

Map 1.1

                                             ===
(1) After going to the cable car,            |   |
   this door will be broken open            |   |               ____
   by 4 zombies                             |   |       _______|    |
                                            |   |      (3)      (2) |
(2) This statue has the bronze book          |   |      |   _________|
   (item #14) in it                         |   |_______***___________
                                           /            (1)           =
(3) 3 green herbs            N             /     ______________________=
                           /\            /     /
                         W<  >E         TO\   /
                           \/           1.2 \/
                            S          .
                                      .
                                     .
Map 1.2                              .
                                   .
                                TO
                                1.1
                              |^^^^^|        N/\E
                              |     |        <  >
                              |     |        W\/S
                              |     |
           ___________________|_===_|______
   __    _/  z              z
 _/  \__/
/          z  _____________________________
\_       z   _/
 \=       _/
   =_   _/
     \_/


Section 6.Cable Car
REQUIRED ITEMS TO GET IN THIS AREA:  Wrench (7)

Head through the alley and through the door.  Then go up to the Cable Car.
Watch all the scenes and take the wrench (7).  It might help if you unlocked
(10), as it can only be unlocked from this side.  Exit this area and head to
to the Gas Station to get to section 7.

Map 1
    ___________________________________________
   /  ___________________|_(6)____________(5)  |
  |  /                   =                  |  |
  | |              (7)___=______           (4) |
  |_|__________***_|_____|______|___====____|__|________
  |            (10)                       z      z      |
  |                                              z  (3) |
  |                __________________________________B__|
  |               |
  |               |          N
  |_______________|         /\             __________
  |@@@|  C   |@@@@|       W<  >E          |          =
  |@@@|______|@@@@|         \/            |    ______=
  |               |          S            |   |
   \              |                       |   |   (1) 2 green herbs
    \             |                       |   |
     \            |                       |   |   (2) This corpse has shotgun
      \           |_______________________|   |       shells
       \          =         (8)               |
        \  (9)    =________     ______________|   (3) This barrel is lying on
         \        |        |__(1)                     its side.  Don't des-
          \_(2)___|                                   troy it and Mikhael may
                                                      use it to kick some ass
                                                      later on

(4) Use the Car cables (item#10),     (5) Memo
   Mixed oil (item #20), and the
   fuse (item#17) here to start      (6) Mikhael
   the cable car
                                     (7) Wrench

(8) When heading to the cable car
   for the last time, the floor
   will shake here and you'll
   have to fight Gravedigger White



Section 7.Gas Station
REQUIRED ITEMS UPON ENTERING:  Wrench (item#15)
                              Rusted Crank (item#11)
REQUIRED ITEMS TO GET IN THIS AREA:  Machine oil (item#16)

Go to the little wheel right next to the shutter and use your rusted crank on
it.  It will snap.  Next, use your wrench to open the door.  Inside, solve
the Light Puzzle (solution below) to get the machine oil.  After you get it,
head towards the door and there will be an explosion.  Go outside, and as you
exit this area the whole place will blow up.  Exit and head towards the
Restaurant (continued in section 8).

Map 1

________________________  (1) Light puzzle.  There are alot of different
|(1)_(3)|                |     combinations to this one, but here are the 10
|_________               |     most frequently used:
|_________|    ||        |
|              ||        |    If this          And these
|       _______||        | letter is lit:   buttons are lit:  The solution is:
|      |       ||        |                   a   b   c   d
|      |_______||        |             A:  | * | - | * | - |  B,A
|              ||        |                 | * | * | - | * |  A,B,C
|              ||        |                 | * | - | - | * |  B,A,D
|_***__________||________|                 | - | - | * | * |  C,A
|    (2)    |________
|                    |                 B:  | * | * | * | - |  B,D,C
|____________        |                     | - | * | - | * |  A,D,B
            |       |
____________|       |                 C:  | * | - | * | * |  B,C
|                    |                     | - | * | * | - |  D,C
|        ____________|
|       |                              D:  | * | * | - | - |  D,B
|       |__________________                | - | * | * | * |  B,C,D,A
|                      O   |
|_____________________===__|           | * | = lit      | - | = unlit

(3) F. Aid Spray              (2) Use the rusted crank (item#11), then the
                                 wrench (item#15) to open the shutter


Section 8.SubStation

Once out of the Gas Station area, take the first left and a door will break
open (see section 5, map 1.1).  Kill the zombies and take the book from the
statue.  Head to the area outside of the Restaurant.  See section 2, map 1.2.
Put the Book in the slot at (9) and take the bronze plate right next to it.
Return to the statue just inside City Hall and place the bronze plate in the
statue's hands.  The statue will turn around and you'll see a battery.  Take
it and head towards the substation.  Put the battery in the elevator (section
2, map 1.1, (4)) and ride it down (sorry about all the map-hopping).

You're now in the Substation area.  Go down to the unlocked door and go
through.  Enter the next door and you're inside the Substation.  Turn on
switch (3) and go to (4).  The combination for the first door (115-125V) is
down, up, down, up.  The second (15-25) is up, down, down, down.  Make sure
to get the fuse (6).  After you enter the first room, zombies will attack.

LIVE SELECTION:
Jill exits the first of the locked shutters to find zombies pounding at the
grated door.
A:  Escape through the back door
B:  Flip the electrical switch

:A  Jill breaks open the back door (7) and runs back into the street.  Once
   outside, she's attacked by several zombies, but luckily Nemesis destroys
   them with his rocket launcher and comes down and attacks you.  Escape back
   into the Sub Station

:B  Jill flips the electrical switch and zombie heads start exploding.
   Thereafter life returns to normal.

TIMEOUT:  The zombies break through, and you have to waste precious ammo
         killing them.  I really don't recommend this option.  Especially
         since Nemesis will be waiting for you outside if you do choose it.

After the selection is over, you can exit the substation if you have the fuse.
From here, head back to uptown and the Sales office.  Make sure to take your
wrench (item#15).

Map 1
                 _______________________
                =                  |    |     (1) Handgun Bullets
                =_____      (1)    |    |
                      |            |    |     (2) 3 Gunpowder B's
                      |            |    |
                      |            |    |     (3) Turn this switch on to
                      |            |    |         enable (4)
                      |            |    |
                      |   z   z    |    |     (4) Use codes from walkthrough
                      |            |    |
                      |  z   z     |    |     (5) Grenade Launcher or Magnum
                      |            |    |
                      |   z   z    |    |     (6) Fuse
                      |            |    |
                      |            \    |     (7) This door only opens if you
                      b             \   |         choose to run away from the
                      |              \  |         zombies in Live Selection
                    __|  z            \ |         #8
                   |                   \|
              _____|                    |
             |                          |
             |                          |
             |___===________________***_|
              _|________===_______|     |
             | |      |     |     |     |
             | |      *     |     |     |
             | |  (5)_|     |     |     |
             |_|___|__|     |(3)__| (7) |
             | |      |           |_***_|____
             | |      *                    (2)
             | |    __|__        ____________|
             | |  (6) | (4)     |
             |_|___|__|__|______|



Section 9.Sales Office
NEEDED ITEMS UPON ENTERING THIS AREA:  Wrench (item#15)
NEEDED ITEMS TO GET IN THIS AREA:  Oil (item#19)

On the way to the Sales Office, use your wrench on the hose at section 1,
map 1, (3).  If you've already been to the gas station you can throw this
away.  Use the hose on stage 1, section 5, map 1 (6).  This will put out the
fire and allow you to get to the sales office.  In here, you'll meet up with
Nicolai.  After he's done talking, check (5) for a report, then use the remote
control on the TV.  Remember the product name, it's your password for the
computer (6).  Use the password on the computer and hit enter to open the
locked door.  Head to the back of the room and get item (9) (oil).  When you
try and leave this room, zombies break into the office and trash stuff. Then
they'll enter the back room where you are.  If you shoot one of the little
wheels on the pipes it will release steam and kill most of the zombies for
you.  Exit the sales office and head back to the cable car.

Map 1
            _____
___________|_(9)_|
|                 |    (1) 2 blue herbs     (2) Regular Crank
|    _____________|
|   |____(7)_     |____________________________
|   |  ____  |(3)_|(2)_|=                    O =
|   | |    |      |     =_____(1)______________=
(8) |(4)  (6)     |     |
|   | |    |   ___|     |  (3) Fax & First Aid Spray
|   | |    |  |   |     |
|   * |__(5)  |___|     |  (4) Ink Ribbon
|___|             |     |
   |__________   |     |  (5) Report & Remote control
            |    |     |
            |_==_|     |  (6) Computer
            |          |
            |__________|  (7) 3 gunpowder A's

(8) Shoot these wheels to release steam (useful when zombies break in the
   room)

(9) Oil




Section 10.Escape from Downtown
NEEDED ITEMS UPON ENTERING THIS AREA: Machine oil (item#16)
                                     Oil (item#19)
                                     Cables (item#10)
                                     Fuse (item#17)

Combine the Machine oil and the Oil.  Now head back towards downtown. When
going through the Parking Lot, the floor will start shaking and form a hole.

LIVE SELECTION:
The floor shakes and a hole appears below Jill.  She grabs onto the ledge
and....
A:  Try and climb back up
B:  Fall down

:A  Jill climbs up just in time to miss the crates

:B  Jill falls down, and finds herself in a sewer.  There's a large husk of
   a giant worm down here.  Climb back up the ladder on the other side to
   get out

TIMEOUT:  The crates hit Jill, and she falls into the hole anyways.

Head back to the cable car.  You'll be attacked by Nemesis in the area
just below the Gas Station (section 5, map 1.1).  Then, in Lonsdale Yard
(section 6, map 1.1, (8)) you'll be attacked by Gravedigger white.

BOSS FIGHT: GraveDigger White
The floor rumbles, and Jill is tossed into a hole with GraveDigger White.
Don't hesitate, immediately run and hit switches 1 and 2 as fast as you can.
Then quickly hit (3).  If you're fast, you can make it up the ladder without
having to kill it.

    __                      (1) Switch 1
   |  |
__(1) |__________(3)_*_     (2) Switch 2
|               (4)     |
|________________    ___|    (3) Ladder control
                | (2)
                |__|

If you don't want to do it that way, go the area around (4).  This is a
the edge of a prerender scene.  Walk to the very edge of it, then once you
see shaking and hear some noises, get back as quickly as you can and then
shoot GraveDigger with everything you've got.  If you do this correctly
it will pop out for a few seconds and, unable to reach you, crawl back into
his hole.  Keep doing this until he's dead.

After GraveDigger is taken care of, you'll climb up the ladder and appear
just below the Cable Car.  Head up to it and stick your Cables (item#10),
Combined oil (item#20), and fuse into the broken panel (section 6, map 1, (4))
After this, Carlos will start the Cable Car.  You'll hear some noises in the
back of the car and then regain control of Jill.  Head back.

BOSS FIGHT:  Nemesis: Mutation Stage 1

___________________________________
|_________________________________  |  (1) Mikhael
|(1)                              | |
|                                 | |  (2) You
|  (2)            (3)             | |
|                                 | |  (3) Nemesis
|____________                     | |
|____________|____________________|_|

This fight is actually pretty easy.  Just use the techniques you use when
running from Nemesis (I assume you must be pretty good at it by now) except
shoot him whenever he stops far enough away from you.  You only need to knock
him down once.  After that, Mikhael takes over.

LIVE SELECTION:
Mikhael shoots Nemesis a bit, then blows up the back half of the Cable Car.
Carlos tries the brakes and finds them dead.
A:  Jump out the window
B:  Try the emergency brake

:A  Jill and Carlos jump out the window of the cable car, and it crashes.

:B  Jill hits the emergency brake, and the cable car crashes.

TIMEOUT:  The cable car crashes.  (yes, it's inevitable)


***********************
* STAGE 4: Clocktower *
***********************

Section 1.In the Clocktower
NEEDED ITEMS TO GET IN THIS AREA:  Clocktower key (combinable) (item#21)
                                  Clocktower key (item#22)

Where you start here depends on what your choice was in the live selection.
If you jumped out the window (path 2), you'll be at map 1.2.  If you hit the
emergency brake, you'll be at map 1.1 (path 1).

Path A:  You start next to the burning wreckage of the Cable Car.  Head up and
        inspect the hanging picture for the clocktower key(item#22).  Exit
        through the west door.  Go through the west door in the main hall and
        head south to the chapel (map 1.2).  Get the key and go back to the
        main hall.  Go up the stairs.

Map 1.1
               (5)
_______________***___
=                  |  |      (1) Inspect this Hanging picture for the
=                  |  |          Clocktower key (item#22)
|         ___     (4) |
|     ___|   |     |__|      (2) 2 A & 2 B Gunpowders (scen. B only)
|    (3)     |________|
|    |________________|      (3) Grenade Rounds in Scen. B
|    |
|    |                       (4) Goddess postcard & Ink Ribbon
|****|________________
|      |_____   ______|      (5) Use the Mixed key (item#24) on this door to
|            |_|      |          open it
|                     |
|                     |
|__      _____________|
|S_|====|_T___________|
|(2)          |                    N
||           (1)                  /\
||       _____|                 W<  >E
||      |_____|                   \/
||            |                    S
 \_          |
   \_         \_
     \_         \_
       \_         \_
         \_         \_
           \_         \_
             \_         \_
               \_    O  _/
                 \_____/

Path B
Jill finds herself in front of the Clocktower.  Exit through the west door and
head down to the chapel.  Get the clocktower key (8) and use it on the locked
door.  Head to map 1.1 and get the key from the hanging picture (1).  Now head
back to the main hall and go up the stairs.

Map 1.2

                           ___________________===__________________
        _________==_______|  \_              |   |                 |
       ||                 |    \_____________|   |_____________    |
       ||                 =                                    |   |
       ||                 =              d                     |   |
       |                  |\_                                  |   |
       |(11)              |  \_             ____________       |   |
       ||                 |    \           |            |      |   |
       ||                 |    |   __      |            |      |   |
       |(11)          ____|    |  |  | d   |            |      |   |
       |             |    |    |  |__|_    |            |      |   |
       ||            |__  |    |  |    |   |            |      |   |
       ||               | |    |  |    |   |            |      |   |
       ||               | |    |  |    |   |____________|      |   |
       ||_______==______|_|    |  |    |                       |   |
       |T_|         |___  |    |  |    |                       |   |
       | S|             | |    |  |    |                       |   |
       |__|          ___| |    | (13)  |                       |   |
       |__|         |_____|    |d |    |                   /\ _|   |
       |____         _____|    | (12)  |                  /  \     |
       |____|       |_____|    |  |    |                 /    \    |
       |____         _____|    |  |____|                /      \   |
       |____|       |_____|    |  |_|                   \       \  |
       |__     __      ___|    |                         \       \ |
       |(8)   |__|    (9) |    |_____                     \        |
       |  |(10)_____  |___|          |                O    \       |
       |____________|_____|__________|______________________\______|

  (8) ClockTower Key #2 (Combinable)

  (9) 2 Gunpowder A`s (not in Scenario B)

  (10) 2 Gunpowder B`s (not in Scenario B)

  (11) After exiting the save room, 5 zombies will break through
       glass and attack you.   (12) 3 Green herbs   (13) 2 Blue herbs

  (14) In Scenario B, you meet up with Carlos here.

Map 1.3

  (1) Blue herb bush   (2) Minethrower and a note   (3) ClockTower map

  (4) First Aid Spray   (5) Music Box (incorrect)   (6) Music Box (correct)

  (7) Grenade Rounds (not in Scenario B)
                              _________________________
         N                   /    _    _    _  |    |(6)\
        /\                  /    |_|  |_|  |_| |    |    \
      W<  >E               /   _               | S  |     \
        \/                /   |_|              | T  |      \
         S               /              ______ | A  |       \
________________________|              |(3)(4)|| I  |        |
|                        |     _                | R  |        |
|     ______________     |    |_|     _________ | S  |        |
|_   |              |    |           |         ||    |        |
|(7) |              |    |       (2) |_________||====|        |
|_|  |              |    |                                    |
|    |______________|    =     _                              =
|               (14)     =    |_|                             =
|_____________    _______|                                    |
             |  |       |                                    |
             |==|       |_________(1)____     _______________|
                        |________________|   |_______________|
                                         |   |
                                          ===

Section 2.Clocktower 2nd floor
NEEDED ITEMS UPON ENTERING THIS AREA:  Clocktower key (combinable) (item#21)
                                      Clocktower key (item#22)
NEEDED ITEMS TO GET IN THIS AREA:  Silver disk (item#25)
                                  Cronos key (item#23)

Once up the stairs, head to the end of the hall and go out the door.  Use your
Clocktower key on the ladder at (2) and enter the top room (map 1.2).  Grab
the Silver Disk (map 1.2, (1)) and inspect the sound puzzle (4).  This is the
only puzzle in the game which is truly 100% random, so we can't help you with
it, sorry.  It's not terribly difficult, just listen to the six sound samples
and select which ones are in tune (you're supposed to make the same music
that you hear when you start the puzzle).  Once you solve it, you'll get the
cronos key.  Combine it with the other one you have to make the Cronos 2 key.
Upon leaving this area, Nemesis will attack you.

LIVE SELECTION:
Nemesis comes out of the door, and you're given a choice:
A:  Shine the light in Nemesis' face
B:  Throw the electric cable into the water

:A  Nemesis will freak out and throw himself off the balcony

:B  Nemesis will get electrocuted, and then fall down, temporarily stunned.
   Make sure to get the item box he drops if you select this option.

Now that you have the combined Cronos key, go downstairs, exit through the
east door, and then use it on the north door (section 1, map 1.1, (5)) to get
to section 3.

Map 1.1
    ____________________
   /                    \
  /        s             \
 |       _________   O  __\           (1) 2 Red Herbs
 |  s   /         |    |
 |     /           ====               (2) Use the ClockTower #1 Key here
 |    |
 |    |_           N                  (3) Here, you will encounter Nemesis,
/|      |         /\                      not when you enter the outside
|B| s    |       W<  >E                    balcony but only when you try
\|     _|         \/                      to leave.
 |    |            S
 |    |_
 |      |
 |_==___|_____________________
 \        |__| (2) |__|  (1) /
  \   (7)                   /
   \_______________________/


Map 1.2
 _________________________________
|              |_____________(6)__|     (1) Silver Disk
|             (5)                 |
|              |                  |     (2) 2 Gunpowder A`s (not
|              |__________        |         in Scenario B)
|                 | S   | |       |
|                 |_____| |       |     (3) Ink Ribbon
|                         |       |
|                         |       |     (4) Sound Puzzle (Cronos Key)
|                         |       |
|_________________________|       |     (5) Place the Silver/Gold Disk
|  |                           ___|         into this machine to start the
|  |                          |(1)|         ClockTower.
(4)|                    ______|(2)|
|  |          O        |(3)T  |   |     (6) MineThrower Ammo
|__|__________==_______|______|___|


Section 3.Clocktower back room
NEEDED ITEMS UPON ENTERING THIS AREA:  Combined Cronos Key (item#23)

In this area, you have a puzzle to solve.  Make sure there are at least 3
spaces in your inventory and take items (5), (6), and (7).  You have to make
the middle clock (9) read 12:00 in order to solve this one.

Here's the solution:
--------------------
If your clock reads:|Past picture (8)|Present picture (9)|Future picture (10)
                   |----------------|-------------------|-------------------
              7:00 |    Black       |     Silver        |    Gold
             11:00 |    Gold        |     Black         |    Silver
              9:00 |    Black       |     Gold          |    Silver
              5:00 |    Silver      |     Black         |    Gold

When it's solved, take the golden disc that appears and head back to the top
of the clocktower (section 2, map 1.2) to get to section 4.

Map 1
____________________________
=  | |  |____________________|______   (1) Grenade Rounds
=  | |  |(5)                 =      |
|  | |  |(6)                 =      |  (2) You can try to push this big bell,
|(2)_|  |(7)                 |      |      but Jill's not strong enough, you
|    |(3)                    |      |      have to use Carlos (what a sexist
|_                           |  s   |      game) :P
|_|________(10)_(9)_(8)____(4)      |_____________
                            |                  (1) (3) Minethrower Bullets
(5) Blue Stone        N      |  s                 |
                    /\      |______________   s  | (4) There's a note here
(6) Black Stone    W<  >E                   |     |
                    \/                     |     |
(7) Yellow Stone      S                     |=====|

(8), (9), and (10) The goddess of past, present, and future, respecively

Section 4.Ringing the bell
NEEDED ITEMS UPON ENTERING THIS AREA:  Silver Disk (item#22)
                                      Golden Disk (item#24)

Combine the Silver and Gold Disks to make the combined gear.  Go to the top of
the clocktower and use the gear on the clock gears (section 2, map 1.2, (5).
At this point, the clocktower bell will start ringing.  Now just exit the
clocktower.

BOSS FIGHT: Nemesis: 2nd Mutation Stage
A chopper comes to rescue Jill, and then Nemesis goes and blows the darn thing
up!  After this, he infects Jill with the zombie virus.  Nemesis is alot
harder this time, use your best grenade rounds and magnums to kill him.  Try
and stay as far away as possible too, he has a much longer reach.





*********************
* STAGE 5: Hospital *
*********************

Section 1.Before the hospital
Jill is infected with the zombie virus, and now Carlos has to rescue her.
Bring along all the ammo you can, it's kindof sparse in the hospital.  Once
you gain control of Carlos, go back to the room with the three goddess puzzle
and push the big bell at the back of the room (section 3, map 1, (2)) and go
through the door which is now open.  Take the west door into the hospital.

Map 1

   |________   |
___|        |  |           N
=            |  |          /\
=___         |__|        W<  >E
   |           |          \/            |****|
   |           |           S            |    |
   |___         \_                      |    |
   |   \_         \_                    |    |
    \_   \_         \__________***______|    |____
      \_   \_                                    /
        \_   \_                                 /
          \_   \_            B   ______________/
            \_   \              |
              \_/____      _____|_________________
                     |    |
                     |    |
                     |    |
                     |====|


Section 2.Hospital, 1F

Enter the hospital, and make your way to (10).  On the way you'll see your
first Hunter B.  Magnums are very useful against these creatures.  Once at
(10), decide whether you want to go to B3 (section 4) or 4F (section 3)
first.


                         ____
________________________|    |   (1) Hunter B's first appearance, be careful,
|      _____________     =(10)|       there are 2 of them
|     |             |    |____|________________
(9)   (6)___________|  (5)_____________|_S_|__ |    (2) 2 red herbs
|_     _                 =      __________   (3)
| |   | |___(8)________  =     |          |   ||    (3) F. Aid Spray
| |   |                | |_    |___T_(4)__|   ||
|(7)__|________________|_| |___               ||    (4) Ink Ribbon
                  |     |_____|___===________||__
(9) Hospital Map   |                         _    | (5) Blue Herb
                  | (2) _________          |_|   |
(10) Elevator      |____|         |               | (6) Tape Recorder
                       |         |    (1)        |
        N              |         |               = (7) Handgun Bullets
       /\              |         |               =
     W<  >E            |         |     __________| (8) There is a diary next
       \/              |_________|____|                to this dead body
        S

Section 3.Hospital, 4F
REQUIRED ITEMS TO GET IN THIS AREA:  Blue Vaccine (item #26)

Exit the elevator and enter the room at the end of the hall on your right.
If you came here first you'll meet up with Nicolai.  Get the hospital room
key (2) and exit this room.  Enter the unlocked door and check the doctor for
his note (1).  Write this code down and enter the locked door.  In here, you
have to push the crate (4) to one of the four corners of the room.  There's
2 ways to figure out which corner.  One is to look at where the crate is in
the first room (with the doctor's note) and push it to the opposite side in
this room (EX: if the crate in the doctor's room is in the northeast corner,
push the crate in this room to the northwest corner).  The easiest way is to
look at the code you got from the doctor and push the crate accordingly.
If your code is 325, push it to the southwest corner.  If it's 104, push it to
the southeast corner.  If it's 531, push it to the northwest corner.  And if
your code is 253, push it to the northeast corner.  If you get it wrong, exit
the room and reenter to reset the crate.  Once you have the crate in the
correct position, a combination box will appear (5).  Put in the code you got
from the doctor (1) to get the blue vaccine.  If you came here second, leave
the hospital, if you came here first, head to 3F (section 4).

Map 1                               N
               ___________        /\
              |      =    |     W<  >E        (1) Doctor's Note
              |      =____|       \/
______________|      |             S          (2) Hospital Room Key
|__   __(3)(2) |      |
|  | |        ||      |_____________________   (3) Picture D
|  | |   _____||                            |
|  | |  |_____ |       ___===________***____|  (4) Push this crate to one of
|  | |        ||      | (1)      |          |      the four corners (see
|  | |        ||      |          |         (5)     walkthrough)
|  | |     ___||      |    ______|_____     |
|  | |    |____|      |   |      |     |    |  (5) After pushing the crate,
|  |(6)        |      |   |______|_____|    |      input your combination from
|              |      |  swx6    |(4)       |      the doctor (1) to get the
|          ____|______|__________|__________|      blue vaccine
|_________|____|
                                        (6) There may be handgun bullets here

Section 4.Hospital, B3
REQUIRED ITEMS TO GET IN THIS AREA:  Red Vaccine (item#27)

In this room, go through the south door.  If you came here first you'll meet
up with Tyrell Patrick.  Go through the north door and take the Vase (3) from
the shelf.  Go to 5 and drain the tanks that contain the Hunter Y's.  Use the
vase (5) on (8) to get to the puzzle.  This puzzle is always constant.  All
you have to do is press I, III, and A.  Take the Red Vaccine.  When you leave
this room, the Hunter Y's will break out of the tanks and attack you, there's
no time to escape so make sure you have your assault rifle ready.  If you came
here first go to 4F and get the blue vaccine (item#26).  If you came here
second exit the hospital.

Map 1
         ____
        |    |____           _______________  (1) There may be 2 green herbs
        |    =    |         |  _________    |     here
        |    =____|_________|(4)        |   |
        |    |________________|        (8)  | (2) There may be Handgun
        |    |(3)                       |   |     bullets here
        |    |      ___________________(5)  |
        |    |     |       (7)   (6)        | (3) Vase
_b______|    |     |____________________    |
|             |                          |   | (4) Manual
|    _________|__________===_____________|___|
|   |  ______|                b                (5) Turn on the power to drain
|   | |______           __    |      N              tanks (6)&(7)
|   |________|         |  |   |     /\
|   |                  |  |   |   W<  >E       (6)&(7) Hunter Y's are encaged
|   =                  |  |   |     \/             here
|   =    ___________(1)|  |   |      S
|___|___|_________________|(2)|                (8) Use the vase (3) here for
                                                  puzzle #X

Section 5.Back to the Clocktower
NEEDED ITEMS UPON ENTERING THIS AREA:  Blue Vaccine (item#26)
                                      Red Vaccine (item#27)

In the front entrance of the hospital, a bomb has been set to explode.  In
heavy mode you have 7 seconds, in light you have 20.  There's nothing in here
anyways, so just leave as soon as you can.  After going out the door there
will be an FMV and the Hospital will explode.  Go back into the clocktower to
the chapel.  You'll hear alot of shaking and Nemesis will appear.  I wouldn't
recommend fighting him because he won't drop any items while you are Carlos.
Go to the chapel.  Combine the blue and red vaccines and give them to Jill to
wake her up.


*****************
* STAGE 6: Park *
*****************

Section 1.Before the park
NEEDED ITEMS UPON ENTERING THIS AREA:  Lockpick (item#07)
NECESSARY ITEMS TO GET IN THIS AREA:  Park Key (item#29)

Back as Jill again, run back towards the hospital and use your lockpick on the
first locked door.  Get the park key, exit, and take the other locked door to
enter the park.

      _______________________   (1) Picture E
     |__________(4)_|        |
     |                     (2)  (2) Park Key
     |       __________     _|
     |      |(1) (3) T |   | |  (3) Ink Ribbon
     |      |________(5)   |_|
     |                     |S|  (4) MineThrower Ammo
     |____===______________|_|
                                (5) MineThrower Ammo

Section 2.Main Park area

Run through the east door in map 1.1.  Take the key (2) in map 1.2 and head
back to 1.1.  Now take the west door to get to section 3.

_______________________________
|                               |  (1) You can shoot down the lanterns in the
|           ___(1)___           |      park from this point
|______|   |         |   |______|
=          |         |          =
=______    |         |    ______=
|      |   |_________|   |      |   Note: You may encounter either zombies or
|      |                 |      |         sliding worms in this area.
|      |     _______     |      |
|      |    |       |    |      |
|      |    |       |    |      |         N
|      |    |       |    |      |        /\
|      |    |       |    |      |      W<  >E
|      |    |       |    |      |        \/
|      |    |       |    |      |         S
|      |    |       |    |      |
|      |    |_______|    |      |
|      |                 |      |
|______|______=====______|______|

Map 1.2
                                                           _________
                                __________                |         |
                               |B      (2)|               |         |
                               |          |_______________|         |
                               |                                (4) *
                               |        __________________          *
               ________________|       |                  |         |
      N       |                        |                  |         |
     /\       |_     __________________|                  |______(3)|
   W<  >E       |===|
     \/         |   |  (1) There will either be zombies or Hunter Y's on this
      S         |   |      bridge
                |   |
                |   |  (2) Park Key and Memo
                |   |
________________|   |  (3) Magnum Rounds
=             (1)    |
=____________________|  (4) Use key #X to open this locked grate

Section 3.Western park area

Use the solution below on (1) to drain the tank.  Drop into the water at (5)
and head down the ladder.  Go up the ladder at the end of the sewer to get
to section 4.


Map 1
     _______________________
    |             (4)       | (1) Puzzle solution: Push 2,3,5,2,4,1,Start
    |     ____________===___|
    |    |
    |    |                                   1   2   3
    |    |                                   0   0   0
    |    |                                     0   0
    |    |                                     4   5
 TO =    |
 1F =    |     N
 \/ |____|    /\
            W<  >E
 ^^           \/
 TO            S
_B1_______________
| ** |     |(5)_ (1)    (1) Water puzzle
|    |     |    |  |
|    |_____|    |  |    (2) 3 green herbs
|               |  |
|_______________|  |    (3) 2 blue herbs
(2)                =
|                  =    (4) You'll hear GraveDigger here, and some sliding
(3)            ____|        worms will appear
|_____________|    |
|__________________|    (5) You can climb into the water from this point



Section 4.Graveyard & Storage shed
NECESSARY ITEMS UPON ENTERING THIS AREA:  Park key #2 (item#30)

Go through this area and use the park key on (2).  Get your lighter out of
the storage box and take the pipe (6).  Use your lighter on (7), then use the
pipe in the same place.  Go through the newly formed hole and take the key
(10).  Try to exit this area and you'll hear a transmission.  Exit through the
hole and you'll be confronted by Nicolai.  After the conversation, exit this
room.  Outside, the floor will shake and you'll be attacked by GraveDigger
Red.

                  _______________
                 | (11)        | |
      N          |   _____     | |
     /\          | (10)   |   _|_|____________________________
   W<  >E        |  |     |(9)                       =      |S|
     \/          |  |   (8)  |       ___________     |     (4)|
      S          |  |     |  |      |           |    |______| |
                 |  |_____|  (7)    |_(5)___(3)_|    |________|
                 |           |         _             |
                 |_(12)______|        | |___(6)______|
                             |____    |______________|
                                  |===|
__________________________________|(2)|___
| ===== |                          |   |   |  (1) 2 Red Herbs
|   O   |     ___________          |   |   |
|       |    |         (1)         |   |   |  (2) Use the Park key on this
|       |    |    _______|         |   |   |      door
|       |    |   |                 |   |   |
|       |    |   |                 |   |   |  (3) 2 gunpowder A's
|       |    |   |                 |   |   |
|       |    |   |                 |   |   |  (4) F. Aid Spray
|       |    |   |                 |   |   |
|       |____|   |                 |   |   |  (5) 2 gunpowder B's
|                |                 |   |   |
|        ____    |                 |   |   |  (6) Pipe
|       |    |   |_________________|   |   |
|_______|    |                         |   |  (7) Use the lighter, then the
|       |    |                         |   |      pipe to open the fireplace
|_______|____|_________________________|___|
                                             (8) Memo

(9) Ink Ribbon          (10) Park Key      (11) Fax    (12) Grenade Rounds


BOSS FIGHT: GraveDigger Red
                            ______     It's hard to give a good strategy for
 ______                    |      |    Gravedigger.  Just DON'T stay still.
|=(1)  | (1) Exit through  |      |    Make sure you have alot of ammo when
|=     |     here          |      |    entering here too.  GraveDigger can
|      |                   |  O   |    take alot of hits.  Keep moving and
|      |                   |      |    twirl and attack him once or twice
|      |                   |      |    when he pops out of the ground.
|      |                   |      |    Good luck.
|      |                  /       |
|       \     _____      /  GDR  /
|        \___/     \____/       |
|                               |
|                             _/
 \                          _/
  \________________________/


Once done with GraveDigger, head to the far western end of the park (section 2
map 1.2, (4)).  Use your key on this door and exit to be free of the park.

**************************
* Stage 7: Disused Plant *
**************************

Once you exit out of the park, you'll begin to cross a bridge.  When you do,
Nemesis will attack you.

LIVE SELECTION:
Nemesis starts sticking his tentacles through the bridge, and then he jumps up
in front of you.
A:  Trick Nemesis and knock him off the bridge
B:  Jump off the bridge

:A  Jill dodges Nemesis and knocks him off the bridge, then runs into the
   entrance to the disused plant. (section 1.)

:B  Jill jumps off the bridge herself and lands in the sewers.  From here,
   climb into the pipe and take the ladder to enter the disused plant.
   (section 2.)

TIMEOUT:  Nemesis knocks Jill off the bridge, and she lands on the nice soft
         rocks (section 2.)  Note: This will hurt you.


Section 1.Plant, 2nd Floor

Scenario A:
Enter the save room and get the key (6).  Enter the room to the right of this
and solve the Steam Puzzle.  (see below for solution, it's really not that
hard).  After solving it and using the computer, go through door (13), take
the system disk (4), and go down the elevator to get to section 2.

Scenario B:
Exit the elevator, and take the system disk on the desk (4).  Unlock the door
and enter the north door in the next section.  Take the key (6) and enter the
room on the right.  Solve the Steam puzzle (see below).  Now exit through
door (2) to get to section 3.

Map 1
                                            _______________________________
                                           |  |(14)| |                     |
                                           |         |___________          |
                                           |                     |         |
                   ________________________|                     |         |
                  |_|    |_(8)__T___|      |                     |         |
                  |S |                     =      ______(d)(e)___|         |
                  |__|                     =     |                         |
                  | |                      |     |                         |
                  | |     ________         |     |                  _______|
                  | |    |(10)    |        |     |                 | (f)   |
                  | |    |(11)    |        |     |                 |       |
                  | |    |        |        |     |                 |       |
                  | |    |        |        |     |                 |(c)    |
                  |(7)   |        |        |     |_________________|(b)    |
                  | |    |        |        |        (a)                    |
     N            | |____|        |        |                               |
    /\            |___(6)_________|_  _____|_______________________________|
  W<  >E          |                 ==     |@@@@@@@@|        |@@@@@@@@|    |
    \/            |                        |@@@@@@@@|        |@@@@@@@@| (2)=
     S            |                        |@@@@@@@@|        |@@@@@@@@|    =
                  |      _===______________|@@@@@@@@|========|@@@@@@@@|    |
                  |     | (13)                          O                  |
                  |     |(7)                                         z     |
                  |     |    ___________      __________________________(1)|
                  |     |   |           |    |
                  |     |   |           |    |  Solution to the SwitchPuzzle:
  ________________|     |   |           |    |
 =                      |z  |           |    |  a, b, c, a, e, d, a, c;
 = O                    |   |           |    |
 =__________________***_|   |(4)        |    |  Then use the computer (f)
                    (12)|   |           |    |
                        |   |___________|z   |  To exit:
                        |               z    |
                        |             z   (3)|  b, a
                        |____________________|

(1) Blue Bush                    (7) First Aid Spray

(2) Solve the sound and steam    (8) Memo and Ink Ribbon
   puzzles to open this door

(3) 3 Green herbs                (9) 2 Blue herbs

(4) System Disk                  (10) 2 GunPowder B`s (Scenario A only)

(5) Disused Plant map            (11) 2 GunPowder A`s (Scenario A only)

(6) Key                          (12) Locked door.  Use the Umbrella Card
                                     Key open this door

(13) Locked door.  Use the (6) key to open it or open it from the
    inside, depending on which scenario you choose (A or B)

(14) Elevator.  Use your Umbrella Card Key to operate it


Section 2.Plant, 1st Floor

Scenario A

Once you exit the elevator you need to be careful, sometimes there are
Drain Deimos's in this room, and they can poison you.  Exit the room through
the south door, jump down into the sewer water and head west.  Hop up onto
the concrete and enter the save room.   Get the sample(2).  For the next
room you will need the key(6 from the second floor) so remember to get that
from the storage box if you do not have it on you.  Once you are ready exit
through the east door and down the stairs.  Use the sample(2) on the machine
along the far east wall.  Inspect the machine again for the sound/sample
puzzle(see below for solution).  The machine to the right of the
sound/sample machine can be used to imprint the key((6) from upstairs),
just use the key(6) on it and make sure to inspect the machine again inorder
to retrieve the key from it.  Now return to the elevator and go back up to
the 2nd floor.  Go open the now fully unlocked door and go through to get to
Section 3.

Scenario B

Once Jill recovers from her fall from the bridge move towards the sewer
entrance and enter.  Once inside move toward the ladder and climb over the
grate.   Hop up onto the concrete just to your left and head through the
door and into the save room.  Get the sample(2).  Exit through the east
door and down the stairs.  Use the sample(2) on the machine along the far
east wall.  Inspect the machine again for the sound/sample puzzle(see below
for solution). Note: The machine to the right of the sound/sample machine
can be used to imprint the key((6) from upstairs), return to this machine
once you obtain that key.  Once you have finished this puzzle then you can
head back to the sewer and exit through the other door.  Head towards the
elevator and go up to the 2nd floor.

Sound/Sample Puzzle Solution:

          If your sample is this:      The solution is:

         |  |  |= |  |= |  |  |  |     A: Right 4 spaces
Sample 1: |= |  |==|= |==|= |  |= |     B: Right 2 spaces
         |= |= |==|= |==|= |= |==|     C: Left  2 spaces


         |  |  |= |  |  |= |  |  |     A: Right 1 space
Sample 2: |= |  |= |= |= |= |  |= |     B: Right 3 spaces
         |==|==|= |= |==|==|= |==|     C: Right 4 spaces


         |= |  |  |  |  |  |= |  |     A: Left  1 space
Sample 3: |= |  |= |= |  |= |= |= |     B: Left  2 spaces
         |==|= |==|= |= |==|==|==|     C: Right 2 spaces


         |= |  |= |  |  |= |  |  |     A: Right 1 space
Sample 4: |= |= |= |  |= |= |  |= |     B: Right 1 space
         |= |==|==|==|==|= |  |==|     C: Left  2 spaces

Map 1
                               _______
                              |       |    (1) Ink Ribbon
                              |  (9)  |
                              |_     _|    (2) Manual
               _________________|===|___
              |                         |  (3) Sample
     N        |     ______       _______|
    /\        |      B    |     |          (4) 3 Gunpowder A's (scen B only)
  W<  >E      |           |     |
    \/        |           |     |          (5) 3 Gunpowder B's (scen B only)
     S        |           |     |
              |           |     |          (6) First Aid Spray
              |_______    |(8)__|
______________________|===|_____|     ________________    (7) Sound Puzzle
| O                              |    |           ||  (7)
|________     ___________________|____|  (5)____  (4)  |   (8) 2 boxes of
        |   |S|_T|  |        =          |      |      |       Shotgun Shells
        |   | (1)|  |        =_______   |______| (6)  |
        |   |    |  |        |       |           ||   |   (9) Elevator
        |   |    |  |        |       |___________||(10)
        |   |    |__|        |                            (10) Machine used
        |   =              (2)                                 imprint key(6)
        |___=______________(3)



Section 3.On to Nemesis....
NEEDED ITEMS UPON ENTERING THIS AREA:  System Disk (item#32)
NECESSARY ITEMS TO GET IN THIS AREA:  Umbrella Card Key (item#34)

Go insert your System disk in (1).  Then exit through this door.


   __________________________                 (1) Insert the System
  =                          |                    Disk here to open
  = O                        |                    The door.
  |                          |____________
  |                                       |             N
  |                                       |            /\
  |_______________________________        |          W<  >E
                                  |    (1)|            \/
                                  |       |             S
                                  |__===__|


BOSS FIGHT: Nemesis: 2nd Mutation Stage
Nemesis appears, and starts walking towards you.  He backs Jill into a corner
and swipes with his tentacle.  Jill ducks, and Nemesis hits a pipe.  The
corrosive liquid sprays all over him, and he loses a few limbs.  Then the
fight starts.

                        __________|__===__|__________
(1) After killing       |     |           (2) |    |  | (2) Use the Umbrella
   Nemesis, this dead  |     |               |    |  |     Card Key(2) here
   scientist will drop |     |               |____|  |     inorder to open
   the umbrella card   |     |                       |     this door.
   key.                |     |              _____    |
                       |     |             |     |   |
         N             |     |             |     |   |
        /\             |     |             |     |   |
      W<  >E           |__(1)|             |     |   |
        \/             |                   |     |   |
         S             |                   |     |   |
                       |                   |     |   |
                       |___________________|_____|___|

Use your regular strategies here, except multiply your efforts 10-fold.
Note that the pipe Nemesis hit the first time can be shot again to do more
damage.  Good luck.

****************************
* FINAL STAGE: Last Escape *
****************************

Section 1.Escape
After getting out of the area where you fight Nemesis, a missile warning will
appear.  Don't worry about it yet, it doesn't start counting down until you
get the radar.

------------------------------------------------------------------------------
IF YOU WANT TO GET THE ROCKET LAUNCHER:  Go back to the steam puzzle room
(make sure you got your key imprinted at (Stage 6, section 2, map 1, (10)).
and use your umbrella card key on the elevator.  Go down and use your
imprinted key on (2) to get it.

 __==______________
|  O     |         |       (1) 2 Grenade Rounds
|      (1)         |
|        |         |       (2) Rocket Launcher
|        |         |           Note: You must take your key for the Control
|        |         |           Room(the key that has a little plastic ID card
|        |         |           attached to it) and insert it into the
|        |         |           machine just to the right of the sound/sample
|       _|_________|           puzzle in order to get it imprinted.  Once
|______|                       that is done you must take the key from the
| (2)  |                       machine and use it to open this gun locker.
|______|
------------------------------------------------------------------------------

Go to the locked shutter (stage 6, section1, map 1, (12)) and use your
umbrella card to open it.  If Nicolai wasn't killed before the Nemesis fight
he will appear here with a helicopter when you try and take the radar(4).

LIVE SELECTION:
Nicolai appears in his helicopter and starts shooting stuff.  You're given an
option:
A:  Try and talk Nicolai out of it
B:  Fight the helicopter

:A  After a brief conversation, Nicolai leaves you to die.  The Missile timer
   will start up.
:B  You fight the helicopter, it takes about 6 magnum rounds.  Not too hard.
   I wouldn't recommend using your Rocket Launcher, you'll need all four
   shots soon

With the live selection over, try to open the hatch(5) in the middle of the
room.  If the timer hasn't already started, it should now.  You'll have 10
minutes total to do everything else you need to.  9 minutes for the green
timer and 1 minute for the red.  Go down the hatch to get to section 2.

Map 1
                 ==
                | O|
                |  |
                |  |
                |  |                 N
                |  |                /\
                |  |              W<  >E
                |  |                \/
                |  |                 S
                (1)|
      __________|  |__________
     |  (3)___|  ==         | |    (1) 2 Green herbs
     | |                    | |
     | |      ________      | |    (2) First Aid Spray
     |_|     |        |     | |
     |       |        |     | |    (3) Magnum Rounds
     |       |        |     | |
     |       |__(5)___|    (2)|    (4) Radar
     |                      | |
     |     _________________| |    (5) Hatch
     |____|(4)________________|

Section 2.Helicopters and Missiles
NEEDED ITEMS UPON ENTERING:  Your biggest guns and your best healing items

At the bottom of the shutter, exit through the east door.  Do the same in the
next area to get to section 3.

Map 1

_________________________________________________________
| S|                    |        _(2)___|                 |      N
|__|                    |_______|       |                 |     /\
|             _______                   =                 |   W<  >E
|   ===      |       |                  =                 |     \/
|______(1)___|_______|__________________|_______          |      S
                                               |         |
(1) Manual                                      |         |
                                               |         |
(2) Shotgun Shells X2                           |         |____________
                                               |          (3)         |
(3) Railgun picture (last note of the game)     |                      =
                                               |                      =
                                               |                      =
                                               |______________________|

Section 3.Last Escape

This is the last battle room.  Go turn on the computer at (5).  Then go push
battery #1 (2) in.  Nemesis will appear.
                                                 N
   ________________________________________     /\
  |   (1)        |             |(3)|       |  W<  >E (1) Tyrant and Mr. X`s
  |              |             |___|       |    \/       T-01 Pod
  |              |             |         __|___  S
  |              |             |        =  (7) |     (2) Battery #1
  |              |             |     ___=______|__
  |            (2)             |    |             |  (3) Battery #3
  |            |               |    |    (6)      |
  = O          |               |    |             |  (4) Battery #2
  =            |               |    |_____________|
  |            |               |             |    |  (5) Check this system
  |            |_______________|             |    |      then go and push
  |                                         (5)   |      Battery #1 into its
  |                                          |    |      slot.
  |                                          |    |
  |                                        __|    |  (6) Railgun
  |_______________________________________(4)|____|


BOSS FIGHT:  Nemesis: Final Mutation Stage
Nemesis appears where Tyrant is laying, and mutates into a big....thing.
Shoot it with your rocket launcher, grenades, magnums, and anything else.
Don't let him back you into a corner.  He can attack from afar, but it
doesnt do a terribly large amount of damage.  When he retreats back into the
corner, push the remaining 2 batteries (3)&(4) in.  This will charge the
railgun.  It will shoot twice (unfortunately you can't suicide by standing
in front of it) and Nemesis will be in little pieces.  Head to the elevator
(7).  Nemesis will crawl to you one last time.

LIVE SELECTION:
A:  Finish Nemesis off
B:  Escape through the door

:A  Jill will grab a magnum lying by a dead guy's hand, and shoot Nemesis
   several times.  Then she'll say something cheesy and shoot him some more.
   After she's done, head out through the elevator door and ride it to the
   top.

:B  Jill will run through the elevator door.  Go up it.

You're done.




VII.  Item Reference List


01. Key #1
   Found:  Stage 1, section 2, map 1 (4)
02. Lighter oil
   Found:  Stage 1, section 3, map 1 (4)
03. Lighter
   Found:  Stage 1, section 4, map 1 (10)
04. Combined lighter
   Found:  Created when you combine the Lighter (item 3) and the lighter oil
          (item 2)
05. S.T.A.R.S. Card
   Found (1):  Inspect Brad's body (stage 2, section 1, map 1.1, (2)) during
              your first fight with Nemesis, then inspect the card case you
              recieve in your inventory for a card.
   Found (2):  Stage 2, section 1, map 1.2 (9)
06. Blue Jewel
   Found: Stage 2, section 1, map 1.2 (3)
07. Lockpick
   Found: Stage 2, section 2, map 1 (1)
08. Hose
   Found: Stage 3, section 1, map 1 (3)
09. Battery Cables
   Found: Stage 3, section 2, map 1.1 (1)
10. Rusted Crank
   Found: Stage 3, section 2, map 1.2 (10)
11. Plate
   Found: Stage 3, section 2, map 1.2, (9)
12. Green Jewel
   Found (1): Stage 3, section 3, map 1, (5)
   Found (2): Stage 3, section 4, map 1.2, (13)
13. Bronze book
   Found: Stage 3, section 5, map 1.1, (2)
14. Wrench
   Found: Stage 3, section 6, map 1, (7)
15. Machine Oil
   Found: Stage 3, section 7, map 1, (1)
16. Fuse
   Found: Stage 3, section 8, map 1, (6)
17. Regular Crank
   Found: Stage 3, section 9, map 1, (2)
18. Oil
   Found: Stage 3, section 9, map 1, (9)
19. Clocktower key (combinable)
   Found: Stage 4, section 1, map 1.1, (1)
20. Clocktower key
   Found: Stage 4, section 1, map 1.2, (8)
21. Cronos key
   Found: Stage 4, section 2, map 1.2, (4)
22. Silver Gear
   Found: Stage 4, section 2, map 1.2 (1)
23. Combined Cronos key
   Found: Items 19+21 combined
24. Golden Gear
   Found: Stage 4, section 3, map 1, (9)
25. Combined Gear
   Found: Items 24+22 combined
26. Blue Vaccine
   Found: Stage 5, section 3, map 1, (5)
27. Red Vaccine
   Found: Stage 5, section 4, map 1, (8)
28. Purple Vaccine
   Found: Items 27+28 combined
29. Park key
   Found: Stage 6, section 1, map 1 (2)
30. Park key #2
   Found: Stage 6, section 2, map 1.2, (2)
31. Park key #3
   Found: Stage 6, section 4, map 1, (10)
32. System Disk
   Found: Stage 7, section 1, map 1, (4)
33. Imprint Key
   Found: Stage 7, section 1, map 1, (6)
34. Umbrella Card Key
   Found: Stage 7, section 3, map 2, (2)




VIII.  Mercenaries: Operation Mad Jackal

In the Mercenaries mini-game, you start as one of the mercenaries in the game.
Carlos, Mikhael, or Nikolai.  You start at the cable car in downtown and you go
to where the game began.  You have a 2 minute time limit, although you can gain
more time by killing monsters.

Monster Name       Extra Time Added
Crow               +1 sec
Sliding Worm       +1 sec
Zombie             +3 sec
Dog                +4 sec
Spider             +4 sec
Drain Deimos       +5 sec
Brain Sucker       +6 sec
Hunter B           +6 sec
Hunter Y           +7 sec
Nemesis            +10 secs for taking him down, +20 for the kill
Standing Evasion   +1 sec
Knock Down         +2 sec

If you kill monsters consecutively, the time allotted for monster kills
increases.  Try to take out a lot of monsters at one time with either the
shotgun or the red barrels (Fire got 92 extra seconds in one shot).  Using this
method, you can save ammo and acquire a lot more time.  If you are using Nicolai
as your character, using the knife to kill enemies will multiply the above times
eightfold (EX: Killing a crow with the knife will give 8 seconds instead of 1).
This also works if you only just have the knife equipped and a monster dies.
Stepping on heads and letting Nemesis shoot zombies with the knife equipped also
multiplies the recieved time by 8.  Try to shoot zombies with 3 or 4 handgun
shots and then take them out with the knife to gain quite a bit of extra time.

Characters

               Carlos
Weapons:     Machine gun at 100%
            Desert Eagle w/ 105 rounds
            3 fully mixed herbs (RGB)

Difficulty:  Easy.  Carlos has the best healing and the most
            straightforward weaponry, though he doesn't have much of
            a defense against Nemesis.

                  Mikhail
Weapons:     Shotgun w/ 28 rounds
            Magnum w/ 24 rounds
            Rocket Launcher w/ 8 rounds
            1 fully mixed herb (RGB)

Difficulty:  Medium.  A variety of weapons ranks him as a harder
            character to use.  But Soma thinks he's the easiest
            because the shotgun can do damage to multiple targets and
            the Rocket launcher takes down Nemesis in one hit.

                   Nicholai
Weapons:     Handgun w/ 15 rounds
            Knife
            Blue herb
            First Aid Spray x3

Difficulty:  Hard.  The lack of much real ammo makes him a much more
            strategic player.  You'll spend most of your time dodging
            enemies as opposed to fighting them with this one.

The money recieved from the mini-game can then be exchanged for the machine gun
for $2000, the gatling gun (cool) for $3000, and the rocket launcher for $4000.
Once purchased, they can all be used in the regular game (though only in the
difficulty you selected for the first game) and all have infinite ammo.  The
fourth, for $9999, has infinite ammo for all the regular weapons (the infinite
symbol takes the place of the ammo amount).


Scenario info

In order to get the full amount of money for each character, you have to rescue
the survivors.  Their placement and item info varies for each character, but
keep in mind you recieve +20 seconds for each character you save.

*Carlos*

Character:     Location:               Time Bonus:   Item:         Limit:

Fat guy        Gas Station             +20           60 HG rounds  50 secs
Girl           Newspaper Office        +20           F. Aid Spray  always
Brad           Below the Restaurant    +20           60 HG rounds  90 secs
Marvin(cop)    Sub Station             +20           60 HG rounds  always
Nikolai        Sales Office            +20           60 HG rounds  always
Mikhail        Bar                     +20           F. Aid Spray  always

*Mikhail*

Character:     Location:               Time Bonus:   Item:         Limit:

Fat guy        Gas Station             +20           14 SG shells  50 secs
Girl           Newspaper Office        +20           14 SG shells  always
Brad           Below the Restaurant    +20           12 Mag Rnds   90 secs
Marvin(cop)    Sub Station             +20           F. Aid Spray  always
Nikolai        Sales Office            +20           F. Aid Spray  always
Carlos         Bar                     +20           14 Spc SG Sh  always

*Nikolai*

Character:     Location:               Time Bonus:   Item:         Limit:

Fat guy        Gas Station             +20           60 HG rounds  50 secs
Girl           Newspaper Office        +20           60 Spc HG Rn  always
Brad           Below the Restaurant    +20           60 HG rounds  90 secs
Marvin(cop)    Sub Station             +20           60 HG rounds  always
Mikhail        Sales Office            +20           60 Spc HG Rn  always
Carlos         Bar                     +20           60 HG rounds  always

These times aren't necessarily correct, we have a theory that the
placement of the fat guy and Brad depend on how much time it takes
you to get there, total, as well as how many F. Aid Sprays you use.
We plan to have fully correct information, as well as walkthroughs
for all the characters, in the next version.

HG-  Handgun Rounds
Spc- Special * Rounds
SG-  Shotgun Rounds

Notes on Nikolai:  Watch out for the Hunter Y's in the Sales Office, in close
combat they can swallow you whole (even with full life).  Also, if you equip the
knife, you might want to purposefully attack the zombies laying on the ground,
they don't do much damage to your leg and you get 24 extra seconds for smashing
their heads.  In the alley after the bus, equip your knife and Nemesis may kill
a few Zombies for you.


Note that the 'limit' means that you have to enter the room that the character
is in by the time indicated on the right.  F. Aid Sprays may also take a part in
whether or not a character is there.  Also, if you get to the room connecting
uptown and downtown (with a big wrecked bus in it) with 2 or more minutes
remaining, Nemesis will appear in his mutated form.  If you kill him here, you
will recieve a 120 second bonus.  He's not a problem for Mikhail's Rocket
Launcher, but Carlos and Nikolai will definitely have troubles.  If you insist
on fighting him with one of these two characters, try to lure Nemesis to the
barrels scattered around the area and blow them up with your handgun (this is
very difficult, you'll need an almost direct hit with him right next to the
barrels).


IX. Tips & Acknowledgements

*The stars on the save game screen represent the costumes and weapons you get
from completing the game with good scores and winning the mercenaries game
respectively.  The top row is weapons, though the first is the Mercenaries game
itself.  In order, the next are the assault rifle, gatling gun, rocket launcher,
and infinite ammo pack.  The bottom row is costumes.

*Various items can be destroyed around the game world.  The most obvious are
barrels, but you can also see bombs stuck on walls around the city which act
much the same as the barrels.  There's also a crate hanging at one point in
the game that can be destroyed.  Also, in the main area of the park, if you
climb up the stairs in the back center, you can shoot down the little
Japanese lanterns.  Not really useful, but fun :)


New Submissions:

We didn't get any, come on guys, don't ya love us anymore? :(

Acknowledgements:

Adrian Soh
Help with MANY of the puzzles and pretty much every other aspect of the game.
Thanks Adrian!

Paul Mark Bautista
Revealed that killing Nemesis every time he appeared gave new weapons and ammo.

Banan
Submitted the Nemesis 120 second secret in Mercenaries

Yujing Fun
Help with various game completion info

Zachary Alexander
For helping us get that last note we could never find

LAFY (Rafy Riquelme), for his generous kanji mistranslations.  LAFY, I hope you
have many happy comes throughout the rest of your life.  Remember, Japan is
definitely a cold season without you.

dlrs (Jason Phillips), your blue hair has provided endless amusement for us
while writing this, both in front of and behind your back.

yukijirushi brand coffee, for allowing us to proceed with the making of this FAQ
with only a fraction of the sleep normally required.

Famitsu weekly, for various gun  and character information.



X.  Characters in RE3

Jill Valentine
Height: 5'5"  Weight: 108 lbs.  Age: 23  Blood Type: B
Occupation:  Former S.T.A.R.S. Member
Info:  You control Jill through most of the game.  She enjoys long walks along
dark alleys, and shooting things.
Memorable quote: Jill - "The monsters have overtaken the city"
Japanese Subtitle   - "The screams of the living have grown silent in the city"

Carlos Oliviera
Height: 5'11"  Weight: 182 lbs.  Age: 21  Blood Type: O
Occupation: Mercenary
Info:  Carlos is a controllable character.  His turn-ons are cheesy dialog and
avoiding clarity.
Memorable quote:  "All the foxy ladies love my accent, it drives 'em crazy!"

Mikhail Victor
Height: 5'10"  Weight: 216 lbs.  Age: 45  Blood Type: A
Occupation: Mercenary
Info: Mikhail spends his days getting injured, as he can only survive in a
delirious state.
Memorable quote:  "They're coming...  They're coming!...  Fire, FIRE!..  STICK
TOGETHER!"

Nikolai Ginovaef
Height: 6'2"  Weight: 224 lbs.  Age: 35  Blood Type: A
Occupation: Mercenary, Supervisor..and that's all you need to know!
Info: Nikolai waits at doors until Jill is just about to enter, then shoots an
innocent, screaming victim in order to advance the plot.
Memorable quote:  "Not now, I'm BUSY!"

Brad Vickers
Height: 6'0"  Weight: 187 lbs.  Age: 38  Blood Type: O
Occupation: S.T.A.R.S. member
Info:  The helicopter pilot from RE1.  Brad's purpose is obvious foreshadowing
and nostalgia.
Memorable quote:  "AAAAA!"

Fat Guy
Occupation: Whining
Info: The fat guy appears at the beginning of the game and disappears after
doing something stupid
Memorable quote:  "I'd rather be eating one of those undead zombies!"
                                       Note: This may be a misquote.

Nemesis
Occupation: Growing larger
Info:  Nemesis spends his time chasing a beautiful woman, who is unattracted to
him due to his repetitive dialog.
Memorable quote:  "S.T.A.R.S."

XI.  Disclaimer
This FAQ is meant for personal use only.  It cannot be altered and it can be
reproduced in electronic form only.  It cannot be published in magazines,
articles or by any other form of commercial reproduction. The FAQ is not meant
for sale.  This FAQ is made by SomaAddict ( Nixon Hazard ) and FireFlite (Mikeee
). If you want to use this FAQ for your website or webpage, please seek the
author's permission.

Soma&Fire
November 12, 1999
10:52 PM JST