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Walkthrough

by peach freak

Resident Evil 3: Nemesis FAQ/Walkthrough
For the Playstation System
Written by peach freak or [email protected]
Copyright 2009 Tim Brastow. All Rights Reserved.
Version 1.00

Welcome! This is a walkthrough for Resident Evil 3: Nemesis on the Playstation. 
If you have any questions, comments, or if I make a mistake, email me at 
[email protected]. Once (good) questions are asked, I will put up an 
Asked Questions Section.

Also, this FAQ is protected by copyright. You cannot sell this, put this on 
your website without my permission, or any other violation of copyright law. 
You can, however, save this onto your computer and print it out for legal and 
offline use.

Table of Contents
1. Version History
2. Controls
3. Characters
4. Enemies
5. Weapons and Ammo
6. Health
7. Walkthrough
8. Mercenaries Mode
9. Items
10. Files
11. Secrets and Unlockables
12. Credits

===================
1. Version History
===================

Version 1.00, April 24, 2009: Finished this guide and uploaded it onto 
GameFAQs.

============
2. Controls
============

D-Pad: Move Character
Square: Run
Triangle: Cancel
X: Open Doors, shoot (while aiming), select items
Circle: Opens up Inventory
R1: Aims at Enemy/Dodge, opens map selection menu
R2: Aims at Barrel
L1: Change enemy targets
L2: Opens up map
Select: Options, skips cut-scenes
Start: Pauses Game
Down + Square: Quick 180 turn

==============
3. Characters
==============

Jill Valentine: The heroine from the original Resident Evil makes a return as 
the main character in this game. Having escaped the mansion incident and 
resigning from S.T.A.R.S, Jill now has to escape Raccoon City. Jill is a fan 
favorite, especially among male Resident Evil fans. She runs around the city 
wearing her blue tube top and a black mini-skirt.

Carlos Olivera: Carlos is a UBCS (Umbrella Biohazard Countermeasure Service) 
soldier sent in by Umbrella to save civilians from the T-Virus outbreak. Carlos 
can either be found at the Restaurant or the Newspaper Building, and does save 
Jill from time to time. You do control Carlos for a short while when Jill is 
infected by the virus. He also does give gifts to Jill, such as Freeze Rounds. 
Carlos is also seen trying to win Jill over, because "All the foxy ladies love 
my accent. It drives 'em crazy."

Mikhail Victor: Mikhail is another surviving UBCS soldier sent in by Umbrella. 
However, he does not last in the game for very long, and he is severely wounded 
upon finding him in the cable car. However, when being attacked by Nemesis, 
Mikhail sacrifices himself to save Jill, allowing her to get to the Clock 
Tower. At least Mikhail is great in Mercenaries mode.

Nicholai Ginoveaf: Nicholai is the main baddie in this game. He is a surviving 
UBCS soldier, but he is one of the supervisors too. Thought to be dead after 
being blown up in the gas station (or destroyed by zombies in the sales 
office), he is found alive in the hospital. Nicholai has killed all of his 
teammates to have more bargaining power, and even tries to escape the city 
alone. Nicholai dies in either one or two ways (or survives, depending on your 
actions).

Nemesis: Sure, he's a monster, but he's so awesome that he gets to be included 
in the characters section. Nemesis was sent in to kill S.T.A.R.S members, 
because S.T.A.R.S knows what really happened with the mansion in the first 
Resident Evil. He will follow you from room to room, and unlike many other 
Resident Evil tyrants, this guy will not mess around.

===========
4. Enemies
===========

Zombies: These are your basic enemies throughout Resident Evil. Zombies can 
either bite you or spit acid onto you. If one does grab onto you, then press 
every button you can to shake it off before the damage really adds up. Any 
weapon will easily kill these enemies, but try and leave it to the Handgun and 
Shotgun to take them down. If they happen to get near you, you can mash R1 and 
R2 for Jill to stumble them back.

Dogs: Dogs usually aren't a problem, unless you are low on health. The only 
attack they have is a leaping bite on you. Dogs can be easily killed with a 
Handgun. One shot will stun them to the ground, and then you can easily finish 
them off from there. And when one dog is stunned, you can tap L1 to change to 
the other dog and shoot him. If a dog does leap at you, you can tap R1+R2 to 
jump out of the dog's way, but you shouldn't have to use Jill's dodge ability 
to avoid these dogs.

Crows: Crows are rarely encountered in this game, but you do need to take them 
seriously...to an extent. One hit from any weapon will kill these crows, but 
don't take the time...or the health...or the ammo to do so. You can outrun them 
easily, but if one of them is able to peck you, then the rest of the crows will 
be on you quick and the damage adds up...trust me. They only appear a few 
times, so they're not that significant.

Drain Deimos: A new type of enemy found in this game. You see one of these 
suspiciously crawling out of a window, and then later find it in another room. 
These enemies look like reddish roaches and can climb up walls too. Early in 
the game, your best bet is the Shotgun, but I'd recommend using a Grenade 
Launcher on these at the minimum (the Grenade Launcher can take them out in 1 
hit nine times out of ten). They can swipe at you from the ground, or they can 
get on two legs, grab Jill's head, and start sucking on her, which can do a 
hefty amount of damage.

Brain Sucker: These are the counterparts to the Drain Deimos, although they are 
a tad less common. They have the exact same attacks as the Drain Deimos, except 
these enemies can also spit poisonous acid at you. They also differ from Drain 
Deimos in color. These enemies are green and have a slightly different shape. 
As with the Drain Deimos, use a Grenade Launcher or Shotgun on them. 
 
Spider: Another classic enemy from Resident Evil, and it still hasn't really 
change. You hardly ever encounter these enemies, and they don't like being 
bothered either. A hit from the Grenade Launcher is usually sufficient enough 
to kill them, but it's not completely worth fighting them, because of the fact 
that tiny spiders are released upon killing them. For attacks, they can bite 
you or spit poisonous acid at you, so have a Blue Herb around for that unlucky 
event.

Hunter Beta: Yes, the Hunters from the first Resident Evil are back. Well, not 
really. It's got the characteristics of a Resident Evil Hunter, but a different 
appearance. They first appear in the hospital as Carlos. In that case, use your 
Assault Rifle. Otherwise, one hit from the Grenade Launcher or Magnum will kill 
them. They often come in groups, so don't let them corner you, otherwise you're 
better off resetting your game. They can slash you with their claws and even 
take a swipe at your head. However, if you notice their movement, you can 
easily run under them when they do that. If you are in Yellow Caution or lower, 
they can take your head off in one hit. You'll notice this when they are taking 
low and fast jumps at you, rather than jumping higher. They are dark skinned 
with a little bit of red in this game.

Hunter Gamma: What could be possibly worse than having one type of Hunter in 
Resident Evil? Two types of Hunters! These enemies are only encountered twice 
in the game (or once because of the game's random enemy/item placement). These 
Hunters are released from the stasis tubes in the basement of the hospital. 
They look like frogs. Just like the normal Hunters, they can scratch you and 
take a slash at your head, but these guys learned a new trick: if your health 
is in Yellow Caution or lower, these guys will swallow Jill up for lunch, and 
they never miss their swallows. Yeah, whoever said Resident Evil was generous? 
Your best bet here is the Grenade Launcher or the Magnum.

====================
5. Weapons and Ammo
====================

--------
Weapons
--------

Knife: The Knife is kind of a crappy weapon as you all know. Unlike other 
Resident Evil games, the Knife starts out in the item box. And you should keep 
it in your item box. It's got a slow rate of firepower and you need to be quite 
skilled to use it. The only sure use I have for this weapon is to take out 
dogs, as they are helpless once they're on the ground and unable to get up.

Handgun: Despite the fact that it's a Handgun, I find it to be very useful in 
Resident Evil 3. It's a good weapon for taking out Nemesis, and I find it 
useful throughout the whole game. The Handgun gets even better once you are 
able to create Enhanced Handgun Ammo with the Reloading Tool. The enhanced 
shells can take down many enemies in a matter of shots too. The regular bullets 
are great for zombies and dogs, and if you're skilled, Nemesis. To be quite 
honest, the Handgun is probably my 2nd favorite weapon in this game. It comes 
in two varieties: Jill's Handgun (her Beretta), and the Merc's Handgun 
(Carlos's SIGPRO). Both Handguns can hold up to 15 bullets per clip, by the 
way.

Shotgun: The Shotgun is found quite early in the game, and it still is a great 
weapon. It can hold up to 7 shells per reload, and it's great for taking down 
groups of zombies, or even dogs for that matter. If you aim up at a zombie's 
head, you can decapitate them. However, there are better weapons in the game, 
and you'll most likely be using this weapon throughout much of Raccoon City. 
But the weapon becomes more powerful when you are able to create Enhanced 
Shotgun Shells. It's also good for taking out an occasional Drain Deimos or 
Brain Sucker.

Magnum: Everybody's favorite weapon in Resident Evil is back! The Magnum can 
also be found very early in the game (or even later due to the randomization 
system). The Magnum can take down any non-boss enemy in one hit, and it's great 
for taking out Hunters, Drains, and Brain Suckers without breaking a sweat. 
However, unless you are devoted to using all of your gunpowder towards Magnum 
rounds, ammo for this weapon is very rare throughout the game. I only know of 
two locations of where to find Magnum Rounds in this game (and it's a tad too 
late for the 2nd set to be any useful). So use your shots with this weapon 
wisely.

Grenade Launcher: The Grenade Launcher is also back, and it's a weapon that 
you'll likely use for the entire game. It's great at taking out many non-boss 
enemies in 1 shot (others may be stubborn and require a second hit), and unlike 
the previous two Resident Evil games, this weapon comes with a fourth flavor of 
ammo. That's right, Ice Rounds. Nemesis hates these in particular, but they'll 
take down any non-boss enemy in one hit. You'll find plenty of Grenade Rounds 
around the game too, so don't worry a whole lot about ammo shortages. This can 
be found very early in the game or later on in this game (because of this 
game's randomness).

Mine Thrower: This weapon can be a little buddy in your arsenal. I believe this 
weapon is found on Hard Mode only in the clock tower. It holds up to 6 mines 
per reload, and unlike any other weapon, you can only reload this weapon once 
it is completely empty. When firing a mine, if it hits an enemy, it will 
briefly explode on him afterward. It will take out the weaker enemies in one 
hit, but the Hunters may not go down in one shot all the time. Also, try to 
keep your distance when using this weapon, as you can get hurt if you're near 
the explosion.

Assault Rifle: You get this weapon from the get-go in Easy Mode, but you only 
have absolutely one shot at this weapon in Hard Mode. Also, Carlos does get 
this weapon when you take over him. The amount of ammo you have for this weapon 
is a percentage. In Easy Mode, you do have two extra clips for this gun. You 
can also set it to Manual Mode will it will only fire in three round bursts. 
This weapon is great for taking down a large group of zombies, and it can even 
take Hunters down pretty quickly. Just don't hold the fire button down for too 
long, or it will eat up your ammo fast. You can also buy this weapon with 
unlimited ammo in the mercenaries for $2000.

Desert Eagle 6.0: This is a cool type of Handgun that you can get in Hard Mode 
only. Well, Carlos does have this weapon in Mercenaries, but that's about it. 
You will get this weapon after combining the weapon parts from dropping Nemesis 
twice. It fires faster than the Handgun and it even has a small chance of a 
critical hit. And by critical hit, not only do I mean taking a zombie's head 
off, but it can also kill an enemy in one shot if lucky (I've pulled this off 
on a Hunter once). The one thing that keeps me from using this as a full time 
weapon is that it cannot used Enhanced Handgun Bullets. Just imagine how deadly 
this weapon would be if it did accept enhanced ammo. And just like the Handgun, 
it takes 15 bullets per clip.

Western Custom: A small type of Shotgun that you can get in Hard Mode only. You 
can only get this weapon from combining the weapon parts you get after dropping 
Nemesis the fourth and fifth times. It fires faster and is more powerful than a 
regular Shotgun, and it can take down any enemy really fast. It gets 6 shells 
per reload, but its only downside is that it can't accept enhanced Shotgun 
Shells. Come on, not every weapon can be ultra deadly, right?

Rocket Launcher: The Rocket Launcher can still kill any enemy in one hit (well, 
Nemesis still needs two to go down) In the past, Rocket Launchers have been 
used to destroy the final boss. The Rocket Launcher isn't exactly useful in 
this game, as its only purpose is to shoot down Nicholai. It comes with 4 
rockets when you pick it up, and buy then, there isn't a whole lot of use to 
it. However, you can buy this weapon with unlimited ammo from the Mercenaries 
with $4000 and play around for it the entire game.

Gatling Gun: This weapon can only be found by buying it in Mercenaries for 
$3000. And yes, it does come with unlimited weapon. The Gatling Gun is an 
extremely powerful weapon, as it fires in very fasts bursts, but it does take a 
second for the weapon to charge up. I'd recommend this on any enemy except 
dogs, Hunters, Drains, or Brain Suckers, due to the fact that they can jack you 
up pretty good while you're charging the weapon.

-----
Ammo
-----

Handgun Bullets: These are as it says, ammo for your Handgun. In the early 
stages of the game, you can find this ammo in several places. You get 30 
bullets per box. You can also create these using Gunpowder A.

Shotgun Shells: Shotgun Shells are more common around the game if you ask me. 
You get 7 shells per box and you'll find plenty of these to keep you happy. You 
can also create these using Gunpowder B.

Magnum Rounds: Finding this ammo alone is extremely rare. I have only found two 
of these boxes, and the last box is pretty much pointless. You can also create 
this ammo with gunpowder CCC (if you're willing to give up six total gunpowders 
to create it). Use this ammo wisely.

Grenade Rounds: Basic rounds for the Grenade Launcher. Unlike Resident Evil 2, 
it doesn't fire in short bursts, so you can actually kill an enemy from a 
distance now. These are fairly common throughout the game, and they have a gray 
lid on them. You can also create this ammo with Gunpowder C.

Flame Rounds: Flame Rounds are stronger than the Grenade Rounds, but there is 
only one box of these in the game. That's right, Carlos gives you these before 
you go to the Clock Tower (but it does depend on a live selection choice). 
Otherwise, you'll need Gunpowder AC to create this ammo. Flame Rounds have a 
red lid on their ammo case.

Acid Rounds: Acid Rounds are the second most powerful type of Grenade Launcher 
ammo in this game. They can kill many non-boss enemies in one hit. Is there any 
kind of downside to this ammo? YOU CAN'T FIND IT ANYWHERE IN THE GAME. You must 
create it using Gunpowder CB if you want to use this kind of ammo. Acid Rounds 
have a yellow lid on their ammo case.

Freeze Rounds: The newest flavor of Grenade Launcher ammo, and by far, it's the 
best kind. Freeze Rounds will take down any non-boss enemy in one hit, and 
here's a little hint: Nemesis hates freeze rounds. Freeze Rounds will stun him 
for a second as the ice sinks in. Apparently, these rounds are made of ultra 
low temperature liquid Nitrogen. So try bringing this into your science lab. 
Unfortunately, you can only get this by mixing gunpowder CC. Well, Carlos does 
give this to you as a gift if you just to Jump out the Window en route to the 
Clock Tower.

Mine Thrower Rounds: This kind of ammo is scare throughout the game, but it 
still is fun to play with. You get 6 rounds per box, but there is a catch: It 
must be completely empty to reload the weapon, and when you do reload, 
reloading will cause any undetonated mines to disappear.

Enhanced Handgun Bullets: Enhanced Handgun Bullets are my second favorite kind 
of ammo in this game. You can get these after mixing Gunpowder A more then 7 
times. This ammo can take down any non-boss enemy within a matter of shots. It 
can also stun Nemesis if he is running towards you. This is the big reason to 
why the Handgun is useful for practically the whole game.

Enhanced Shotgun Shells: Like the Enhanced Handgun Bullets, you need to mix 
Gunpowder B more than 7 times. This ammo can be fun to play with, but like 
regular shells, you'll need to be close up to the enemies to deal out 
significant damage.

==========
6. Health
==========

This section will explain your health conditions and all of the healing items 
throughout the game: 
 
Fine: 100%-50% health, no physical problems with character, green ECG
Caution (yellow): 49-20% health, character slows down, yellow ECG
Caution (orange): 19-10% health, near death, orange ECG
Danger: 9-1% health, next to death, character limps slowly, red ECG
Poison: Character slows down; health slowly decreases until cured, purple ECG
Virus: Character slows down, health slowly decreases, purple ECG (only 
encountered once)

Healing Items: 
 
Green Herb: Restores about 1/4 of your health, common throughout the game.
Red Herb: Has no standalone effect, uncommon throughout the game.
Blue Herb: Restores poison, uncommon throughout the game.
First Aid Spray: Restores to full health (does not cure poison), common 
throughout game.

Herb Mixtures:

Green Herb + Green Herb: Restores 1/2 of your health.
Green Herb + Green Herb + Green Herb: Restores your health completely.
Green Herb + Red Herb: Restores your health completely.
Green Herb + Blue Herb: Restores about 1/4 of your health and cures poison.
Green Herb + Green Herb + Blue Herb: Restores 1/2 of your health and cures 
poison.
Green Herb + Blue Herb + Red Herb: Restores all of your health and cures 
poison. To get this herb, you must combine the Green and Blue Herb first, then 
add the Red Herb.

===============
7. Walkthrough
===============

This walkthrough is intended for Hard Mode, and it will cover all of the 
choices throughout the game.

Upon starting the game, Jill will deliver her opening speech about Umbrella.

******************************************************************************* 
FMV 
 
The game opens with several choppers sending in marines to combat the zombies. 
The Raccoon Police Department (RPD) and the UBCS soldiers are also seen 
fighting the zombies. Despite having Assault Rifles, Handguns, Shotguns, and 
even Grenades, all of these people fail miserably and die, proving no match for 
the zombies. At the end of the FMV, you can see a few cops (who are now 
zombies) through the reflection of the police helmet.
*******************************************************************************

-------
Uptown
-------

All looks quiet around the area. Then, Jill bursts through the explosion and 
comes up on the clean side. There's not a whole lot you can do in this room. 
Just run forward and STUN, not kill, the zombie with 4-5 shots. Once the zombie 
is on the ground, climb over the dumpster and then jump on the other side. The 
game will take over as zombies begin to surround Jill. Jill breaks through a 
door and runs through a door into the warehouse.

"September 28th. Daylight. The Monsters have overtaken the city. Somehow...I'm 
still alive..."

A brief cut scene will introduce us to Dario Rosso. Jill tries to convince 
Dario to escape, but he doesn't want to leave the warehouse and get killed. 
Dario throws a hissy fit and locks himself inside a closet. Once you regain 
control of Jill, turn around and go to where the staircase it. From the 
staircase, run right and pick up the First Aid Spray off the shelf. Now, run 
right from the First Aid Spray and you'll find a green light. Examine the light 
for some Handgun Bullets. Now run back up the stairs and head up. Go up the 
next staircase and open the door at the top. In this save room, pick up the 
Warehouse Key on the wall right next to you (if you examine it, it turns into 
the Backdoor Key). Also, turn around and go to the cabinet in the corner of the 
room. Pick up both Gunpowder As, and combine them with the Reloading Tool to 
create 30 Handgun Bullets. Now, drop the Reloading Tool and First Aid Spray 
into the item box, and then leave the room. Back in this place, run down the 
stairs and follow the walkway to the door. Use the Warehouse Key on the door to 
unlock it. Toss the key and then open the door.

There's nothing in this room. Just run down the stairs and open the door at the 
other side of the room. There's also nothing to do here. Just run upward and 
open the door you'll find on your right. In this room, run up the stairs and 
you'll come to a door on your left. When you try to open the door (or if you go 
near it, I don't know how often this happens), the door will burst open with 
Brad Vickers running away from the zombies. Now, these zombies tend to be fast. 
Turn around and kill each zombie one by one, trying not to get bitten. Once all 
of the zombies are dead, go over to the door where they came out of. Head down 
the stairs where you'll find another zombie. You don't need to kill this one, 
just stun him. Now pick up the Lighter Oil on top of the shelf and then grab 
the Shotgun from the dead guy's body. Now run back up the stairs and run to 
where Brad ran. Pick up both Green Herbs and follow this path down a stairs to 
a door. Open this door.

There are a few zombies here, but you don't have any need to kill him. Run 
downwards past the first zombie, and then run around the second zombie. By now, 
you'll hear a guy screaming as he gets killed. Continue to run forward and 
you'll find a stack up crates. Run up the stairs and grab both Green Herbs on 
the balcony. Then head back down the stairs and jump off the crates (there is 
an Uptown Map if you want it). Continue to follow this path and you'll find a 
few zombies eating the dead guy. Just run around these zombies and follow this 
path to a door and open it. Run forward in this room and you'll get to a 
staircase. You'll hear gunfire, so run down the stairs and you'll find Brad 
killing off one of the zombies. It's best to run around these zombies and 
follow Brad, but if you need to just stun one of the zombies. Now run into the 
opening he went into and then open the door at the end.

We find a cut-scene of Brad being bitten by a zombie. He shakes it off and 
starts shooting it. You can shoot it if you want, but it is a waste of ammo. 
Now, pick up the Clock Tower Postcard off the counter and then run to Jill's 
right. You'll find a register. Examine the register for Handgun Bullets. Now 
run back to the door. By now, Brad should have killed off the zombie. After a 
cut-scene where Brad tells us that we're both going to die, go to where Brad 
left the room. Your inventory should be this: 
 
Handgun
Handgun Bullets
Shotgun
Lighter Oil
Green Herb
Green Herb
Green Herb
Green Herb

Combine two of your Green Herbs to make a double green herb mixture (and to 
create space). Pick up the Lighter near the payphone. Combine the lighter with 
the lighter oil. Now, instead of following Brad, turn around and leave the Bar 
the same way you came in. Back out here, run straight and then run back up the 
stairs. Head towards Jill's right and go down the long passage. There is a 
zombie here, but I'd recommend beheading it with your Shotgun. Once you get to 
a door, open it.

There are several zombies in this place trying to break down the barricade. Run 
to the other side of the room. Use the lighter on the door to burn down the 
rope. By now, the zombies will have broken through the barricade. Sometimes, 
they do break the barricade before you get a chance to use your Lighter. Now, 
back up, stay at a safe distance from the barrel and the zombies (keep them all 
on the same camera angle too). When they come close, fire your Handgun at the 
barrel. You will kill all but two of the zombies 9 times out of 10. Most of the 
time, there are two other zombies wandering around at the far back. Finish them 
off with your Shotgun if needed. But before heading through the door, go to 
where the zombies were. Pick up the two Red Herbs. Combine them with the Green 
Herbs to get Red/Green Herb mixtures. Also, search the dead police for Photo A. 
Now you can head through that door you just used the Lighter on.

There are dogs in this room, but you'll never have to fight them. Just run 
forward and follow this path until you see a door on Jill's left. Open this 
door before the dogs have a chance to attack you. In this tiny safe room, open 
your item box and toss away the Lighter. Pull out your Reloading Tool and pick 
up the Gunpowder A from the shelf. Create Handgun Bullets and then pull out the 
Gunpowder B. Use it to create Shotgun Shells. Toss the Shotgun Shells and 
Reloading Tool into the item box, and then leave. Back out here, run upward 
towards the door and open it. The dogs will never get you. In this room, head 
out of the alcove and run upward. Follow this path to a gate and then open it.

******************************************************************************* 
FMV 
 
As Jill walks to the front doors of the Police Station, Brad comes rushing in 
through the gates behind him, looking wounded. Then, Nemesis jumps down and 
chases after Brad, completely killing him. Nemesis then tosses Brad on the 
ground and then looks at Jill, going "S.T.A.R.S".
******************************************************************************* 
 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
LIVE SELECTION CHOICE 
 
Fight with the Monster.
Enter the Police Station.

If you choose to fight with the monster, you will take over as Jill 
immediately.

If you choose to enter the Police Station, Jill will dodge the punch from 
Nemesis and run to the police station.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS? 
 
In the event you want to fight Nemesis, it's quite possible. The second you 
choose fight with the monster, Nemesis will immediately do a running charge at 
you.

Here are some basic tips:

1) Nemesis always punches with his left hand. That means run around him on his 
RIGHT side

2) As of now, Nemesis can throw a punch or grab Jill and throw her. When this 
happens, mash every button to get up.

3) While Jill is on the ground, Nemesis can pick her up again and then do his 
one-hit kill attack in where he infects Jill with the virus. However, you can 
break free of this by mashing every single button possible on your controller, 
but you need to be in Yellow Caution or higher to break free.

4) Do NOT run away from Nemesis. He can outrun you and he will catch up to you 
with ease to deliver a cheap shot.

5) Never expect things to go as planned when fighting Nemesis. There are times 
where he'll run at you and then give you a punch. In the event that Nemesis 
does run at you, mash R1 and R2 just before he throws a punch to dodge the 
attack.

6) He can follow you from room to room, unless it's a save room.

7) Keep the fight in one room.

The tip to dropping Nemesis in this room is to always be on this camera angle 
at all times. Now, as I said, run to his right side to avoid the punch and then 
get at a safe distance from him (not a far distance in where he'll run at you). 
Then, fire a few Handgun Bullets and then repeat by running on his right. You 
will most likely be going in circles in one part of the room. After about 30 
Handgun Bullets, Nemesis will fall to the ground, but the battle isn't over 
yet. Get behind Nemesis and fire down a "get up" shot at him. When he gets up, 
he will do his trademark pose, allowing you to fire 2-3 more shots at him. 
However, he will be running at you now, so be prepared to hit R1 and R2 to 
dodge. After another 30 shots, Nemesis will fall to the ground for good.

If you are on Hard Mode, pick up the Eagle Part A.

Also, if you chose to fight with him, you can examine Brad for a card case. 
Check the card case in the inventory for Brad's S.T.A.R.S. card. Now open the 
double doors to go inside the Police Station.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

---------------
Police Station
---------------

As you enter, Nemesis will be trying to break through the doors behind you, 
provided you didn't kill him. He won't ever get through though, so don't worry. 
If you fought with him and dropped him, well then you have nothing to worry 
about. :)

But wow, doesn't this place look a whole familiar! But two of the three doors 
are barricaded, so we can't do a whole lot. Pick up at least two of the three 
Green Herbs next to the double doors though. Now run up the right ramp and 
you'll find a counter area. If you have Brad's S.T.A.R.S Card, you can use it 
on the computer here and it will give you one of four passwords. Also, pick up 
the Handgun Bullets off the counter. Now, go to the other side of the room and 
open the solo door.

Here is where we met Marvin in Resident Evil 2. Sometimes, the zombies will be 
scattered around the place. Other times, they will be in a group. If they are 
in a group, kill them with your Shotgun. Otherwise, pick them off one by one 
with your Handgun. Now, go to the other side of the room and enter the office. 
We'll find Marvin playing dead. Examine him to get Marvin's Report. Now, you 
may see Shotgun Shells on the desk. If you have the space, pick them up. If 
there aren't any Shotgun Shells, then I'll show you where they are. Turn around 
and open the door across from you.

Here is the Evidence Room. Chances are that you're stacked in your item 
inventory, so skip this room and then open the door leading to the next room. 
In this hallway, kill each zombie one by one with your Handgun. Once all of 
them are dead, go to the stairwell and then open the door at the bottom of the 
stairs. In this save room, open up your item box and drop in Brad's S.T.A.R.S 
Card if you have it. Take out your Reloading Tool and also, drop in the Eagle 
Parts A if you have them. Now go to where the lockers are and open them for 
some Gunpowder A. Combine them with the Reloading Tool for some Handgun 
Bullets. Pick up David's Memo that is behind the typewriter. Put the Reloading 
Toll back in the item box, and make sure you have the two Green Herbs on you. 
Leave this place.

Back out here, run forward, but do not go up the stairs. Instead, go to the 
other door that we haven't opened yet. In this hallway will either be zombies 
or dogs. Kill all of them with your Shotgun. Once they are all dead, follow 
this hallway until you get to a dead end. There may or may not be Red Herbs 
here. If they are here, pick them up and combine them with your Green Herbs to 
make two Green/Red Herb combos. 
 
Did you find the Shotgun Shells in Marvin's Office?

If you did, then go back to the stairwell.

If not, then open the double doors in this hallway and we'll be in the briefing 
room. If you want Jill's S.T.A.R.S card, pick it up. It's on the table near the 
podium across from you. Enter the back room and pick up the Shotgun Shells off 
the fireplace. Now leave this room and go back to the stairwell.

Reload your Shotgun and go back to the save room. Dump in the Shotgun Shells 
and Jill's S.T.A.R.S card if you picked it up. Now leave this room and head 
back to the evidence room. Open the bin with the red light across from you for 
the Blue Gem (if you examine it, it gets re-named to the Sapphire). Now, go to 
the other side of the room where you'll find another cabinet with a red light. 
It will ask you for a four digit password. It is either:

0131
4011
4312
0513

Once you find the correct one, it will open, revealing the Emblem Key, so pick 
it up (checking it renames it to the S.T.A.R.S Key). Now, go back to the save 
room and dump in the Blue Gem. Go back to the stairwell. NOW we can head up the 
stairs. Up here, only kill the zombies that get in your way. Run to the other 
side of this hallway and open the door at the end. 
 
Did you find the Red Herbs in the other hallway? 
 
If you did, then just go to the door in this hallway.

If not, follow this hallway to a dead end and you'll find the herbs near a 
barricaded door. Combine them with your Green Herbs to create two Green/Red 
Herb Mixtures.
 
Unlock the door with the S.T.A.R.S Key in this hallway. Toss the key and then 
open the door. Hey look, the S.T.A.R.S office! Get the Fax from Kendo from the 
printer. Also, grab the Handgun Bullets off of Barry's desk. Now, open the 
cabinet next to the communication system. Inside will either be a Magnum or a 
Grenade Launcher. I have heard that the weapon you get depends on the live 
selection choice you had with Nemesis, but I have always fought him and the 
weapon I get is random. Also, grab the Lockpick off of Jill's desk and then 
leave. You'll get a message from the communication system saying that they 
didn't find any survivors. Now leave. Back in this hallway, just open the door 
to the next hallway. When you get near the staircase, you'll hear a window 
smash from downstairs. Uh-oh. 

When you head down the stairs, run forward and Nemesis will burst through the 
window with his new friend, a Rocket Launcher. Just run into the Evidence Room. 
Nemesis won't follow you into this room unless you go near where the S.T.A.R.S 
Key was. Examine all the bins until you find a locked one. Unlock it with your 
Lockpick and then open it for Gunpowder B. Head into Marvin's Office. Just RUN 
to the other side of the room and go back to the Main Hall. Nemesis will be on 
you, but he won't catch you in the Main Hall.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS? 
 
You can fight Nemesis from room to room, but I find Marvin's Office to be the 
best spot to do so. You'll find out very shortly.

Here are tips on dealing with the Rocket Launcher flavored Nemesis:

1) He can take you down with 3-4 rockets if you are at perfect health.

2) Hitting R1 and R2 will dodge the rockets he fires at you.

3) If he is close, he'll whack you with the Rocket Launcher. Run on his right 
side to avoid this.

4) After 5 rockets, Nemesis will toss away the Rocket Launcher and come at you 
bare-handed, giving you his trademark pose. Now you treat him like Normal 
Nemesis.

In Marvin's room, run forward and change camera angles once. Nemesis will be in 
the room now chasing you. Here's a fun trick.

Run and lure Nemesis into Marvin's office. See the bookshelf next to Marvin? 
When Nemesis runs after you, he will get caught in the bookshelf trying to walk 
at you. This will give you all the free time in the world to fire at him. Like 
last time, it takes 30 Handgun bullets to drop him, another 30 to drop him for 
good.

However, there is a chance that he breaks free from being stuck on the 
bookshelf. In this event, he just walks around it and then proceeds to attack. 
When he breaks free, run out of the room and to Jill's left. Nemesis will aim 
up his Rocket Launcher, but won't fire it with you out of his sight. He'll come 
running like mad at you and then will try to whack you with the Rocket 
Launcher. Now, here's a trick: stall at the entrance to the office so Nemesis 
loads up his Rocket Launcher. Now run into the office and go to your corner. 
Nemesis will once again charge at you and may get stuck in the bookshelf.

Other times, Nemesis will be standing outside the office waiting to fire a 
rocket. When this happens, stand right next to the desk so Nemesis can't fire 
through the opening.

If you happen to run out of Handgun Bullets before you drop him a second time, 
then switch to your next weapon. The Shotgun may or may not be enough to drop 
him at close range. If not, then use the weapon you got from the S.T.A.R.S 
office to finish him off.

Once you drop him, pick up the Eagle Parts B. Run back to the save room near 
the stairwell and combine them with Eagle Parts A to get the Eagle 6.0. Yay!

Sometimes, things can go completely wrong in this fight and you'll have to use 
all your healing items. It isn't fun, believe me.

Before leaving the save room, make sure you have your Handgun, Handgun Bullets, 
one healing item, the Shotgun, and the Lockpick. And oh yeah, use the Reloading 
Tool to create Shotgun Shells from the Gunpowder B you got in the Evidence 
Room. Head back to the main hall.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Back in the Main Hall, pick up the last Green Herb if you haven't done so, and 
then leave through the double doors. Brad's body is gone, suspiciously, so just 
enter through the gates.

-------
Uptown
-------

Did anyone happen to notice that it's dark out and that fire hydrant isn't 
releasing water anymore? Just follow this path until you get to another door. 
Unlock the door with your Lockpick and then open it. This is a narrow passage. 
Follow it until you see a dead soldier lying down in the corner. Examine him 
for Handgun Bullets and the Merc's Diary. Also, you'll notice a roach 
suspiciously crawl out of the window behind you, but don't worry about it. 
Follow this passage to a door in open it.

There's nothing you can do here for now. There are two Blue Herbs, but leave 
them be. There may be three Green Herbs here too, so pick them up if they are 
there. Otherwise, open the door next to the Herbs. You'll walk into this room 
hearing gunfire and a soldier dying. Switch camera angles so you can see two 
dogs. Kill both of them with your Handgun and then run past the bus, where the 
third dog will attack you. Kill it and then examine the dead soldier the dog 
was eating for some Gunpowder B. From here, turn around and enter the door 
inside the opening.

---------
Downtown
---------

In the garage, walk forward and kill both of the dogs in here. Check the open 
car for the Power Cable and then follow the passage down to another door and 
open it. In this save room, pick up the Handgun Bullets next to you. As strange 
as it sounds, these are the last normal Handgun Bullets you find in the game. 
Open your item box and take out the Reloading Tool. Use it to create Shotgun 
Shells with your newly found Gunpowder B if you want. Deposit in any Green 
Herbs you may have found. Now, take these items with you: 
 
Eagle 6.0
Handgun Bullets
Shotgun
Shotgun Shells
Reloading Tool
Lockpick

Grab the Ink Ribbon and save if you want to, and then open the door next to the 
item box in this room. There are three dogs here, but you'll get severely hurt 
if you try to attack them. Just RUN to the other side of the room and get to 
the door. In this passage, grab the Downtown Map off the wall if you want it. 
Now equip your Shotgun and walk up to the dead soldier. A Drain Deimos will 
jump down and attack you. Quickly kill it and then examine the dead body for 
Gunpowder A. Use it to create Handgun Bullets. Now run downward towards the 
mini-stairs and open the door. You'll hear gunfire in this area. Ignore it for 
now and run upward. Open the door that you find There are plenty of zombies in 
this area, so kill them all with your Shotgun. Run forward until you come to a 
staircase and an opening to your right. Go down the opening and you'll see 
another door to your right. Open it and you'll be in a tiny save room.

Pick up the Shotgun Shells in the corner of this room. Also, take the Rusted 
Crank next to the typewriter. Deposit your Shotgun, Shotgun Shells, and take 
out any healing items you may have. Also, be sure to have plenty of ammo for 
your Eagle 6.0. Leave the save room.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
IMPORTANT

You can continue playing this game through one of two ways. You can either go 
to the Restaurant or the Newspaper Building first. I will guide you through 
both of them. Both of them will be separated by ############, and both paths 
will end at the panel near city hall.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

############################################################################### 
GO TO THE RESTAURANT FIRST?

After you come out of the save room, head downward to where all the zombies 
were. Head up the staircase and open the door at the top. Inside the 
restaurant, open the cabinet next to you with the Lockpick to get the Fire 
Hook. Now, follow this passage into the restaurant area. Pick up the City Guide 
from one of the tables and keep following this passage until you get to a set 
of double doors. Go past the double doors into another area with tables. One of 
these tables may or may not have Gunpowder As. If they do, use them both to 
create Handgun Bullets. Now go back into the kitchen area where you'll see a 
lid. Use the Fire Hook on the lid and Jill will open it. Just after that, a 
soldier will come out from behind you. After a talk, you find out that his name 
is Carlos and he was sent to rescue the civilians. After, Nemesis enters the 
room and you are dealt with a selection.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
LIVE SELECTION 
 
Run into the basement.
Hide inside the kitchen.

If you choose to run into the basement, Jill and Carlos will descent the ladder 
down into the basement. However, something will break and the basement will 
start flooding. There is a vent on the other side of this passage, so use it to 
get outside of the Restaurant. Nemesis will still be on you like a hawk for 
quite some time, so beware.

If you choose to hide inside the kitchen, Jill and Carlos will go into the 
restaurant area. Jill will throw a lamp at a gas pipe, causing the place to 
ignite, knocking out Nemesis. Grab the free item that Nemesis drops. If this is 
your third time knocking out Nemesis, you will get a First Aid Kit, an item 
that comes with three First Aid Sprays! However, if you hang around a little 
longer, Nemesis will get back on his feet.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
 
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS? 
 
If you stick around so Nemesis gets back on his feet, you won't be able to get 
another item. However, Carlos will be here to help you out. He will start 
firing at Nemesis with his Assault Rifle. But why the hell is his Assault Rifle 
on manual mode? I'm not going to give you any real strategy here. Just use 
Carlos to distract Nemesis. Nemesis will go over and start punching the crap 
out of Carlos. While he is doing that, just unload your Eagle 6.0 or Handgun on 
him until he knocks out. Even though you just lit Nemesis up with an explosion, 
you still have to drop him twice. Once he gets back up, Carlos will continue to 
fire at him, keeping Nemesis from attacking you. Just keep firing and he'll 
drop. You won't get an item, but believe me, it's best to drop him here so he 
won't bother you going to the Newspaper Building.

Once Nemesis is dropped, exit the place through the back door.

Also, Carlos can take a lot of punishment here. However, you can't let him 
fight Nemesis on his own, as Nemesis will eventually kill him, ending the game.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> 

A few pointers:

1) If you ran into the basement, Carlos and Jill will have a talk about 
Umbrella at the front of the restaurant. From here, get to the save room, but 
watch out for Nemesis. If you want the item, you'll still have to drop him. I'd 
suggest fighting Nemesis right in front of the Restaurant or the street in 
front of the Newspaper Building.

2) If you hid in the kitchen, you have the luxury of picking which way you want 
to leave the restaurant. Leave through the back door, as I said. Carlos and 
Jill will have their talk about Umbrella. If you didn't choose to finish off 
Nemesis for good inside the restaurant, you'll hear a scary sound coming from 
the restaurant and Carlos will take off. If you did finish off Nemesis, you'll 
have nothing to worry about.

Whichever way you took, get back to the save room. Open your item box and put 
away your new First Aid Kit (if you got it, of course), your Lockpick, and your 
Handgun/Handgun Bullets. Now, take out the Shotgun, Shotgun Shells Blue Jewel, 
the Power Cable, and the Rusted Crank.

Now, from the save room, head up to the north up the stairs and open the door 
at the end. In this area, go to the door across from you. It is locked, but 
there is a panel next to you. Insert the Blue Gem into it to free up space (we 
still need one more jewel). Run up the street and then head into the opening to 
your right. Open the double doors to get inside the Newspaper Building. In 
here, get to the right of the ladder and push it to the left. Eventually, 
you'll push the ladder right in front of the panel. Get on top of the ladder 
and activate the panel up top. Also, grab Photo B from the payphone, and then 
go to the shutter. Activate the panel to open the shutter and then head up the 
stairs. While you're heading up the stairs, the glass on a door will break 
(makes me jump a lot). Continue heading up the stairs and the door will 
completely blow over by the fire. At the top of the stairs, open the door. 
There is a zombie across from you. Kill it and then enter the office.

Kill the rest of the zombies here. If you didn't find the Gunpowder A in the 
Restaurant, they will be in this place. Use them to make Handgun Bullets. Also, 
grab the Green Gem off the table. Also, there are two files here. Pick up the 
Photo C on the desk, and take the Reporter's Notebook from the corner of the 
room. When you try to leave, Nemesis may enter the room if you haven't taken 
care of him. Open the door, head down the stairs, and leave the Newspaper 
Building. Go to the panel where the jewels are located.

HINT: If you were in a goose chase with Nemesis the whole time, you can get rid 
of him for good by going to the parking lot office near the Power Cable. A 
little trick I learned.
###############################################################################

Ok, so maybe you want to go to the Newspaper Building first. Use this 
walkthrough.

###############################################################################
GO TO THE NEWSPAPER BUILDING FIRST? 
 
From the save room, head up north and open the door. If you have the Blue Gem 
on you, go to the panel across from you and insert it. Now, head up the street 
and into the opening to your right. Open the double doors to get inside the 
Newspaper Building.

In here, get to the right of the ladder and push it to the left. Eventually, 
you'll push the ladder right in front of the panel. Get on top of the ladder 
and activate the panel up top. Also, grab Photo B from the payphone, and then 
go to the shutter. Activate the panel to open the shutter and then head up the 
stairs. While you're heading up the stairs, the glass on a door will break 
(makes me jump a lot). Continue heading up the stairs and the door will 
completely blow over by the fire. At the top of the stairs, open the door.

Run forward and then go into the bigger office in front of you. Jill will 
notice someone lying on the ground and will talk to him. We find out that his 
name is Carlos. After a chat about who they are, Jill hears Nemesis coming up 
the stairs.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION 
 
Jump out the window.
Hide in the back.

If you choose to jump out the window, Jill and Carlos will make a beeline 
through the window and land on garbage. You'll both land in a room that you CAN 
ONLY ACCESS BY PICKING THIS OPTION. In this room are two Red Herbs. You can't 
get these any other way. Unlock the door and open it. You'll be right next to 
the Newspaper Building entrance, where Carlos and Jill will have a chat.

If you choose to hide in the back, Jill and Carlos will go back in the office. 
Nemesis will enter the room. Just as he is about to enter the office, the most 
random of all explosions knocks out Nemesis, dropping a free item. If this is 
your third time dropping Nemesis, you'll get the First Aid Kit. While Nemesis 
is knocked out, pick up the Photo C from the big desk and pick up the 
Reporter's Notebook from the corner of the room. Also, there may or may not be 
Gunpowder As in this room. If there are, pick them up and use them to create 
Handgun Bullets. By now, Nemesis should be back on his feet.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS? 
 
If you stick around so Nemesis gets back on his feet, you won't be able to get 
another item. However, Carlos will be here to help you out. He will start 
firing at Nemesis with his Assault Rifle. But why the hell is his Assault Rifle 
on manual mode? I'm not going to give you any real strategy here. Just use 
Carlos to distract Nemesis. Nemesis will go over and start punching the crap 
out of Carlos. While he is doing that, just unload your Eagle 6.0 or Handgun on 
him until he knocks out. Even though you just lit Nemesis up with an explosion, 
you still have to drop him twice. Once he gets back up, Carlos will continue to 
fire at him, keeping Nemesis from attacking you. Just keep firing and he'll 
drop. You won't get an item, but believe me, it's best to drop him here so he 
won't bother you going to the Restaurant.

Once Nemesis is dropped, exit the place, head down the stairs, and leave the 
Newspaper Building.

Also, Carlos can take a lot of punishment here. However, you can't let him 
fight Nemesis on his own, as Nemesis will eventually kill him, ending the game.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

A few pointers once we get out of the Newspaper Building:

1) Both scenarios you pick ultimately have you and Carlos talking outside the 
entrance of the Newspaper Building.

2) If you chose to jump out the window, you'll have to go back inside to grab 
the files, and the possible Gunpowder As you may have missed. Try to avoid 
Nemesis here.

3) If you chose to hide in the back, you won't have to worry about Nemesis if 
you completely finished him off with Carlos inside the Newspaper Building. If 
you didn't finish him off, you'll be on a wild high speed chase with Nemesis 
until you get to the City Hall.

4) If you did choose to Jump out the Window, you'll have to fight Nemesis to 
get the item he has. It's best to fight him on the street in front of the 
Newspaper Building.

After the conversation about Umbrella is over, run down the street and open the 
door leading back to the Restaurant Area. Go to the save room and take the 
Lockpick from your item box if you don't have it. Also, swap out your Handgun 
and Handgun Bullets in exchange for the Shotgun. Leave the save room, head 
downward, and then go up the stairs to your right. Open the door at the top and 
you'll be in the restaurant. 

There are a few zombies in here. Use the Lockpick to open the cabinet right 
next to you. Get the Fire Hook and then follow this path to the lid. If you 
didn't find the Gunpowder As in the Newspaper Building, then go into the 
restaurant area and grab them off the table near the blue double doors. Also, 
be sure to grab the City Guide off the table near the lamp. Now use the Fire 
Hook to open the lid. It will reveal a ladder, so climb down the ladder. Down 
here, head downward. Kill the nearby zombies and then search the dead body in 
the corner for the Green Gem (also known as the Emerald when checking it). Go 
back up the ladder, leave through the back door, go to the save room, toss away 
the Lockpick and get back to the city hall door.
###############################################################################

Whichever path you took, you should be at the jewel control panel in front of 
the Newspaper Building with the following items: 
 
Shotgun
Shotgun Shells
Blue Gem (if you haven't used it) 
Green Gem
Power Cable
Rusted Crank
Reloading Tool

Once you put the second gem into the jewel panel, the clock will light up, 
opening the gate to city hall. Wouldn't it be an adventure if he had to find 
all 12 gems? Open the double doors. In this area, run forward and you'll come 
to two paths. Take the upward path and open the door at the end. There are a 
few zombies lying against the wall in this room. You may also find a few 
zombies eating out another zombie. Kill any zombies that get in your way and 
then open the door at the other side of this place. There's nothing much to do 
here. Just follow this path to another door. You'll find two Green Herbs along 
your path, so pick them up. Open the door once you get to it. In here, search 
the dead zombie next to you for 14 Shotgun Shells. There may either be zombies 
or dogs coming after you right now. Hit R2 to aim at the barrel and then fire 
to blow them all up. Run forward and jump over the plywood. On this side, head 
towards the trolley. The first door is locked, so continue downward and open 
the second door.

See that panel right next to you? Examine it to pick up the Mechanic's Memo. 
Now, insert the Power Cable into the panel to free up some item space. We still 
need two more items, so just turn around and walk forward. We'll meet Nicholai, 
another UBCS survivor, who is surprised that "a little girl like you survived". 
We also meet Mikhail, who is severely wounded. Walk up to Mikhail for another 
cut-scene and then open the door. We'll find Carlos in here, and Nicholai will 
explain our evacuation plan to the clock tower. After the chat, Carlos gives 
Jill a side pack, so we can carry two additional items. Thanks Carlos! Pick up 
the Wrench from the seat, unlock the trolley door, and then open it to get back 
outside.

Out here, just climb the plywood and jump over it. Open the door into the next 
room. In this area, run to the next door and open it. Be sure to have your 
Shotgun ready. As you walk forward, a zombie will burst out from the car and 
attack. Decapitate him and search the car for Gunpowder B. Use it to create 
some extra Shotgun Shells and then go to the door at the other side of this 
room and open it. Back in this room, head straight and take the path we avoided 
before. Head up the stairs and open the door up top. There's nothing to do in 
this area. Just follow the path to a shutter. Before opening the shutter, turn 
around and see if you can find two Red Herbs near the gas pump. If they are 
there, pick them up and combine them with your two Green Herbs to make 
mixtures. Now, use the Rusted Crank on the slot next to the shutter. The crank 
will break when Jill is trying to open the door, so now use the Wrench and Jill 
will be able to open the shutter completely. Now we can open the door to get 
into the gas station.

NOTE: Midway through the path, you'll see a sign on the floor that says "GAS: 
$1.25". I'm depressed now. :(

GAS STATION

The first thing I want you to do when you walk inside the gas station is see if 
there are 3 Gunpowder As on the table. If so, use them to create Handgun 
Bullets. By now, you should've mixed at least 7 gunpowder As, so these should 
be Enhanced Handgun Bullets! Walk forward and one of two things will happen:

1) If you decided to run into the basement/Jump out the window from the 
Restaurant/Newspaper Building, Nicholai will enter the room and inspect the 
Machine Shop.

2) If you decided to hide in the kitchen/hide in the back from the 
Restaurant/Newspaper Building, Carlos will enter the room. He'll hear the 
zombies outside. When you try to walk forward, he'll load up his Assault Rifle 
to attempt to kill him. When this happens, you can leave immediately to see a 
cut-scene of Carlos fighting the zombies. If this happens, Carlos just walks 
off.

Anyhow, go to the other side of the counter. There is a First Aid Spray on the 
shelf if you want it. Also, examine the panel for a trick puzzle. It controls 
the temperature of the machine oil, which is one of the items that we need. 
Here's out it works:

1) There are 4 letters: A, B, C, and D. One of the letters will be highlighted 
in green, meaning that that letter should be the only light lighting up. You 
must accomplish light up an isolated letter to access the Machine Oil.

2) The way this works is that when you press a letter, that letter and the 
surrounding letters turn on or off. So if you were to press B, A, B, and C 
would turn on or off. For example, if you press A, and A's red light was turned 
on and B's red light wasn't turned on, then A's red light would turn and B 
would light red. See where I'm going?

3) Once you get the green highlighted letter to be the only letter lighted red, 
you must do this 2 more times. The letter that becomes highlighted green may or 
may not change.

4) If you happen to suck at this, just mash random buttons. Doing that always 
worked for me.

After you solve it for the 3rd time, you get: 
 
BEEP BEEP BEEP BEEP 
 
BEEP BEEP BEEP BEEP BEEP 
 
And the contained opens, allowing you to get the Machine Oil. When you try to 
walk around the counter, something happens in the machine shop. The cord that 
is soaked in oil sparks and causes an explosion, and Jill barely escapes 
(Nicholai assumingly is blown up if he is in there). Leave the place. Outside, 
Carlos may or may not be there. Just run and eventually you'll find an FMV.

******************************************************************************* 
FMV 
 
As Jill is walking, the whole rest of the place catches fire pretty quickly. 
Then, Jill runs as the whole place explodes and comes down.
 
Can I still have gas for $1.25 though? 
******************************************************************************* 
 
There's nothing you can do here now. If you missed the Red Herbs, Gunpowder A, 
or even the First Aid Spray, they were all blown up into a million pieces. So 
leave.

END GAS STATION

Back down here, take the fork downward. As you are running the door to your 
right will burst open with a flood of zombies. Take them down with your 
Shotgun. Go inside the area. If you didn't find the Green Herbs from way 
earlier (the room with the fire hose), they will be here. Chances are your 
inventory is full or next to full, so walk up to the statue of Raccoon City 
Michael Warren and press the button. His arm will lower, so take the Bronze 
Book from his hand. Now go through the double doors and then head to the door 
across from you. Go into the save room.

Put away the Machine Oil, Wrench, any Green Herbs you have, and make sure you 
have:

Shotgun, 
Shotgun Shells 
Reloading Tool
Bronze Book

Now leave the place. Back in here, head downward. Maybe you saw Carlos running 
down the path with the zombies after him, maybe you didn't. Anyhow, blow away 
any zombies in your way and then take the long path to the door across from the 
restaurant back door. Remember where we saw Carlos shooting the zombie? Go back 
to that area. Pick up the Green Herbs if you haven't and then go to the corner 
of the area. Insert the Bronze Book into the hollow and then take the Bronze 
Compass. Now, we need to backtrack to the area where we got the Bronze Book. Be 
aware that when you get to the street in front of the Newspaper Building, 
either crows or dogs will burst through the glass. If they are dogs, you can 
quickly avoid them by taking a counter clockwise circle path to the double 
doors.

Once you backtrack to the mayor's statue, insert the Bronze Compass into his 
hand. The statue will turn around and reveal the Battery, so pick it up. And 
pick up the Green Herbs if they are there (and if you haven't, yet). Now, 
backtrack all the way back to the area where we got the Bronze Compass (isn't 
this puzzle kind of overstretched?). This time, open the door leading to the 
room where we saw our first Drain Deimos.

Sometimes they are Drain Deimos, other times they're Brain Suckers. Quickly 
kill both of them before they become a problem. Now, run up the big staircase 
in this room that we haven't gone up yet. At the top, insert the Battery into 
the slot to power up the elevator. Get on the elevator and go down. In this 
area, follow the path until you get to a large group of zombies. Blow them all 
away with your Shotgun, and be careful not to blow up the explosives if you're 
too close to them. There are two doors here. Enter the one on the far right.

SUBSTATION

If you didn't find the Red Herbs at the Gas Station, they will be right here. 
Pick them up and then combine them with your Green Herbs to get mixed herbs. 
Now, open the door in this room. In this place, before doing anything else, go 
around the bend and see if there are 3 Gunpowder Bs on the table near the 
rusted door. If they are there, pick them up an use them to create Shotgun 
Shells. If not, then don't worry, we'll find them later. Examine the panel with 
the light to set it to manual mode. Why does this remind me of Resident Evil 2 
for some reason? Once it is set to manual mode, go to the panel in the corner 
of the room. The first time you do it, do this: 
 
Blue, Red, Blue, Red (opens the shutter on the right)

Then:

(Red, Blue, Blue, Blue (opens the shutter on the left)

Once both of them are open, go into the room on the right. Open the right 
cabinet for either the Magnum or the Grenade Launcher (whichever item you 
didn't get way back at the Police Station). You'll hear zombies trying to break 
in from the outside, so go back out for a live selection.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
LIVE SELECTION 
 
Head for the emergency exit.
Increase electricity output.

If you head for the emergency exit, Jill will break open the rusted door and 
get outside. But Nemesis is out there waiting for you. He wants to kill you, 
and he doesn't want the zombies to have any say. He'll shoot down all the 
zombies with his Rocket Launcher, and then he'll keep shooting at you from 
above. I highly doubt you'll have the ammo to fight him here, but it is a good 
space to fight him. If you did bring the ammo to fight him, dropping Nemesis 
for the 4th time gives you Shotgun parts A.

If you increase electricity output, Jill will go to the manual mode panel, 
increase the electricity, and fry all the zombies. Problem solved.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

If you decided to head for the emergency exit, then you obviously need to get 
back inside. And don't worry, if you increased electricity, you can still open 
any shutter you forgot about. This time, go into the left room. Take the Fuse 
off the shelf and then leave the Substation. From here, just go all the way up 
the elevator.

END SUBSTATION

Back in this area, run down the stairs. At the bottom, go through the opening 
and through the door across from you.

If you decided to jump out the window/hide in the basement, you'll find Brain 
Suckers here.

If you decided to hide in the back/hide in the kitchen, you'll see Nicholai 
killing a zombie with his Assault Rifle. Also, if you go near the wrecked car, 
a zombie will break through it. Kill this zombie and search the car for Greande 
Rounds.

Whichever one you have, just do what you have to do and then open the door to 
get into the Parking Lot office. Open the item box and take out the Wrench. Put 
away the Fuse. You should have these items on you: 
 
Shotgun
Shotgun Shells 
Grenade Launcher
Wrench
Reloading Tool

Now, leave the parking lot office and go into the garage. In here, just go to 
the door on the other side of this place and open it. Outside, crows will burst 
through the window and attack (if you hid in the back/hid in the kitchen). You 
can easily ignore them if that's the case. Just open the door at the other side 
of this area.

-------
Uptown
-------

Run all the way to the other side of this area, into the caged area. You'll see 
a Fire Hose on the hydrant, so use the Wrench to remove it. Afterwards, toss 
the Wrench. Now open the other door in this room. While you were away for quite 
some time, a few Drain Deimos enemies have found themselves into this alley. 
Both of them can be blown up with the barrel. Once you have killed both of 
them, open the door at the other end of this alley. In this room, you'll find a 
fresh batch of either zombies or dogs waiting for you. Waste them with your 
Shotgun and then open the door in the opening. 

Remember this place? Well at least the dogs are gone now. Use the Fire Hose on 
the fire hydrant and Jill will get rid of the fire blocking the sales office. 
Go down the new path and open the door at the end. There's nothing here except 
for two Blue Herbs, but you will most likely not need them. Just open the door 
at the other side of the place. And don't worry about those zombies you can see 
through the window. As soon as you enter the room, pick up the Square Crank 
from the corner of the room. There are also two Brain Suckers here. Use your 
Grenade Launcher to get rid of both of them, and then follow this path to a set 
of double doors and then open them. If you get poisoned, there are Blue Herbs 
in the other room.

SALES OFFICE

Either one of two cut-scenes will happen here:

1) If you chose to jump out of the window/run into the basement, Carlos will be 
here. Carlos will notice one of his friends, Murphy (another UBCS soldier) 
about to turn into a zombie. Murphy keeps telling Carlos to kill him, but 
Carlos is hesitant. Alas, Carlos unhappily does so, and then just runs out when 
Jill tries to stop him.

2) Then you have the dark/heartless side. If you chose to hide in the back/hide 
in the kitchen, you'll immediately hear "WAIT" and instant gunfire. That's 
Nicholai killing Murphy without any feeling.

Either way, go to the desk with the computer on it. You'll notice a remote, so 
when you try to pick it up, you'll get the Manager's Report instead. Now go to 
where the dead Murphy is and search the cabinets next to him for the Business 
Fax and a First Aid Spray. If you want to, use the remote to turn on the T.V. 
and one of three words will pop up, advertising a different kind of medicine. 
This is the password you need to enter into the computer right next to the 
remote. The password will either be: 
 
ADRAVIL 
SAFSPRIN 
AQUACURE 
 
All names of familiar medicines, right? After entering in one of those 
passwords, the lock to the storage room will be released, so open the door. In 
here, follow the path to where all the medicines are kept. If you didn't find 
Gunpowder A in the Gas Station or Gunpowder B in the Substation, they'll be in 
this spot. Use them to create (Enhanced) Handgun Bullets and Shotgun Shells. 
But the most important thing here is the Oil Additive. Grab that. When you try 
to leave, you'll see an FMV.

******************************************************************************* 
FMV 
 
All of a sudden, we see one zombie out there walking. Then two zombies are out 
there. Then four. Now there's too many to count. They find their way through 
the windows of the Sales Office and come right in.
******************************************************************************* 
 
If Nicholai was there, you'll hear some screaming. And then, the zombies just 
burst right in through here. And how the hell did they find us out here? You 
can do one of two things: destroy them with your Shotgun or aim at the water 
valve. This will release water and will kill the zombies on contact. You can't 
R2 at the water valve though, because Jill will aim at the one behind her. Once 
the coast is clear, leave the storage room. There are many zombies here, but 
only kill the ones that are between you and the exit. Go through the little 
opening, decapitate the zombie in front of the door, and the open the double 
doors.

END SALES OFFICE 

There's nothing to do out here. Just open the door at the other side of this 
place. I'm kind of surprised the zombies didn't bust through the windows here. 
They're still hanging out on the other side. So let's be happy about that and 
open the door across from you. Back in this room, go straight, but do NOT go 
past the Fire Hydrant yet. Instead, take the other path that we took a long, 
long time ago. Open the door at the end. Back in this room, walk forward and 
zombies will burst through the windows. Kill all of them and then open the door 
at the other end of this room. Now, run all the way forward and take the path 
on Jill's right. There will either be crows or zombies here. Go down the stairs 
and go over to where the shutters are. Use the Square Crank to open the 
shutters and we'll find 3 cases of Grenade Rounds! Take all 3 of them and then 
go back up the stairs. Head back to the right and take the only path we haven't 
gone down in this room yet. Unlock the door at the end and then open it.

When you get out of the opening in this area, follow the path until you come 
across zombies. You'll see a little girl running away from the zombies. Despite 
every effort you make to rush and save her, she dies. Continue to follow this 
path until you see a door on your left. Open the door. In this area, go up the 
stairs and open the door to get back into the warehouse, killing the zombie who 
just ate the girl for dinner. So how did the zombies come in and eat Dario? 
Chances are, you're pretty loaded in your inventory right now, so go up the 
stairs to the save room. Just watch out for that ankle biting zombie at the 
top. In the sales office, dump in your Shotgun, Shotgun Shells, and Oil 
Additive. You should have these items on you:  
 
Grenade Launcher
Reloading Tool
Handgun
Enhanced Handgun Bullets
Full healing items

Saving your game may be recommended too.

Afterwards, leave the save room. Back in the warehouse area, go down to where 
Dario hid in the closet. The zombies are too busy eating him on the other side 
of the room, so jump into the closet. Pick up Dario's memo and the 2 cases of 
Gunpowder As and Bs. Combine the A and B to make C twice. Then use your 
Gunpowder CC to make 10 Freeze Rounds. Now, jump back out of the closet and 
leave the Warehouse. The zombies shouldn't give you any problems. Back in here, 
go down the stairs and open the door. Now take the same path you just used to 
get to this area. Just watch out for any zombies you may have not killed. Once 
you get back to the same door you used to get to this place, open it. In here, 
just head straight and take a right down the long passage, opening the door at 
the end. Now, backtrack to the fire hydrant where you used the Fire House. If 
you chose to Increase Electricity Output all the way back at the Substation, 
Nemesis is coming. Nemesis will try to whack Jill with his Rocket Launcher but 
will miss, taking out the Fire Hydrant instead. Just run around him and get to 
the door.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS? 
 
This is probably the second hardest place to fight Nemesis, so let's lure him 
into another room. Getting Nemesis to enter the next room (the area with the 
Police Station gate) is probably the best area to fight him. Once you get into 
that room, switch camera angles so you're near the fire. When Nemesis enters 
the room, dodge all of his rockets using R1 and R2 until he tosses away the 
Rocket Launcher.

Now, when he's doing his pose, give him a few of your brand new Freeze Rounds. 
Freeze Rounds are powerful enough to stop Nemesis from running. When he gets 
close, run around his right. Put no more than 5 Freeze Rounds into it. Use a 
combination of your Enhanced Handgun Bullets and Freeze Rounds to get rid of 
Nemesis. Don't try to switch camera angles a lot here, as Nemesis could do bad 
things to you (this is an open place with not so great camera angles). Dropping 
Nemesis for the 4th time gives you Shotgun parts A, if you didn't already do so 
at the Substation.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Whether you fight Nemesis or not, backtrack all the way back to the Parking Lot 
Garage. If you didn't see the crows burst through the crashed bus, they will do 
so now (well, sometimes). 

---------
Downtown
---------

In the Parking Lot Garage, run forward and Jill will feel an earthquake. The 
pavement below her collapses and the crates from the van will start sliding 
out. It's time for one of the most pointless Live Selection scenes of the game.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
LIVE SELECTION 
 
Climb up.
Jump down.

Anyone would pick climb up. Well I'd sure hope they do. Well, pick before the 
crates come and crush Jill for some damage. If you climb up, that's all there 
is to it. 

If you want to be adventurous and jump down, be my guest. Jill will fall 
underground and dodge the crates at the end. Climb up the ladder on the other 
side of this place. You'll pop out of a manhole near the dead UBCS soldier that 
the dog devoured.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Anyhow, we need to keep moving. Go through the Parking Lot save room and head 
through the other door. Backtrack to the save room near the backdoor of the 
Restaurant. Take out the Machine Oil and combine it with the Oil Additive to 
get the Mixed Oil. Also, bring out the Fuse and the Power Cable (if you didn't 
use it earlier back then). Save your game if you want to. You should have these 
items on you: 
 
Grenade Launcher
Freeze Rounds (maybe 4-6 of them)
Handgun
Enhanced Handgun Bullets
Magnum
Fuse
Mixed Oil
Healing Item
Healing Item
Healing Item

Now, head out of the save room and continue back to the trolley. When you get 
to the room with the mayor's statue, Nemesis will enter the room. If you don't 
want to fight him, then just run around his right side and keep moving. I don't 
think you can lure him from room to room, so keep running.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT NEMESIS? 
 
This is a difficult room to fight Nemesis, mainly because the space is so 
tight. As Nemesis is charging to you, give him a Freeze Round or two to stop 
him in his track. When he gets real close to you, do everything you can to get 
out of the away. Use a combination of Freeze Rounds, Enhanced Handgun Bullets, 
and the Magnum to bring him down. When he gets back up, finish him off with the 
weapons I just listed above.

If this is the 5th time that you dropped Nemesis, then you get the Shotgun 
parts B. Combine them with your Shotgun parts A to get the Western Custom, 
which is quite a power weapon.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> 
 
Well, we got Nemesis to get lost. What else could be in our way? Nothing, 
right? In the room just before the trolley, Jill will feel ANOTHER random 
earthquake. As you get near the door leading to the trolley, the path under 
Jill crumbles and she goes underground. Then, a big giant worm pops through the 
sewers. Seriously, I'm not kidding.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: GULP WORM 
Difficulty: Medium-Hard

If you're pretty fast, then you won't need to fire a shot and you'll get out of 
here in a hurry. As soon as the fight states, head into the opening in your 
right and press the switch. Now run like hell before the worm chases after you. 
Go to the other side of the room and head into the opening. Activate the switch 
before the worm beats you to it. The worm's bites are quite powerful, and can 
bring you down a few status levels within a matter of bites.

Once you hit both switches, do a quick 180 turn and hit the switch for the 
ladder. Climb up the ladder before the worm gets his dinner.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

You'll pop out of the manhole next to the dead guys who had the Shotgun Shells. 
Climb over the plywood and enter the trolley from the far right. Put in the 
Fuse and the Mixed Oil. Carlos will enter the trolley now. If you decided to 
hide in the back/hide in the kitchen, Carlos will give you Flame Rounds. Now, 
follow Carlos into the other room. Carlos will get the trolley moving, and then 
we'll hear something from the back of the room. Something bad happened with 
Mikhail. Get back into the other trolley car and we'll see Mikhail up against 
the wall. Nemesis found his way into the trolley without a ticket, and it 
coming after you. 
 
You can't beat Nemesis. Even if you drop him once, the game takes over. So turn 
around and leave the room. Mikhail will tell Jill to get out of the cable car 
and will start attacking Nemesis.
 
******************************************************************************* 
FMV 
 
Mikhail is unloading his Assault Rifle at Nemesis with futile results. Nemesis 
decides to through Mikhail against the window and then onto the floor. As 
Nemesis is going in for his one hit KO attack, Mikhail pulls out a grenade and 
sends the place exploding, tossing Nemesis out of the cable car and ultimately, 
committing suicide in the process.
******************************************************************************* 
 
After that, we've got another bad situation. The breaks don't work! And then 
another random earthquake happens! Jesus, is Raccoon City on a fault line that 
we don't know about? Well, we are dealt with another Live Selection scene 
happens.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
LIVE SELECTION 
 
Jump out of the window.
Use the Emergency brake.

I seriously recommend jumping out of the window. You get free ammo on the way 
from Carlos if you do, but don't worry, I'll cover the emergency break scene 
too.

If you jump out of the window, Jill will say "it's useless!" and jump out of 
the window, with Carlos screaming.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
 
******************************************************************************* 
FMV 
 
The trolley mauls over some car apparently and conveniently lands in front of 
the clock tower, whichever way you take.
******************************************************************************* 

------------
Clock Tower
------------
 
I'll cover jumping out of the window first.

############################################################################### 
DID YOU JUMP OUT OF THE WINDOW?

If so, Jill will get up. Walk forward. You may or may not find Gunpowder As and 
Bs here. Use them to create Freeze Rounds if they are there. Also, zombies will 
come out of the fire as well. You will most likely not have to kill them, as 
they are a distance from you. Also, search the picture. It will collapse and 
reveal the Clock Tower Key. If you check it, it'll be renamed into the Winder 
Key. Open the door to get into the save room. In here, toss away your Magnum, 
and bring out your Shotgun if you don't have the Western Custom on you. Make 
sure you have a few free spaces. Now, unlock the other door in this room with 
the Winder Key and then open it.

Walk forward and we'll find Carlos, scaring out both of them. Carlos will give 
Jill some freeze rounds (and you better gladly accept them), and then leave. 
Sometimes, you'll find some Grenade Rounds on the table right next to you. 
Before going into the door Carlos just went into, search the other desk in here 
for an Ink Ribbon and a Art Picture Postcard. Now go into the door Carlos just 
went into. This is the Main Hall of the Clock Tower. Run forward and search the 
dead soldier for a Mine Thrower (hard mode only) and the Operation 
instructions. If you want, you can get the clock tower map from the other desk. 
Also, exit through the double doors in front of the staircase.

Out here, go to your left and down a passage. You'll find three Green Herbs and 
two Blue Herbs. Pick up the Green Herbs and then go back through the double 
doors. You'll either find dogs or crows out here. If they are dogs, you may 
need to get rid of them quickly. Back inside the clock tower, open the double 
doors to your left. There may be some Drain Deimos enemies here or crawling 
zombies. If they are Drains, get rid of them using Grenade Rounds. If you 
didn't find the Grenade Rounds in the mini-library, check the fireplace at the 
other side of this dining room. Once you are done, open the door inside the 
opening. There's nothing in this room for now. Just go to the door on the other 
side of the room.

If you didn't find the Gunpowder As and Bs from the other room, they will be in 
here. Use them to create the Freeze Rounds. You should have at least 16 Freeze 
Rounds right now. Also, search the curtain near the altar for the Clock Tower 
Key. If you search it, you'll get the Bezel Key. When you try to leave, you'll 
hear the ceiling crumbling above you. Oh yeah, regarding the item box, you can 
finally put your Reloading Tool away for now. Now leave the save room. Back in 
here, run forward and the windows will break, and you'll be surrounded by 
zombies. If you have the Shotgun, you can get rid of them pretty quickly, but 
it's more than likely that you'll get bitten here. Now, open the door to the 
dining room and get back to the Clock Tower Main Hall.
###############################################################################

Now, this is for if you used the emergency brake in the trolley.

###############################################################################
DID YOU USE THE EMERGENCY BRAKE? 
 
If so, Jill will arrive at the front of the clock tower. This time, the front 
doors are locked from the other side, so you'll need to enter from the side 
door to the left. Before you do that, grab the three Green Herbs in the area 
and then open the door. We'll start at the piano room. Now open the door 
leading to the chapel. You may or may not find Gunpowder As and Bs here. If 
they are here, then use them to create Freeze Rounds. Search the curtains near 
the altar for the Clock Tower Key. If you check it, it'll be renamed to the 
Winder Key. Now open your Item Box and pull out your Shotgun if you don't have 
it. Toss away your Magnum if it is in your inventory. Now leave the save room.

Back in this room, run forward and zombies will break through the window. You 
can finish them off quickly with your Shotgun, but it's more than likely that 
you'll get bitten here. Now open the door on the other side of the room. Walk 
forward and we'll find Carlos here. Carlos is slapped by Jill after a little 
argument, and you don't even get the Freeze Rounds from Carlos. I feel cheated 
now. Check the fireplace on the other side of this dining room to see if there 
are Grenade Rounds. Pick them up if they are there, and then open the double 
doors leading to the main hall. In here, search the dead UBCS soldier for the 
Mine Thrower (hard mode only) and the Operation Instructions. If you want the 
map of the Clock Tower, it is on the desk behind the dead soldier. After all of 
this, open the door on the other side of this hall. In here, run forward and 
search the desk for the Art Picture Postcard. If you didn't find the Grenade 
Rounds in the Dining Room, then they will be in this room on the table. Now, 
the blue door is locked, so go down the passage and you'll find a door, so open 
it. In this save room, just open the door across from you.

There may be Gunpowder As and Bs here if you didn't find them in the Chapel. 
Use them to make Gunpowder CC and Freeze Rounds. Also, search the picture and 
it will fall over, revealing the Clock Tower Key (also known as the Bezel Key). 
From here, turn around and go back to the Main Hall of the Clock Tower. 
############################################################################### 
 
Once you're in the main hall (after taking either path), run up the stairs. 
Sometimes, you may or may not hear Nemesis roar. At the top of the stairs, just 
follow the walkway to the door, ignoring the Spiders that are crawling around. 
Open the door once you get to it. You'll be on the Clock Tower Balcony. There 
are two Red Herbs on the other side of this place, so pick them up. Combine 
them with your Green Herbs to get Herb Mixtures. Then, examine the keyhole and 
use your Bezel Key to roll down a ladder. Climb up the ladder to get inside the 
clock area.

Up here, you may either see Mine Thrower Rounds or 2 Gunpowder As on the shelf 
in front of you. If they are Gunpowder As, use them to create Enhanced Handgun 
Bullets. Also, grab the Silver Gear too, and then put it in your item box at 
the back of this place. Now, go to the music box in the corner of this room. 
Examine it for a puzzle. A musical tune will play. After it plays, you'll need 
to adjust 6 switches (ranging from A-F). Moving these switches up or down 
changes the pitch of a part of the music. Move the switches so that the music 
that they play matches the music that you heard when you examined it. This 
isn't a complicated puzzle, but if you have hearing problems, it may be 
troublesome.

Once you get all six switches to play the music that matches the one you 
played, the music box will open, revealing the Chronos Chain. Combine it with 
your Winder Key to make the Chronos Key. Now, before you descent the ladder, 
make sure you have at least three free item spaces. You should at least have: 
 
Grenade Launcher
Freeze Rounds
Chronos Key
Healing Item

Back on the balcony, walk forward and Nemesis will enter the room. You are 
dealt with another Live Selection.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LIVE SELECTION 
 
Use the light.
Use the cord.

If you use the light, Jill will turn on the big lights and blind Nemesis, and 
he will fall off the balcony. You will not get the free item if you are on hard 
mode by doing this.

If you use the cord, Jill will unplug the light cord and toss it in that 
convenient puddle of water, causing Nemesis to be fried and dropped, along with 
that free item that we want. If this is your 6th time dropping Nemesis, you get 
another First Aid Box. However, watch out as he will follow you.

NOTE: I don't know if Nemesis chases you around the Clock Tower if you choose 
to use the light, but you'll need to fight him if you want the item.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Once you deal with Nemesis, open the door. Nemesis will roar if you used the 
cord, so run. If you are unlucky, he may enter the room and start chasing you. 
Sometimes, he won't even enter the room, so just head down the stairs. Back in 
the Main Hall, open the single door leading to the mini-library. Nemesis may be 
waiting here if you used the cord, so quickly get to the blue door. Unlock it 
with the Chronos Key, toss the Chronos Key, and then open the door.

Even though you'll hear the Nemesis music, he won't enter this room. There are 
spiders here, and they may become annoying. Search the dead body in the spider 
webs for some Grenade Rounds, and then follow this hallway to a door. Open the 
door once you get it to. There is quite an annoying puzzle in this room. Pick 
up the Amber, Obsidian, and Crystal Balls off the statue. What you need to do 
is use these balls to move the middle of the three clocks so that it says 
12:00. Here is a little chart to help solve the puzzle:

|--------|----------------|-----------------|----------------|
| BALL   |  LEFT CLOCK    |   MIDDLE CLOCK  |   RIGHT CLOCK  |
|        | (Past Clock)   | (Present Clock) | (Future Clock) |
|--------|----------------|-----------------|----------------|
|Obsidian|  -2 hours      |  +2 hours       |    +4 hours    |
|Amber   |  -3 hours      |  +3 hours       |    +6 hours    |
|Crystal |  -1 hour       |  +1 hour        |    +2 hours    |
|--------|----------------|-----------------|----------------|

NOTE: Putting a ball on one clock affects only the time on the middle clock. So 
if you put the Crystal Ball on the clock on the far right, the middle clock 
will move ahead two hours.

A quicker way to solve the puzzle:

If the middle clock reads 5:00: From left to right, Obsidian, Crystal, Amber
If the middle clock reads 7:00: From left to right, Amber, Obsidian, Crystal
If the middle clock reads 9:00: From left to right, Obsidian, Amber, Crystal
If the middle clock reads 11:00: From left to right, Crystal, Obsidian, Amber

Once you finally get the middle clock to read 12:300, it will open, revealing 
the Gold Gear. Also, be sure to grab the Merc's Pocketbook from the dead 
soldier in the corner of the room. From here, leave this room and backtrack to 
the main hall. Now go up the stairs and get to the balcony. Climb up the 
ladder. In here, open your item box. Take out the silver gear and combine it 
with the gold gear to get the Chronos Gear. Also, have these items on you:

Handgun
Enhanced Handgun Bullets
Grenade Launcher
Freeze Rounds
Any healing items
Chronos Gear

Insert the Chronos Gear into the plate. The gears will finally start spinning 
and you'll hear the clock bell ring. Saving your game is highly recommended. 
Head down the ladder. On the balcony, open the door.

******************************************************************************* 
FMV

As the clock strikes midnight, the escape chopper flies over the clock tower. 
Jill bursts through the double doors in slow motion (a fan favorite scene too). 
Jill signals the chopper and thinks that her nightmare is finally over. All of 
a sudden, a rocket is released into midair and shoots down the chopper, 
crashing into the clock tower. Jill can't believe what's going on, and turns 
around to see Nemesis with his Rocket Launcher.
*******************************************************************************

Nemesis then jumps down to confront Jill. He attempts to whack Jill with the 
Rocket Launcher, but Jill dodges. Nemesis then infects Jill with the virus, and 
does his trademark pose.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
BOSS FIGHT: Rocket Nemesis
Difficulty: Medium

There's no running away from this fight. Keep in mind that you will be in the 
"Virus" status condition throughout the entire fight, with your health draining 
as the fight goes on. This also means Jill will be grabbing her chest the whole 
time, meaning that she won't be able to run around at full speed. Also, you 
will fight Nemesis in one of two ways:

If you chose to use the Emergency Brake in the trolley, Carlos will be here. He 
will blast Nemesis with his Assault Rifle. Nemesis will hit him with a rocket, 
but Carlos continues to fire away. Eventually, he keeps firing and destroys the 
Rocket Launcher, sending Nemesis back into the fire. In this fight, you will 
fight Nemesis without the Rocket Launcher, and his coat has burned off a little 
bit. However, Nemesis learned a new trick: He can whack a tentacle at Jill now 
(this is kind of foreshadowing Nemesis later). He still can punch you, grab you 
and throw you to the ground, and pick you up for his one hit KO attack.

If you chose to Jump out of the Window, the fight will pick up right where it 
starts, meaning Nemesis will have his Rocket Launcher on him. Get to one side 
of the courtyard and be sure to keep Nemesis on the same screen. When he starts 
firing his rockets, hit R1 and R2 to dodge them. If he runs up to him and 
whacks you with the Rocket Launcher, run on his right side. After 5 rockets, he 
tosses away the Rocket Launcher and comes at you bare handed.

I'd personally heal every 2-3 hits, especially since you won't know your exact 
health. Remember to run on his right whenever he is about to throw a punch. 
Also, it's not really recommended to fire Freeze Rounds at him when he is 
walking towards you, as he can easily dodge them, putting you into some 
trouble. My recommended weapons here are the Grenade Launcher (Freeze Rounds 
recommended, but be sure to bring any other ammo you have for it), the Handgun 
with Enhanced Handgun Bullets, and maybe some other weapon if you're not 
confident about your ammo supply.
 
When firing at him with Freeze Rounds, it's best to do it when you're behind 
him or when he's busy doing his trademark pose so he won't dodge them. If he is 
running at you, hit R1 and R2 to dodge his punch. He'll go down with about 5 
freeze rounds and then drop with 5 more. When he drops the first time, fire him 
a "get up" shot and then unload your Grenade Launcher ammo while he is doing a 
pose.

Once the fight is over, Nemesis will walk into the fire and drop dead.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Jill will fall to the ground and pass out. Carlos will come over and try to 
wake up Jill, with no luck.

"October 1st. Night. I woke up to the sound of falling rain. I can't believe 
I'm still alive."

Jill finally awakens in the Clock Tower's Chapel, still infected with the 
virus. After a chat between Carlos and Jill, you'll be able to take control as 
Carlos.

~~~~~~~ 
CARLOS
~~~~~~~

Carlos starts out with an Assault Rifle at 100% clip and a SIGPRO Handgun 
(rather weak if you ask me). He also has an Ink Ribbon in his inventory. Toss 
that into the item box and then leave the room. There are a few zombies in this 
piano room, but you can easily outrun them. Get to the door leading to the 
dining room. There are more zombies in here. Blast away the ones you need to 
kill with your Assault Rifle, and then open the double doors to get to the main 
hall. In here, open the door leading to the study at the other side of the 
room. There will either be mini spiders or zombies, but they will never bother 
you. Get to the blue door and open it. You will either find Drain Deimos 
enemies or Spiders here. Only kill them if you become a problem. Now open the 
door at the end. Back in this room, run past the statues to the other part of 
the room. You will find a spare clock tower bell blocking the door. Jill wasn't 
strong enough to move the bell, but we can move it with Carlos. Push the bell 
out of the way and then open the door.

Out here, run out of the alcove and head up north. You should be able to run 
around the zombies, but if they give you a problem, blast them away. Follow the 
path to a set of double doors and then open them to get inside the Hospital.

---------
Hospital
---------

Run forward once you get inside to trigger a cut-scene. Carlos will hear the 
sound of a zombie walking and stresses out about it. But the zombie isn't 
really the thing we have to worry about. A Hunter Beta will take the zombie's 
head off and come after you. Blast the Hunter with your Assault Rifle. By the 
time the Hunter is dead, his friend should tag along. Let him eat your Assault 
Rifle too. Now go into the alcove where they came out of and pick up the two 
Red Herbs. Now open the door in this room. There is a First Aid Spray in this 
save room, but let it be. We can come back for it later. Now open the door on 
the other side of this room. In here, grab the Blue Herb off the cabinet. 
Search the dead doctor on the other side of the room for the Director's Diary. 
Search the lockers near the dead doctor for Handgun Bullets and then pick up 
the Tape Recorder off the desk. Now go to the elevator in the corner of the 
room. Examine the panel next to it and press yes. Now, insert the Tape Recorder 
into the voice recognition box.

"There also appears to be a slight fracture in his right arm just below the 
elbow. However..."

The elevator will open up. Examine the switch inside the elevator and you'll be 
asked to go to the 4th floor or B3. It doesn't matter which path you take, as 
the only difference is enemy placement and cut-scenes. I'll cover both of them:

############################################################################### 
GO TO FOURTH FLOOR FIRST? 

I usually take the 4th floor first, as I find the enemy placement a little 
easier to deal with. Now when the elevator opens, you may or may not encounter 
a group of zombies. Take out a few of them with your Handgun and if they get 
too close for comfort, use the Assault Rifle. Follow this hallway to a door and 
then open it. You'll hear someone yell "don't shoot!" followed by gunshots. 
Carlos will find Nicholai shooting his teammate Tyrell. Nicholai also admits 
that he is one of the supervisors. In the midst of this, Tyrell pulls the pin 
on the grenade. Carlos gets out of the way while Nicholai goes through the 
window.

When you take over, see if there are Handgun Bullets on the table next to you. 
Pick them up if they are there and then head to the backroom. Pick up Photo D 
and the Sickroom Key and then leave this room all together. Back in here, go 
down the other opening in this hallway. Unlock the second door on the right 
with the Sickroom Key, toss the key, but don't open it. Instead, open the door 
next to it. There may either be worms or zombies faking dead here. First, 
examine the dead doctor and remember the three numbers recorded on his slip. 
Also, check the other side of the room for two Green Herbs. If they are there, 
use them to create a Red-Green herb combo and a Red/Green/Blue Herb combo. And 
before leaving the room, search each corner of the room for a yellow carte and 
take note where it is. Now go back and open the door where you used the 
Sickroom Key.

See the yellow carte in the middle of the room? What you have to do is to push 
the carte in the matching corner of the other room. For example, if you saw the 
yellow carte next to the TV in the other room, push it so that it's next to the 
TV. If you put it in the incorrect space, Carlos feels a shock. If you put it 
in the right place, then the picture in the room falls off, revealing a safe. 
Enter the number you got from the doctor's slip. Usually I get "253", but I 
don't remember any of the other numbers I got. When you get the right number, 
the safe will open and reveal the Base Vaccine, so pick it up. Now, leave the 
room and go back to the elevator from here. This time, go down to B3.

Down in B3, follow this empty hallway to a door and open it. There will be two 
Hunter Betas here. Blast the first one and then switch camera angles so you can 
aim at the explosives mounted on the wall. Once you see the Hunter steps near 
the explosive, put a Handgun Bullet into the explosive to waste the Hunter. And 
if you didn't find the Handgun Bullets on the 4th floor, search the lockers 
here. Also, if you didn't find the Green Herbs from the 4th floor, go to where 
the second Hunter was. Now open the door. Whoa! Those are some neat monsters! 
Run around the room and get the Medium Base off the counter. Also, pick up the 
Medical Instruction Manual and then head to the panel. When you turn on the 
power, the stasis tubes containing the Hunter Gammas will drain. But don't 
worry, they won't break out yet. Insert the Medium Base into the panel and then 
examine it.

This is a fast puzzle. All you have to do is move the switches I and III. Then 
hit below and then move switch A. Both energy bars will even off and you'll get 
the Vaccine Medium. Combine it with the Base Vaccine to get the Vaccine. When 
you try to leave the room, the Hunter Gammas will break out. They shouldn't hit 
you if you run directly and not into them, so be careful. Back in here, just 
open the door into the previous room. Hunters may or may not spawn here. Just 
in case, hit R2 and fire at the off-screen explosive with your Assault Rifle. 
You should kill the Hunter like this. Now keep aiming until Carlos auto aims at 
the next Hunter and then kill it. Once he is dead, rush to the elevator to get 
to the 1st floor.
###############################################################################

###############################################################################
GO TO THE BASEMENT FIRST? 
 
Once the elevator opens, just follow this hallway to the door at the other side 
of this room. In here, search the lockers for Handgun Bullets. If they aren't 
there, then just go around the bend and you'll see a gun pointed at you. Tyrell 
talks about some traitor in gray hair, and when opens the safe and finds 
explosives in it, blowing him up. Afterwards, search the area where he died for 
Green Herbs. If they are there, use them to create a Green/Red Herb combo and a 
Green/Blue/Red Herb Combo. After, open the door.

Whoa! Those are some neat monsters! Run around the room and get the Medium Base 
off the counter. Also, pick up the Medical Instruction Manual and then head to 
the panel. When you turn on the power, the stasis tubes containing the Hunter 
Gammas will drain. But don't worry, they won't break out yet. Insert the Medium 
Base into the panel and then examine it.

This is a fast puzzle. All you have to do is move the switches I and III. Then 
hit below and then move switch A. Both energy bars will even off and you'll get 
the Vaccine Medium. Combine it with the Base Vaccine to get the Vaccine. When 
you try to leave the room, the Hunter Gammas will break out. They shouldn't hit 
you if you run directly and not into them, so be careful. Back in here, just 
open the door into the previous room. From here, run back to the elevator and 
get to the 4th floor. 

Up here, just follow the hallway to a door and then open it. The Hunters are 
tricky to kill here, even with the explosive. When Carlos aims at them, blast 
them away. Once they are dead, go to the backroom and grab the Photo D and 
Sickroom Key off the desk. Also, if you didn't find the Handgun Bullets down in 
B3, they will be on the desk in the middle of the room. Leave this entire room 
to go back to the previous hallway.

Back in here, go down the other opening in this hallway. Unlock the second door 
on the right with the Sickroom Key, toss the key, but don't open it. Instead, 
open the door next to it. There may either be worms or zombies faking dead 
here. First, examine the dead doctor and remember the three numbers recorded on 
his slip. Also, if you didn't find the Green Herbs down in B3, then they will 
be here on the other side of the room. Use them to create a Red-Green herb 
combo and a Red/Green/Blue Herb combo. And before leaving the room, search each 
corner of the room for a yellow carte and take note where it is. Now go back 
and open the door where you used the Sickroom Key.

See the yellow carte in the middle of the room? What you have to do is to push 
the carte in the matching corner of the other room. For example, if you saw the 
yellow carte next to the TV in the other room, push it so that it's next to the 
TV. If you put it in the incorrect space, Carlos feels a shock. If you put it 
in the right place, then the picture in the room falls off, revealing a safe. 
Enter the number you got from the doctor's slip. Usually I get "253", but I 
don't remember any of the other numbers I got. When you get the right number, 
the safe will open and reveal the Base Vaccine, so pick it up. When you leave 
the room, you may find Hunters in the area. The first one will be right next to 
you, so blast it away. Kill the second Hunter and then get back to the elevator 
and go down to the first floor.
###############################################################################

Whichever path you took, you should be back at the first floor with the Vaccine 
in hand. Either zombies or Hunters will come at you, so blast them with your 
Assault Rifle. From here, go to the Hospital save room. Grab the First Aid 
Spray if you want and then go to the main hall of the hospital. Carlos will 
notice a bomb. It will go off in 6 second, so get out of this place 
immediately.

******************************************************************************* 
FMV

With time running out fast, Carlos is running as fast as he can to get away 
from the hospital. The bomb goes off, and the hospital explodes, with Carlos 
diving forward to avoid the explosion. Carlos breaks a sweat as the hospital 
comes crumbing down.
*******************************************************************************

After the FMV, open the door to get back inside the Clock Tower.

------------
Clock Tower
------------

When you get back inside the clock tower, you'll hear the ceiling above you 
rumble. There will either be worms or zombies in this room, but they're 
extremely easy to avoid, so leave. From here, work your way to the main hall of 
the clock tower. Now, as you go through the main hall, Nemesis will break 
through the wall in a new shape.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT MUTANT NEMESIS?

Nemesis is back with a new shape. He has half his coat missing and a number of 
tentacles in his right arm. The fight can get tricky here because of the camera 
angles, but try to stay near the double doors. Remember all those times that I 
told you to on his right side? Well, since the tentacles are on his right 
tentacle, so run on his left.

I call the tentacle Nemesis "mutant Nemesis". As soon as the fight starts, run 
to his left to avoid the attack. Now, when you can, fire your Assault Rifle at 
him. If you have a lot of Assault Rifle ammo left, then it should take about 
50% of an Assault Rifle to drop him. If you run out of Assault Rifle, finish 
him off with the Handgun. Just keep avoiding his attacks and don't stay in one 
spot for too long. You only need to drop him once on this fight.

Nemesis has quite a few attacks. He can take out your feet. Nemesis can also 
whip you with his tentacles. He can grab you with his tentacles and throw you 
around the area. When you get up from the ground, he can whack you. It never 
ends.

NOTES ON THE FIGHT: 

1) I do not know if this fight effects Jill's next fight with Nemesis.

2) If you get too far away from Nemesis, he won't run at you. Instead, he'll 
open the door leading to the dining room.

2a) In the dining room, you'll see Nemesis trying to break down the door. You 
can keep firing before you completely grab his attention.

2b) If it gets to the point where he breaks down the dining room door, the only 
thing that stands between him and Jill is the door leading to the chapel. 
Nemesis will attempt to break this door down, and if he does, the game is over. 
Just keep pumping your weapon at him to grab his attention and continue the 
fight.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> 
 
After you choose to run or fight with Nemesis, go to the dining room and then 
work your way to the chapel. Examine Jill and Carlos will give her the Vaccine. 
After a chat between you and Carlos about Nemesis and Nicholai, you'll regain 
control as Jill.

~~~~~
JILL
~~~~~

Once you take over as Jill, go to your item box. If you still have plenty of 
Grenade Launcher ammo on you, take it with you. Also, bring your Handgun and 
any ammo you have for it, AND DON'T FORGET THE LOCKPICK. Save your game if you 
want to and then open the door. Nemesis will be here waiting for you. If the 
door is still up, he'll break through the door. If not, he'll run into the room 
from the windows where the zombies broke out. You can simply run away from him 
or fight.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
FIGHT MUTANT NEMESIS? 
 
If you decide to fight him, the camera angles are kind of crappy here. I 
recommend fighting him near the door to the dining room (which is now broken 
down). Use the same fighting strategies I told you about in Carlos's fight. If 
you have Freeze Rounds, it should take about 2 or 3 to bring him down. Fire him 
a "get up" shot with the Handgun, and then finish him off with any weapon you 
have. Just remember, run on his left, not right. :)

If this is the 7th time that you've dropped Nemesis, then you'll either get an 
Assault Rifle (if this is your first playthrough) or an item that'll give you 
unlimited ammo for one weapon (subsequent playthroughs).
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> 
 
If you choose to fight or run, just make your way back to the room that you got 
the Gold Gear. Now, get the Mine Thrower Rounds off the table near the bell. 
Since Carlos moved the bell for us, we can get to the door now, so leave the 
Clock Tower.

-----
Park
-----

Out here, there are a few zombies waiting for you. Now, run to the door we 
haven't opened yet. Unlock it with the Lockpick and then open it. In here, grab 
the Photo E from the table. Save your game if you want to as well. Search the 
lockers for either Grenade Rounds or Mine Thrower Rounds. Also, grab the Mine 
Thrower Rounds/Grenade Rounds off the table and get the Park Key off the key 
rack from the wall. Open your item box and toss in the Lockpick and Handgun. 
Make sure you have these weapons:

Grenade Launcher (with Grenade Rounds)
Mine Thrower
Magnum (even if it is empty)
Park Key

Equip the Mine Thrower and then leave the room. Out here, shoot the zombie next 
to you with the Mine Thrower and then back up so the mine will explode. Head 
downward and then take out the next zombie with the Mine Thrower. Now, head up 
the stairs at the end of the area. Unlock the gate at the top with the Park 
Key. Toss the key and then open the gate. There will either be Hunter Betas or 
worms here. If you see a Hunter in the water, take it out with your Grenade 
Launcher. Now go around this room counterclockwise and you'll come to a 
staircase, so head down it. When you enter this room, you may or may not see 
zombies in your room. Kill each of them with your Mine Thrower. If you don't 
see any zombies in this room, it means that 2 Hunter Gammas are going to come 
out of the water and onto the walkway. Kill both of them with the Grenade 
Launcher and then follow this walkway to a door and open it (with your Mine 
Thrower equipped).

Once you step into the room, auto-aim and fire with your Mine Thrower. You will 
hear either the sound of a dog or Hunter Beta getting hit. If it is a Hunter, 
put a Grenade Round into it before it takes your head off. Kill the other 
Hunter that tagged along too. Also, follow the path until you can see a barrel. 
Wait until the 3rd Hunter gets near the barrel and then fire at it (if there 
are dogs here, you really don't need to worry). Follow the path until you find 
a dead soldier. Search his body for the Park Key and the Written Order to the 
Supervisors. Now follow this path until you find a locked door and a dead body. 
We can't open the door now, but search the dead body for the super rare Magnum 
Rounds. Now, turn back around and leave this place. Back in here, head up the 
stairs to the other side of the room.

Once you're back in the main Park area, take the mini stairs in front of you 
and open the door on the other side of the room. There are three Green Herbs 
and two Blue Herbs in this room. Pick up the 3 Green Herbs and then examine the 
machine in the corner of the room. What you have to do is re-arrange the black 
and white gears to drain the water. The two black gears belong in the top right 
and the two white gears belong on the bottom row. Right now, the two white 
gears are on the top right and the two black gears are on the bottom row. You 
also need to keep in mind that you have a limited number of steps to do this, 
otherwise you'll need to reset it. Here's a step by step process:

1) Move the bottom left black gear towards the top left (Black Gear #1).

2) Move the left white gear to the bottom left (White Gear #1).

3) Move the bottom white black gear toward the top middle (Black Gear #2).

4) Move the top right white gear towards the bottom row (White Gear #2).

5) Move Black Gear #2 towards the top right.

6) Move Black Gear #1 to the top middle.

Now, press the switch. This will train out the pool area and reveal a ladder. 
Jump into the pool area and follow the path to the ladder and go down it. Down 
here, run forward and you'll see something rumble in the distance. Keep running 
until you get to a ledge and then climb up it. Up here, run up to the ladder 
and climb it, dodging the worms falling from the ceiling in your way. You'll be 
in the graveyard. Follow this path until you get to a locked door. The zombies 
that pop up from the ground shouldn't give you any trouble at all. When you get 
to the locked door, unlock it with the Park Key, toss the Park Key, and then 
open the door.

Chances are, you're loaded on inventory right now, so open the door in the 
corner of the room to get to the save room. Open your item box and put away the 
Magnum, Mine Thrower, the Herbs (for now), and take out the Lighter and 
Reloading Tool. You should have these items on you:

Grenade Launcher
Reloading Tool
Lighter

Now, leave the room. Back in this room, pick up the two Gunpowder As and Bs. 
Combine one set to create Gunpowder C, and then combine a Gunpowder B to create 
Gunpowder CB (use the leftover A to create Enhanced Handgun Bullets). Gunpowder 
CB will give you 10 important Acid Rounds. Now, examine the cabinet for the 
Iron Pipe. Go over to the fireplace and use your Lighter. Toss the Lighter 
afterwards and then use the Iron Pipe. This will reveal a secret room on the 
other side of the fireplace, so press X to go through it. In here, pick up the 
Grenade Rounds on the shelf on the other side of the room. Grab the 
Supervisor's Report on the table and the Fax from the H.Q. on the chalkboard. 
And get the Park Key on the table too. When you attempt to leave, the 
communication panel goes off.

"All supervisors, mission terminated return immediately, repeat, all 
supervisors return immediately, over."
 
That message is kind of creepy if you ask me, especially when there's no one 
around in the cabin. At least we can leave this room now. Nicholai will enter 
the room, saying that he's a bit impressed that we've survived this far. After 
a chat about the T-Virus, Nicholai will run out after an earthquake. Before we 
leave, go to the save room again. Take the First Aid Spray if you need it. 
Bring out your Handgun and your best healing items. You should have these items 
on you: 
 
Handgun
Enhanced Handgun Bullets
Grenade Launcher (with Acid Rounds) 
Park Key
Healing Items

Now, we can leave the cabin for good. Outside, walk forward and the ground will 
shake. Walk forward to witness an FMV.

*******************************************************************************
FMV

The ground will start shaking as Jill tries to figure out what's going on. The 
graveyard collapses, as well as the ground. Jill then notices the gulp worm 
coming out of the ground after she falls to the ground (kind of sexy though). 
So, we're now left to deal with this worn.
*******************************************************************************

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
BOSS: Gulp Worm
Difficulty: Hard

This guy is super annoying and can take down your health as fast as Nemesis 
can. If you have Acid Rounds on you, this fight shouldn't be a problem. Do a 
180 and back Jill to the end of the area. Now, keep aiming until Jim auto-aims 
at the worm. Unload all of your Acid Rounds on the worm as he closes in on you. 
You'll probably get 6-8 shots doing this. And he usually takes a bite out of 
you before he goes back underground. The worm may also surface for a brief 
second just to take a cheap shot out of you as well. You can follow his 
underground movement by seeing where the dirt is in the air. When he surfaces, 
give him two more Acid Rounds and he should be dead or near dead. If not, 
finish him off with your Grenade Rounds/Enhanced Handgun Bullets.

If you happen to not have the Acid Rounds on you, then the fight will take a 
little bit longer. It takes about 20 Grenade Rounds to kill the worm as well. 
If you brought the Magnum with you, use that as well. Enhanced Handgun Bullets 
work well too.

The worm is very mobile too, so staying around in one spot won't really help 
you. The battlefield is a U-shaped area now, so you may find the worm on one 
side of the other, but you'll have a better chance of finding and attacking the 
worm if you run around the area.

Now, if the fight takes too long, you'll see a brief cut-scene of a lamp 
falling into the water. Get to the lamp and aim at it with R2 to shoot it in 
the water. If the worm ever goes near the lamp, it's instant death for him. Be 
aware that the electricity can hurt you too.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

After the fight is over, the fence will fall over and act as a ladder, so climb 
up it to get back underground. There may be spiders here, but just run downward 
and jump down the ledge. Now continue running to the ladder and climb up it to 
get back to the other side of the Park.

Well, the music's changed, and it's really cool and creepy at the same time. 
Just follow the path and get out of the drained pool, and then open the door. 
Back at the Park Main area, zombies have replaced the Hunters/worms. Kill any 
zombies that are in your way, and then go back down the staircase at the other 
side of the room. Back down here, just follow the path to the door and then 
open it. Here's some more creepy music (well, not really music). Crickets 
chirping and owls hooting on a late summer's night (well, October is fall, but 
I wanted to play along with it). Just follow this path to the locked door. 
Unlock the door with the Park Key. Toss the key and then open the door. In this 
room, run up the stairs and go forward. Jill will see tentacles burst out of 
the bridge and then look, it's the troll that lives under the bridge! Nah, it's 
just Mutant Nemesis ready to kill Jill. It's live selection time.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
LIVE SELECTION 
 
Push him off.
Jump off.

Be aware that these decisions affect the way you go through the Dead Factory 
and the endings, so you can pick which path you want.

If you push him off, Jill dodges Nemesis's attack and pushes him off the 
bridge, and then goes into the front doors of the Dead Factory.

If you decide to jump off, Jill will just jump off the bridge and start on the 
lower levels of the factory. Nemesis gets pissed and decides to enter the 
factory through the front door.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
 
------------- 
Dead Factory
-------------

Since that was a super important live selection, I'll cover both options.

############################################################################### 
DID YOU PUSH NEMESIS OFF THE BRIDGE?

If so, you'll start at the front doors of the Dead Factory. Once you get 
inside, just follow this empty hallway to a door. Once you get to the door at 
the other end of the hallway, open it. Carlos is here, and he's been informed 
that the government is going to launch a missile at Raccoon City come daybreak. 
After the cut-scene, open the other door in this save room. We have to restore 
the power, and there is steam blocking our way to the panel. Here's how to 
solve the puzzle:

1) Go around the place counter-clock wise and you'll find a switch. Hit it. 
This switch will stop the steam to your right, but steam will trap you in here 
to your left.

2) Continue forward and you'll find two more switches. Hit the lower switch 
first, and then hit the higher switch. This will stop the steam on the other 
part of this place.

3) Go back and you'll be back at the first switch. Hit it again to stop the 
steam.

4) Now go around the area clockwise and you'll find two isolated switches. 
Press the left switch first, and then the right.

5) Go back around counter clockwise and work your way back towards the panel. 
You should see two sets of steam being released in parallel. Hit the lower 
switch to stop them. 
 
Now we can get to the panel. Activate the panel to get the power off of 
standby, and the door that you see still has one more lock to be released. Turn 
around and work your way out of here, and then get back to the save room.

Back in here, check the table for Gunpowder As and Bs. There may either be 2 or 
3 of these. If they are there, use them to create Gunpowder CC, and then use it 
with your Reloading Tool to create Freeze Rounds. Also, grab the shining object 
from the shelf. This is the Facility Key. Also, grab the Manager's Diary near 
the typewriter. You should have these items on you:

Grenade Launcher
Handgun
Shotgun
Enhanced Handgun Bullets
(Enhanced) Shotgun Shells
Facility Key

Now leave this place. Either Drain Deimos or Brain Suckers have found their way 
into this room, but you only need to worry about the one in front of you. Waste 
it with a Grenade Round. Now get to the door across from you. Unlock it with 
the Facility Key and then open it. In here, go straight and pick up the System 
Disk off the panel. Now, head the other way and kill off the zombies with any 
weapon that you have. Once they are dead, head to the elevator and open it. In 
here, press the panel to go downward.

There are four random enemies in this room! They may either be Hunter Betas, 
Drain Deimos, Brain Suckers, or just Naked Zombies. Hope you get the last one. 
If they are any of the first three, get rid of them with your Grenade Launcher. 
Then head around this room counter clockwise and you'll find a staircase. 
Before going down, head to your right and grab the Shotgun Shells off the 
shelf. Now go down the stairs, killing any enemy in your way. At the bottom of 
the stairs, open the door across from you. There is a ledge below you, but do 
NOT jump down it yet. There are either Worms or Hunter Betas in this room. You 
will find out very shortly. If they are worms, then you don't have to worry. 
But if they are Hunters, then walk forward, retreat, and then finish them off 
with your best weapon. Now jump in the water and follow this path to another 
ledge. Get on it, run forward, and open the door at the other end of the 
passage.

Here is another save room. Grab the Security Manual from the corner of the room 
and then examine the blue lights for the Water Sample. If you didn't find the 
Gunpowder in the other save room, then bring out your Reloading Tool from the 
item box. Also, put away the Facility Key, as we won't need it anymore. Make 
sure you have at least three free spaces in your inventory, and then open the 
other door in this save room. In here, head down the stairs into the bigger 
room. If you didn't find Gunpowders A and B from the other save room, then they 
will be in this room. Use them to create Gunpowder CC, and then combine it with 
your Reloading Tool to create Freeze Rounds. Now, examine the panel on the far 
left on the other side of the room. Insert the Water Sample into this panel for 
quite an annoying puzzle. You need to adjust the A, B, and C bars to match the 
sample at the top, but it can be quite hard. There are four possible solutions. 
Here they are:
   
SOLUTION 1:
          
          ##      ##
   #      ######  ######     #      
   #  #   ######  ######  #  ##

A: 4 times right
B: 2 times right
C: 2 times left

SOLUTION 2:
   
   #     #    #
   #   # #  # #   #
   #   ########   ##

A: 1 time right
B: 1 time right
C: 2 times left

SOLUTION 3:

  #              #
  #    # #     # # #
  ###  ###  #  ######

A: 1 time left
B: 2 times left
C: 2 times right

SOLUTION 4:
  
        #       #
   #    #  #  # #    #
   ######  #  #####  ##

A: 1 time right
B: 3 times right
C: 4 times left

Once you solve the puzzle, the second and final lock on the door will be 
release. It is located in the room where you got the System Disk. Turn back 
around and get to the save room. Go over to your item box. You should have 
these items on you: 
 
Grenade Launcher
Freeze Rounds
Handgun
Enhanced Handgun Bullets
System Disk
Healing Items

If you're not confident about your ammo supply, bring along another weapon. 
Now, go back to the previous room. Back in here, head into the water and hop on 
the ledge on the other side of the room and open the door. There's something I 
want to tell you about this room. The enemies ALWAYS respawn here, no matter 
how many times you go through the room. Use the barrel if you need to, and kill 
whatever enemies you find here that get in your way (whether they be Drains, 
Brains, Hunter Betas, or naked zombies). Get to the elevator and open it. Press 
the panel to go upward. Now, if you need any Green Herbs, you can find 3 of 
them in the corner near where you found the System Disk. Now go beyond the 
elevator and open the newly unlocked door at the end. In here, walk forward and 
go through the opening. You'll witness a cut-scene with Nicholai. He will try 
to shootout Jill and explain to him on how he killed his teammates for more 
money, since he'll be the only one who knows what happened.

Nemesis then grabs Nicholai off screen and brutally kills him. When you regain 
control of Jill, she'll notice Nicholai's blood dripping from above, and find 
him inside a vent. Now, insert the System Disk into the panel and Jill will 
automatically go through the double doors.
############################################################################### 
 
###############################################################################
DID YOU JUMP OFF THE BRIDGE?

If you decided to jump off the bridge, then you'll do the basement part of the 
Dead Factory first. Once you regain control of Jill, hop on top of the ledge 
and then go down the ladder. Inside, hop on the ledge right next to Jill. Once 
you're on top of the ledge, run over to the door across from you and then open 
it. In this room, grab the Security Manual off the corner of the room. Examine 
the blue lights for the Water Sample. Now, bring out your Reloading Tool from 
the item box. You should have at least 3 free spaces in your inventory. Now 
open the other door in this room.

In here, head down the stairs into the bigger room. You may or may not find 2 
or 3 cases of Gunpowder As and Bs in this room. If they are here, use them to 
create Gunpowder CC, and then combine it with your Reloading Tool to create 
Freeze Rounds. Now, examine the panel on the far left on the other side of the 
room. Insert the Water Sample into this panel for quite an annoying puzzle. You 
need to adjust the A, B, and C bars to match the sample at the top, but it can 
be quite hard. There are four possible solutions. Here they are:
   
SOLUTION 1:
          
          ##      ##
   #      ######  ######     #      
   #  #   ######  ######  #  ##

A: 4 times right
B: 2 times right
C: 2 times left

SOLUTION 2:
   
   #     #    #
   #   # #  # #   #
   #   ########   ##

A: 1 time right
B: 1 time right
C: 2 times left

SOLUTION 3:

  #              #
  #    # #     # # #
  ###  ###  #  ######

A: 1 time left
B: 2 times left
C: 2 times right

SOLUTION 4:
  
        #       #
   #    #  #  # #    #
   ######  #  #####  ##

A: 1 time right
B: 3 times right
C: 4 times left

Once you solve the puzzle, the first of two locks to a door will be released. 
Now turn around and go back to the save room. Go over to your item box. If you 
have Freeze Rounds, then put them in your item box. You should have these items 
on you:

Handgun
Enhanced Handgun Bullets
Shotgun
(Enhanced) Shotgun Shells
Grenade Launcher
Healing Item

Once you're all set, open the door next the item box. Back in this room, follow 
the passage and then jump down in the water. Run forward and a cut-scene will 
happen. A bunch of zombies will rise from the water and surround Jill. As she 
raises her gun, Carlos shoots them all down with his Assault Rifle. Carlos will 
then inform Jill that the government is launching a missile at Raccoon City by 
daybreak. After the cut-scene, continue to follow this path to another ledge. 
Climb up the ledge and then open the door at the top.

You will encounter one of four random enemies in this room. They will either be 
Hunter Betas, Drain Deimos, Brain Suckers, or naked zombies. Since we have to 
come back here later, do not use the barrel yet. Head up the stairs and kill 
whichever enemies you find. Also, examine the shelves near the top of the 
stairs for Shotgun Shells. Now, head over to the panel and open it. Press the 
switch to go upward. Up here, head up to where all of the zombies are and kill 
them. Go to the panel and grab the System Disk off the panel. Now, unlock the 
door next to the panel and open it. You will witness a cut-scene of Jill 
dodging Nicholai's bullets. We also see Nicholai shutting and locking the 
shutter on the other side of this hallway. For now, just head upward to the 
door and open it.

If you didn't find the Gunpowder As and Bs from the Water Sample Room, they 
will be here. Use them to create Gunpowder CC, and ultimately, Freeze Rounds. 
Grab the Manager's Diary off the desk near the typewriter, and examine the 
flashing object near the shelf for the Facility Key. Now, open the other door 
in this save room. We have to restore the power, and there is steam blocking 
our way to the panel. Here's how to solve the puzzle:

1) Go around the place counter-clock wise and you'll find a switch. Hit it. 
This switch will stop the steam to your right, but steam will trap you in here 
to your left.

2) Continue forward and you'll find two more switches. Hit the lower switch 
first, and then hit the higher switch. This will stop the steam on the other 
part of this place.

3) Go back and you'll be back at the first switch. Hit it again to stop the 
steam.

4) Now go around the area clockwise and you'll find two isolated switches. 
Press the left switch first, and then the right.

5) Go back around counter clockwise and work your way back towards the panel. 
You should see two sets of steam being released in parallel. Hit the lower 
switch to stop them. 

Now, hit the panel and it will activate, getting the power off of stand-by 
mode. The second door to the lock will be released, so we can open it now. Go 
back to the save room. Go to your item box to re-organize your inventory. You 
should have these items on you:
 
Grenade Launcher
Freeze Rounds
Handgun
Enhanced Handgun Bullets
System Disk
Healing Items

If you're not confident about your ammo supply, bring along another weapon. Now 
leave the save room. You'll either find Brain Duckers or Drains out here, but 
you can easily ignore them. Get to the door fast and open it. Back in this 
room, grab the Green Herbs in the corner if you need to. Now, go down to where 
the elevator is. Run by the elevator and open the door in the passage. In this 
room, just run to the other side of the room. Insert the System Disk into the 
panel and Jill will automatically walk through the double doors.
############################################################################### 
 
Whichever path you take, you'll arrive inside a dark room. You'll hear an 
announcement with a 4 minute clock. Don't worry, that's NOT the self destruct 
system you've seen in every Resident Evil game. And I'm pretty sure you'll feel 
warm and fuzzy when you hear "S.T.A.R.S" and the room lights up. Nemesis jumps 
off from the garbage and tries to whack Jill. Jill dodges, and then Nemesis 
tries to take her feet out. Jill dodges again. Nemesis AGAIN tries to take 
another shot at Jill, but Jill dodges. Nemesis hits an acid valve by accident, 
dumping all sorts of nasty, reactive acids on him. He's down to one tentacle 
now and weakened.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
BOSS: Mutant Nemesis
Difficulty: Medium

This may be the easiest Nemesis that you fight. I gave the difficulty a medium 
because of the time limit and possible ammo constraints. However, there are a 
few positives in this: Nemesis can no longer run. He will limp around the 
place. Even though he is down to one tentacle, he can still grab you with it 
and send you to the ground. And he can do a direct tentacle strike now. When 
the fight starts, run to the left of the double doors where we entered and 
you'll find another acid handle. Wait until Jill auto aims at Nemesis. Fire two 
Freeze Rounds on him. When he gets on the screen (should have the acid valve 
behind you), fire another. He'll drop.

While Nemesis is stunned, equip your Handgun and hit R2 to aim at the valve. 
Shoot it. If Nemesis is in the range, well, guess what? He's taking another 
acid bath! There's another acid valve in the corner of the room. Fire Freeze 
Rounds at him until he gets stunned (and in the range of the valve), and put a 
Handgun Bullet into the valve. If in range, well, Nemesis gets his 2nd acid 
bath. There are two more panels near where Nemesis got hit in the cut-scene. 
You can use these if you want, but they're kind of hard to get to. And don't 
shoot at the acid valves when Nemesis is up and walking: he's smart enough to 
back away from the acid.

If you can't somehow get the acid on him, just unload all of your Freeze Rounds 
and Handgun Bullets into him. When you stun him, do NOT fire him a "get up" 
shot with a Freeze Round! Do it with a Handgun Bullet instead, as he won't 
really be damaged. You can always use the Grenade Rounds and Shotgun Shells 
here too, if you're worried about your ammo supply.

By the way, the first time you dump acid onto Nemesis, he loses his entire left 
arm (not the arm with the tentacles of course). The second time you do it, 
Nemesis loses his head! This is funny, because Nemesis will walk around the 
room like an idiot, take random swings with his lone tentacle around the room 
like an idiot, and have absolutely no presence of where you are. You can stand 
from one side of the room and continue to take shots at him.

Running around him may not work as well as it did in all those previous fights, 
mainly because of his tentacle strike attack which always seems to get me.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
 
After the fight, some random earthquake causes a Card Key to fall out of a 
scientist's lab coat. How does all t...never mind.

Pick up the Card Key. Use it on the slot next to the double doors and leave.

******************************************************************************* 
FMV 
 
So, what happens when that timer runs to zero? Well, the floor you were on the 
whole time opens downward, dumping everything, including Nemesis himself, into 
a big acid pool. That has to be violent acid, too.
******************************************************************************* 
 
Another random earthquake happens. And we hear an announcement saying that the 
missile attack has been confirmed. Just leave this room back into the elevator 
room. If you don't want to do the next side quest, then kill the zombies in 
this room, open the door, and follow this hallway to a shutter.
 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
NOTE 
 
This next part is completely optional, but it is HIGHLY recommended if you 
chose to jump off the bridge. You'll find out shortly. If you decided to push 
Nemesis off the bridge, then this side quest is pointless, but be my guest if 
you want to go ahead and do it.

Back in this room, take the elevator and go down. The enemies in here ALWAYS 
respawn, but if they're floating around the water, leave them alone. Get down 
the stairs and open them at the bottom. From here, jump down into the water. 
Follow this water to another ledge and then climb it. Up here, open the door 
across from you. In this save room, grab the Facility Key out of the item box. 
Now, open the door into the Water Sample room. Head down the stairs and go to 
where the Water Sample panel is. On the other side of the panel (to Jill's 
right) is another panel (near the counter with the First Aid Spray). Go to your 
inventory and insert the Facility Key into the machine.

The machine puts a bar code onto the Facility Key, so take it. From here, leave 
the room. Backtrack to the room where we found the Hunters/Drains/Brains/Naked 
Zombies. Kill only the enemies that are in your way and get to the elevator. 
Back up here, kill the naked zombies at the other side of the room where the 
door is. Once the zombies are dead, open the door at the other side of this 
room. From here, get back to the save room. Now go into the room where we 
pressed the panel for the power. You'll see an elevator in the corner of the 
room. Insert the Card Key into the elevator and go down the elevator. Down 
here, grab the two packs of Grenade Rounds if you want them. Now go to the 
other side of the room. Insert the Facility Key into the slot (this only works 
if you upgraded the Facility Key to get the bar code on it), and this will 
unlock the cabinet. Open it for the Rocket Launcher.

If you jumped off the bridge, then you have a use for the Rocket Launcher. You 
seriously won't need this weapon if you pushed Nemesis off the bridge. It does 
come with 4 rockets, though. Now get back up the elevator. From here, go 
through the save room and head to where the shutter is in this hallway.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

No matter which path you take, you'll end up at the shutter. Insert the Card 
Key into the panel next to the shutter. If this is your third time using this 
key, then you'll be able to toss it out. Kill the naked zombies guarding the 
door, and grab the Green Herbs. Now open the door in this room. In here, either 
one or two things will happen: 
 
1) If you pushed Nemesis off the bridge, then you'll hear Carlos on the 
communications system. He'll tell you that he has an escape chopper, and tells 
you to pick up the radar on the panel.

2) If you decided to jump Nemesis off the bridge, you won't hear anything on 
the communications system...yet. Pick up the radar and attempt to leave the 
room. NOW you get the call on the radio. Except it's Nicholai. He'll rise 
through the window in that flashy chopper he just stole. Now, you'll be dealt 
with a live selection.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
LIVE SELECTION 
 
Negotiate with Nicholai.
Return fire to the chopper.

As I said, you'll only get this scene if you jumped off the bridge. If you 
decide to Negotiate with Nicholai, Jill and Nicholai will have a brief talk, 
and Nicholai flies away.

If you return fire to the chopper, then you'll actually have to deal with him. 
One rocket is all it takes to send the chopper crashing downward. Just don't 
make this anymore complicated, as he'll take you down quickly.

I prefer the second choice over the first any day. You'll feel much better if 
you kill Nicholai.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
 
After the fight with Nicholai, Carlos will come in, realizing that our escape 
chopper is gone now. Now, while Carlos is operating the communications panel, 
you can witness one of two cut-scenes:

1) If you leave and re-enter the room, you'll witness a cut-scene of someone 
talking on the panel mentioning "Jill" and "S.T.A.R.S".

2) If you decide to examine the lid, Carlos will just leave the room.

We then hear again that a missile launch has been confirmed. Now the timer on 
the radar starts counting down. I believe the countdown timer is 15 minutes. 
AND the shutter closes on us. Well, at least the lid opens, revealing a ladder. 
Climb down the ladder. Down here, kill the naked zombie across from you. There 
is also a naked zombie playing dead, so watch out for him. Also, go to the item 
box in this room. Grab all of your healing items. You really won't need a 
weapon for the next part, trust me. Grab the Incinerator Manual off the wall 
next to the ladder. Now go to the other side of the room and open the door. In 
here, walk forward and another random earthquake happens. You'll see a photo on 
the floor, so pick it up. This is the Classified Photo. Now, open the double 
doors in this room.

ANOTHER earthquake locks us in. Holy hell, what the hell is wrong here? Anyhow, 
go around the room counter clockwise and you'll come to this big computer. 
Examine it and it will turn on. The computer will then tell us that there isn't 
enough power to use the weapon. Now, go to the battery that has "1" labeled 
above it (near the entrance of the room). Push in the battery (about 2.5 times) 
to connect it. Once the computer says "battery connected", a cut-scene will 
happen. A big blob, er, Nemesis, will drop from the ceiling, and munch on that 
dead Mr. X that's laying against the wall. Holy crap, Nemesis has been defeated 
many times, dumped in strong acid at least TWICE, dropped dead in a fire, and 
he's still alive? 
 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
BOSS: Nemesis (final form) 
Difficulty: Easy

You don't even need to fire one shot at this Nemesis. Even with a Rocket 
Launcher, you can't kill it by yourself. Once you regain control of Jill, go 
back to the corner of the room where the rail gun is. You'll find battery #2 
near the locked door. Push in the battery and the computer will go "battery 
connected." Before Nemesis can get to you, go push in battery #3, which is 
right next to the rail gun itself. Once all three batteries are connected, the 
rail gun will start charging up.

Nemesis is very slow too. Just don't let him trap you. He can spit acid at you 
(which isn't poisonous), but the damage can add up pretty quickly. And he can 
also tentacle whip you too. If you can get Nemesis to get on top of all the 
stuff in the middle of the room while you're waiting for the rail gun to fire 
for the first time, then you should be in good shape. Otherwise, you'll have to 
run around and keep Nemesis off your back.

After a while, you'll hear "5, 4, 3, 2, 1, fire!" The rail gun will fire right 
into all that stuff into the middle of the room, creating a new passage. After 
the rail gun fires, it immediately charges and then fires again. Now, we have 
to lure Nemesis into that passage the rail gun just created. If you hang (and 
keep) Nemesis around that passage, then there's a very good chance the rail gun 
will keep pelting Nemesis. If you decide not to shoot Nemesis with any of your 
weapons, then it will take about 3 hits from the rail gun to finish him off.

If you want to, fire any weapon you want at him. You can't kill him alone on 
your weapons, but doing this will reduce the amount of hits needed from the 
rail gun to kill him.

Common sense too: don't stand in front of the rail gun either. I'm pretty sure 
you drop from Fine to Orange Caution with one hit from it.

Keep Nemesis in the path of the rail gun. Eventually, the rail gun will fire 
its last shot and take Nemesis out. The rail gun will stop firing from 
overheating (whether it's the 5th shot or the 20th shot, it overheats the 
second it kills Nemesis).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
 
Once the fight with Nemesis is over, head for the door that is now unlocked. 
When you attempt to open it, one final live selection happens. Does Nemesis 
ever die? 
 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
LIVE SELECTION 
 
Exterminate the monster.
Ignore it and evacuate.

What you do doesn't change the ending, but Exterminate the Monster should be 
the standard here. If you do decide to exterminate the monster, Jill will dodge 
an acid spit from Nemesis, grab a Magnum off a dead soldier, and finish Nemesis 
off with 6 rounds. From here, go through the opened door.

If you decide to ignore it, then Jill will just head for the door.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
 
Once you're inside the locked door, go up the elevator. Up top, go forward to 
witness the end of the game. 

*SPOILERS*
 
1) If you pushed Nemesis off the bridge, Carlos will be waiting for you with a 
helicopter and Jill and Carlos escape the city.

2) If you jumped off the bridge and examined the lid in the communications 
room, Carlos will follow you up the elevator and tell Jill that a chopper is 
coming just for her. So Carlos isn't invited to escape a city that's about to 
be nuked by a missile?

3) If you jumped off the bridge and left/re-entered the communications room 
after the fight with Nicholai, then we'll already know about the chopper coming 
for us. Carlos will jump in the air and scream "yahoo!" waving the flare in the 
air. The chopper then comes to pick us up.

******************************************************************************* 
FMV 
 
If you decided to push Nemesis off the bridge, Jill and Carlos will escape in 
their own helicopter. Jill will witness the missile being launched into Raccoon 
City, with the chopper narrowly escaping the missile's range.
******************************************************************************* 
 
******************************************************************************* 
FMV #2

If you decided to jump off the bridge, Jill and Carlos will get inside the 
chopper. Jill thanks the pilot, who appears to be none other than Barry Burton. 
Barry couldn't let Jill die, and Jill sees the missile taking out Raccoon City 
with her own eyes. Jill also wants to take out Umbrella.
******************************************************************************* 

After the credits roll by, you'll come to the ranking screen. It will either be 
Carlos and Jill looking out on the sea, or Carlos, Jill (and possibly Barry) 
inside a bar. You'll get your grade, time finished, and the amount of saves.

To be honest, Resident Evil 3 isn't very generous when it comes to grading.

After, you can create a new save file. If this is your first time playing 
through, you'll unlock a number of things.

====================
8. Mercenaries Mode
====================

Mercenaries: Operation Mad Jackal is a mini-game that is unlocked upon beating 
Resident Evil 3 for the first time (on easy or hard mode). To access 
Mercenaries, go to your save file, and then select Mercenaries. You can play as 
one of the three characters.

In Mercenaries, you start at the trolley and must get to the ending point, 
which is the save room in the warehouse. However, you have a time limit, and 
you can gain time by killing enemies and getting bonuses. You must also save 
the hostages that are at key points of the game (such as the gas station), to 
obtain more time and items.

Carlos Oliveira
Inventory: 
Assault Rifle (100% clip) 
Desert Eagle 6.0
90 Handgun Bullets
Mixed Herb (R/G/B)
Mixed Herb (R/G/B)
Mixed Herb (R/G/B)
Notes: Carlos is a tad difficult to play in as Mercenaries. This is because his 
weapons don't kill enemies instantly for big time bonuses, and many players as 
Carlos often die because of the lack of time. The randomness of the Eagle is 
also a huge factor here, because it could kill a zombie instantly or as much as 
9 bullets to kill a zombie. Carlos relies heavily on huge time bonuses and 
barrel kills.

Mikhail Victor
Inventory:
Shotgun
Magnum
Rocket Launcher (8 rockets)
21 Shotgun Shells
18 Magnum Rounds
Mixed Herb (R/G/B)
Notes: Mikhail is a lot easier to deal with. With Mikhail, the Shotgun can pile 
up some big time bonuses, and the Magnum can waste any enemy in one hit. Plus, 
you get an easy ticket with Nemesis as you have a Rocket Launcher to waste him. 
However, Mikhail only gets one healing item to boot, so you can't afford to 
take a lot of damage with him. Also, Mikhail is kind of chubby, so you may 
notice he's a tad harder to control than say, Carlos or Jill.

Nicholai Ginoveaf
Inventory:
Handgun
Knife
First Aid Spray
First Aid Spray
First Aid Spray
Blue Herb
Notes: Yeah, this guy's pretty hard. Even I am lucky to clear it with Nicholai. 
To use the knife, you must stab, retreat, stab, retreat. If you just want to 
finish the game with Nicholai, just save Dario and run for the exit. A positive 
thing about Nicholai is that all of your knife time kill bonuses are multiplied 
by 8. So that 3 second time bonus you got with a zombie is now a 24 second 
bonus! Time isn't a concern with Nicholai, but your health and ammo are.

---------------
Mikhail Victor
---------------

So, are you ready? Here's my personal walkthrough for Mikhail: 

ROOM: Trolley
Enemies: None

Just get to the door and open it.

ROOM: Trolley Platform 
Enemies: Zombies

Ignore the zombies on the other side of the area. Climb the plywood and then 
jump to the other side. There are three zombies blocking the exit, but you can 
easily get past them without being bitten. Get to the door and open it.

ROOM: Lonsdale Yard
Enemies: Zombies

Run forward and change camera angles once. Aim at the two zombies. With luck, 
you'll kill both of them in one shot for a 7 second bonus. If not, shoot again. 
Now run forward and you'll see a zombie faking its death. Try to walk around it 
without taking a bite to the ankle. Switch camera angles and you'll find two 
zombies. Kill them both with no more than two shots for a 7 second bonus. 
Follow this path to a door and open it.

ROOM: Fan Hallway
Enemies: Crows

Nothing stood out except that fan in the middle of the area. However, the crows 
will never get you. Just run to the other side of the room and open the door.

ROOM: City Hall
Enemies: Zombies

Let the zombie come to you and then aim up and take his head off. This 
eliminates any risk of taking out the barrel at the intersection. Now, switch 
camera angles twice to see the barrel. Once at least 5 of the 6 zombies get 
near the barrel, hold R2 to aim at the barrel. You should get no less than 69 
seconds here. If you do, I recommend resetting (Select -> reset). 82 seconds is 
usually the best you can get here, but sometimes, for no other reason, you get 
more. Run to the intersection and take the path on our right that leads to the 
Gas Station.

ROOM: Gas Station Pumps
Enemies: Dogs

You can get by the dogs without firing a single shot. Run down the path on 
Mikhail's left and you'll find the first dog. He'll most likely jump and miss. 
Now continue to follow the path and STOP at the side of the gas pump. Dog #2 
will idiotically run by you, and dog #3 will start to charge at you. Now run to 
the gas station door and open the door.

ROOM: STAGLA Gas Station
Enemies: Zombies

A zombie is waiting for you in the corner of the room. When it gets near you, 
aim upwards and take its head out. Now, go to the counter and fire at the 
zombie crawling at the ground to kill it. From here, enter the machine shop 
where three more zombies are waiting for you. Wait for them to draw close and 
fire your Shotgun at them. With up to 3 shots, you'll get a 14 second bonus. 
Now run over to Dario in the corner and press X to save him. You'll get 14 
Shotgun Shells in the process. Now turn back around and leave the Gas Station.

ROOM: Gas Station Pumps
Enemies: Dogs

If you're a beginner here, you may get bitten by the dogs. Once you're outside, 
take a heard left and run into the back door of the white car (has a United 
States flag on it). This will get the first dog to leap and miss at you. From 
here, you can easily outrun the next two dogs to get to the door. The three 
dogs will now be in a hot pursuit with you, so get back to the door and open 
it.

ROOM: City Hall
Enemies: None

Hopefully, you killed off everybody here, take the other path at the 
intersection and open the double doors at the end.

*******************************************************************************
STATUS CHECK: 
You are still in Fine. You may have taken a bite from a dog or a zombie bite in 
the process, but you haven't taken any significant damage. You may have gone 
through two reloads of Shotgun Shells, but hopefully you have at least 20 spare 
shells right now. Your other two weapons haven't been fired once. There should 
be at least 2:15 on the clock right now.
*******************************************************************************

ROOM: Streets in front of Newspaper Building
Enemies: Zombies

If your Shotgun isn't full, reload it now. Get to the right of this area and 
wait for the zombies to close in. Start firing away. With some luck, you can 
get up to a 64 second time bonus here! Other times, you'll get anywhere from 
24-54 seconds, and your killing spree will be ended by a cheap ankle bite from 
a zombie that you just dropped. You may have up to 3 minutes now if everything 
went well. Head up the street, equip your Magnum and enter the double doors to 
the Newspaper Building.

ROOM: Newspaper Building 1F
Enemies: Hunter Betas

Auto-aim at the first Hunter and kill it with one hit from your Magnum. Now, 
head to where the shutter is and stand in front of the shutter. Facing the side 
of the stairs, keep aiming until you auto-aim at the Hunter. The Hunter should 
be running down the stairs, so fire at the Hunter when it's on the lowest 
stair. Sometimes, the Hunter will be stubborn and will hang around upstairs. If 
that's the case, run up the stairs and kill the Hunter. You will most likely 
take a hit in this process. When you finally get rid of the second Hunter, head 
up both flights of stairs and open the door at the top, keeping your Magnum 
equipped.

ROOM: Newspaper Building 3F
Enemies: Zombies

Fire your Magnum once to get rid of a zombie at the other time of the room. 
It's kind of hard to get a great time bonus here, so enter the office and take 
out each solo zombie with the Magnum. If they are grouped, use the Shotgun. 
Sometimes, you may take a cheap bite at the office entrance because of the 
camera angles. Once all of the zombies are dead, rescue the reporter in the 
corner of the office (where the Reporter's Memo was) to get 14 Shotgun Shells. 
Leave the office now.

ROOM: Newspaper Building 1F 
Enemies: None

Just head down both flights of stairs and open the double doors at the bottom 
to leave the Newspaper Building.

ROOM: Streets in front of Newspaper Building 
Enemies: None

Before we progress forward, open the solo door to the right of the Newspaper 
Building entrance that leads to the room where Jill jumped out of the window.

ROOM: Newspaper Building Garbage Dump
Enemies: None

So, why are we in here? Examine the garbage dump for 2 seconds. Whoop-de-do. 2 
seconds. Believe me, you're in for a treat later on. Do a 180-spin and leave 
this room.

*******************************************************************************
STATUS CHECK: 
You should still be in Fine, taking minimal damage. Maybe an ankle bite or two 
got you in front of the Newspaper Building. You still have 20+ Shotgun Shells 
left, and you may have used up a full reload of Magnum Rounds. There should be 
at least 2:30 left on the clock.
******************************************************************************* 
 
ROOM: Streets in front of Newspaper Building 
Enemies: None

There may be a zombie or two waiting for you if you didn't finish them off, but 
it's pointless to kill them right now. Head down the street and open the door 
on the opposite side of the city hall doors, with the Shotgun equipped.

ROOM: The Arcade Shops
Enemies: Dogs

I got the name from the label on the door we just used to get into this room. 
Head down the alley and you'll get to the intersection. Run down Mikhail's 
right and take the path AWAY from the Restaurant backdoor. There is a dog here, 
but if you run on our left, you'll run by it. Once you are behind this dog, 
auto-aim at the dogs and fire once to hit all three of them. Wait a second or 
two and fire again. If you're lucky, you'll get a hefty 20 second bonus for 
three dogs and two shots. If you only get a 10 second bonus, fire again. Now, 
run forward and equip the Magnum. Head up the stairs and open the back door to 
the Restaurant.

ROOM: Restaurant
Enemies: Hunter Betas

As soon as you step in, aim at the first Hunter and shoot it to kill it. Now, 
run quickly to the ladder that leads to the basement. Hunter #2 is on you, and 
keep tapping X when you're near the ladder. Get down the ladder before the 
second Hunter has a chance to seriously hurt you.

ROOM: Restaurant Basement 
Enemies: Zombies

There are two zombies in this passage, but I recommend using the Magnum to kill 
them. Shoot the zombie in front of you to kill it. Now release R1, and then 
hold R1 to aim at the zombie behind you. Shoot the off-screen zombie for a 7 
second bonus. Sometimes, there may be a third zombie in the area, so kill it 
with your Magnum. Now equip your Shotgun and go around the bend. You'll find a 
group of zombies, so fire at the 3 or 4 zombies with your Shotgun to get up to 
a 24 second bonus. Once all of the zombies are dead, rescue Brad for 20 seconds 
and 12 Magnum Rounds. Reload and equip your Magnum. Now head back up the 
ladder.

ROOM: Restaurant
Enemies: Hunter Betas

There are two Hunters left in this room. Run forward. When the game "freezes" 
to switch camera angles, kill the Hunter in the corner. Now run past the lamp 
that Jill used to light up the kitchen. Run past the first few tables and aim 
at the off-screen Hunter to kill it. Now, go to the double doors. Before 
leaving them, continue to follow this path to a tray. Examine this tray for a 4 
second bonus. Now leave the restaurant through the double doors, with your 
Shotgun equipped.

******************************************************************************* 
STATUS CHECK: 
 
You are still in Fine. You may have taken a bite from the zombies in the 
basement because of the poor camera angles, but you can still sustain 
significant damage. You should have at least 18 spare Magnum Rounds, and maybe 
14+ spare Shotgun Shells. There still should be at least 2:30 left on the 
clock.
******************************************************************************* 
 
ROOM: Restaurant Entrance
Enemies: Zombies

As soon as you step outside, hug the wall and run forward so the zombies can't 
get to you. Once you get to the opening, step in it so you don't aim at the 
zombies off to our right. Start firing your Shotgun and hopefully you'll land a 
24 second bonus. Now do a quick 180. The 4 zombies to your right are nearby, 
and some may be trapped at the barrel. Hold R2 and shoot the barrel. If you can 
get all 4 zombies, you'll get a 43 second time bonus. Now, equip your Magnum 
and head down the opening and open the door to our left.

ROOM: Elevator Passage
Enemies: Nemesis

Nemesis is here, but it isn't worth killing him, as tempting as it is. Run down 
the stairs and confront Nemesis. Remember that he punches with his left hand, 
so run around his right side and head up the stairs as fast as you can. At the 
top, quickly use the elevator. Nemesis is running at you, but there is a good 
chance that he won't get to you before you go down the elevator.

ROOM: Subway Station Entrance
Enemies: Spiders

You may want to kill all 3 Spiders, as it's not that easy to run by them with 
Mikhail. And you can't afford to get poisoned either. 3 Magnum hits is all that 
it will take to bring them down. You'll get 4 seconds for each spider. Use the 
right door to enter the Subway Station.

ROOM: Subway Station Passage
Enemies: Drain Deimos

With your Magnum equipped, kill the first Drain. Then hit L1 and kill the 
second drain. You'll get 12 seconds for killing the two of them. Equip your 
Shotgun and enter the Subway Station.

ROOM: Subway Station
Enemies: Naked Zombies

Walk forward a few steps and fire twice into the room where you got the 
Magnum/Grenade Launcher. If you don't get a 7 second bonus, wait until the 
zombies close in on you and then fire. Now walk forward and take down the naked 
zombies with your Shotgun. From here, enter the room where Jill got the Fuse. 
Examine the panel for an 8 second bonus. Now, run to the entrance that Jill 
used to take the emergency exit. There may be one last zombie guarding Marvin, 
so kill it. Now, rescue Marvin for 20 seconds and a First Aid Spray. From here, 
turn around and leave the Subway Station.

******************************************************************************* 
STATUS CHECK 

If all is going well, you should have 3+ minutes on the clock. Maybe 10-14 
extra Shotgun Shells left and 12+ Magnum Rounds left. If you are in Caution, do 
not heal just yet. If you're used to this, you should still be in Fine.
*******************************************************************************

ROOM: Elevator Passage
Enemies: Nemesis

Equip your Magnum and head to the corner of the staircase. Aim at Nemesis so 
that Mikhail is facing him. Nemesis should be running at you. Once he is 
charging at you, run on his right side when he gets to the top of the stairs. 
If he takes a big punch and misses, it gives you extra time to run down the 
stairs. If not, then you may get hit when trying to outrun him. From here, get 
down the stairs, go down the passage, and then open the door at the end of the 
passage. If you are in Caution, heal now.

ROOM: Street Outside Parking Lot
Enemies: Hunter Betas

Waste the Hunter in front of you with one Magnum Round. Now walk to where the 
Hunter was standing, and then aim at the second Hunter. This is so that you 
will be facing the Hunter. Do NOT fire, as all your shots will uselessly miss. 
Hunter #2 will start running at you. When his knees crouch to jump, run under 
him. Now run forward to where Hunter #3 is lurking. Bob to the right and then 
bear to the left to fake out Hunter #3. Now, quickly get to the door before 
both Hunters have a chance to fake you out.

ROOM: Parking Lot Office
Enemies: Sleeping Zombies

Equip your Shotgun. Aim down and fire no more than two Shotgun Shells to get 
rid of two of the zombies that are faking dead. The vertical zombie near the 
exit is really dead, so you can walk over him safely. Get to the door and open 
it, without being ankle bitten by any of the other zombies.

ROOM: Parking Lot Garage
Enemies: Zombies

You can easily outrun the first two zombies. Keep running forward and you'll 
get to a barrel. Just R2 and shoot the barrel. You'll get a 14 second bonus 9 
times out of 10, but sometimes, a 4th zombie will randomly walk towards you, 
giving you a 27 second bonus. There are 3 zombies left. You should be able to 
run through them, but if you need to, get rid of them with no more than two 
Shotgun Shells. Get to the door on the other side of this garage.

ROOM: Crashed Bus Area
Enemies: Mutant Nemesis

Mutant Nemesis will only be here if you get to the camera angle that has 
Nemesis jumping off the bus with 2+ minutes left. If you have at least two 
minutes left, equip your Rocket Launcher and get behind Nemesis when he jumps 
off the bus. Fire 1 rocket at him when he is doing his pose to stun him. Do NOT 
fire while he is stunned, as it will only get Nemesis up and will not damage 
him, thus, wasting a Rocket. When he is back up, L1 and fire at him before he 
has a chance to turn around and dodge your Rocket. Killing him will give you a 
2 minute bonus. From here, equip your Magnum and open the door.

ROOM: Fire Hose Passage
Enemies: Zombies, Rocket Nemesis

Fire your Magnum to get rid of the zombie in front of you. Then, switch camera 
angles once and take out the next zombie with a Magnum shot. If you don't kill 
this zombie, then Nemesis may take it out completely with a whiff from his 
Rocket Launcher. Sometimes, this doesn't work, which is why I suggest killing 
that zombie with a Magnum. Now, fire 1 Rocket at Nemesis to drop him. Switch 
back to your Magnum and clean the area out of zombies while Nemesis is stunned. 
When he gets back up, put 1 more Rocket into him to finish him off. Before 
leaving this room, examine the spot where Jill got the fire hose for a 16 
second bonus. Now we can leave this room.

ROOM: Apartment Alleyway
Enemies: Drain Deimos

Just run all the way to the other side of this room. The Drains won't touch 
you. Sometimes, you may find the third one stubborn to get onto the building. 
If he is in your way, just put him to death with 1 Magnum Round. Once you get 
to the door on the other side of this alley, open it.

ROOM: RPD Passage
Enemies: Crows
 
Right, you'll never see the Crows here. Just get to the door on the other side 
of this room.

ROOM: Fire Hydrant Area
Enemies: Zombies

To help save ammo here, run straight and take a left. You'll find a group of 
zombies, so do a 180 spin and get back to the hydrant where Jill used the Fire 
House on. The zombies from the other passage will be after you to, and if they 
come near you, push/stumble the zombies to buy time for the zombies on the left 
passage to get near the barrel. Once you get a good number of zombies near the 
barrel, R2 and fire at the barrel. Hopefully, you'll get at least a 56 second 
bonus here. Now, take the right path and open the door on the other side of 
this area.

ROOM: Sales Office Alley
Enemies: Worms

If you run directly over the worms, it means they jump too late. Just get to 
the door on the other side of this room and open it.

ROOM: Sales Office Entrance
Enemies: Brain Suckers

Equip your Magnum. Change camera angles once so you can see both Brain Suckers. 
Shoot the Brain Sucker on the ground first. When the second Brain Sucker comes 
on screen, shoot it to get a 15 second bonus. Keep your Magnum equipped and 
enter the Sales Office.

ROOM: Sales Office
Enemies; Zombies

WATCH OUT! There's a zombie right in front of you. Kill it with your Magnum to 
ensure a fast and easy kill. Now equip your Shotgun and head into the bigger 
area. Kill the zombies here for a 14 second bonus. Now, work your way to the 
door leading to the storage room where Jill got the Oil Additive, equipping the 
Magnum. Open the door.

ROOM: Sales Office Storage Room
Enemies: Hunter Gammas

When Nicholai screams "Don't come any closer!" auto-aim and take out the first 
Hunter. Now, run forward and stop right before the next path. Keep aiming until 
Mikhail auto-aims at the next Hunter Gamma. Kill it and then hit L1 to finish 
the 3rd Hunter Gamma for a quick 15 second bonus. Now, rescue Nicholai for 20 
seconds and a First Aid Spray. Leave the storage room and backtrack all the way 
back to the area where Jill used the Fire House.

******************************************************************************* 
STATUS CHECK 

You're probably bone dry on Shotgun Shells right now. If you have at least 6, 
you're in great shape until we can pile up on some more. You probably have 6+ 
spare Magnum Rounds, and at the least, 5+ minutes on the clock. You should 
still be in Fine if you used an Herb, and most likely on the verge of Caution 
if you haven't used your herb yet. You still have 4 necessary rockets left.
*******************************************************************************

ROOM: Fire Hydrant Area
Enemies: Zombies

From where the barrel was, take the path to the left. Finish off any zombies 
here and then open the door.

ROOM: Dead Cop Alley
Enemies: Dogs

Stall for one second and then run forward. This will cause the first dog to 
jump and miss you. Now RUN and examine the cops where Jill found Photo A for a 
32 second bonus! If you have at least 6 Shotgun Shells once, auto-aim and fire 
at the 3 dogs. Wait a split second and then fire again. With some luck, you'll 
get a 20 second bonus here. If you don't have at least 6 Shells, run to the 
door on the other side of the area after getting the time bonus and open the 
door.

ROOM: Area Behind Bar Jack
Enemies: Rocket Nemesis

Switch camera angles once and face either wall with your Rocket Launcher 
equipped. When Nemesis #1 comes charging at you, aim at it and drop him with 1 
rocket. Nemesis #2 will be right behind him, so fire another rocket to drop 
him. Now get behind Nemesis #1 and 2 and wait for them to get up. Once they are 
both up, fire twice to kill them, getting a 50 second bonus. Sometimes, this 
doesn't go as planned, and you may be hitting one Nemesis or the other multiple 
times. From here, take the right path, go down the stairs, and then open the 
door at the end of the alley.

ROOM: Bar Jack
Enemies: Zombies

Walk forward and empty your Shotgun at these zombies. If not, then use the 
Magnum to kill them. With the Shotgun, you can get up to a 34 second time bonus 
here. Now rescue Carlos in the corner for 20 seconds and 14 Enhanced Shotgun 
Shells. Exit the Bar through the first door.

******************************************************************************* 
STATUS CHECK 
 
You just loaded your Shotgun with those brand new Enhanced Shotgun Shells. You 
may have only 6 Magnum Rounds left, and your Rocket Launcher is empty. You may 
be in Caution if the Rocket Nemesis got you good. Don't worry, we're on the 
final run. Depending on how you fared with the double Nemesis, you'll have 7-9 
minutes on the clock left.
******************************************************************************* 
 
ROOM: Area in front of Bar Jack
Enemies: Hunter Betas

There is a Hunter right next to you as soon as you enter this room. Run up the 
stairs and curve around the staircase hard. Keep running forward. With some 
luck, the Hunter will be snagged on the little fencepost and will have trouble 
catching up to you. Even if he does get caught, you will most likely not have 
to worry about being hit. Get to the door on the other side of this area and 
open it.

ROOM: Advertisement Alley
Enemies: Zombies

Head forward and run up the stairs. Kill the zombie at the top with your new 
Enhanced Shotgun Shells. From here, fire down the alley to kill at least two 
more zombies. Head down the alley and kill any other zombies that pop up in the 
area. You should go through no more than one reload of Enhanced Shotgun Shells, 
but that'll be more than enough ammo to finish off the game. Before leaving 
this place, go down the stairs to where Jill got the Shotgun and Lighter Oil. 
Examine the dead person who had the Shotgun for a 64 second time bonus! See, 
all those time bonuses amounted to a free minute to the clock. If you have at 
least 3 Magnum Rounds, equip your Magnum. Now head back up the stairs, go 
upward, and open the door at the end of this alley.

ROOM: Barricaded Road
Enemies: Hunter Betas

If you have three Magnum Rounds, all you need to do is fire, L1, fire, L1, 
fire. This will kill 3 Hunters and get up to a 30 second bonus. If you're dry 
on Magnum Rounds, then the Shotgun will do. Sometimes, the third Hunter may be 
stubborn to die from a Magnum Round, so be sure to stall for a split second 
before firing. Open the door that leads to the warehouse area.

ROOM: Warehouse Passage
Enemies: Crows

There is absolutely nothing to worry about here. Just head up the stairs and 
open the door leading to the Warehouse.

ROOM: Warehouse
Enemies; Zombies

This is it. If you've got at least 2 Magnum Rounds left, use those to get rid 
of the first 2 zombies. Now walk up to the larger group of zombies with the 
Shotgun equipped. Waste them all to get a hefty time bonus. If you run out of 
ammo, you can bite fight your way to get to the exit. Just open the door that 
least to the Warehouse Office.

"Well, that was impressive. You have earned your reward, and your freedom."

A guy who really looks like Chief Brian Irons will order the woman to give you 
the briefcase of money.

FINAL GRADE: A or B (damage plays a factor here) 
TIME LEFT: 7-11 minutes left
Money: $1700-2100

After the game, just write over your current save data to save the score.

------- 
Carlos
-------

ROOM: Trolley
Enemies: None
 
Quickly equip your Eagle and then open the door.

ROOM: Trolley Platform
Enemies: Zombies

Quickly get to the plywood and climb to the top of it. Jump down on the other 
side. There are three zombies here, but you can easily run through them. Open 
the door once you get to it.

ROOM: Lonsdale Yard
Enemies: Zombies

Run forward and change camera angles once. Drop both zombies with your Eagle 
and then finish them both off quickly for a 7 second bonus. Sometimes, you may 
get lucky and get critical hits here. Now, round the bend WITHOUT having the 
sleeping zombie grab your ankle. Now, finish off these two zombies quickly with 
your Eagle and then head to the door.

ROOM: Fan Hallway
Enemies: Crows
 
There isn't anything to worry about here. Just reload your Eagle and open the 
door on the other side of this area, ignoring the crows.

ROOM: City Hall
Enemies: Zombies

Walk forward and fire down at the zombie's knees with your Eagle. This should 
keep you from taking out the barrel in the back. Even if you get a time bonus, 
watch out, as the zombie may still come after you on the ground. When you 
finish off the zombie, run forward and switch camera angles twice. Wait until 
at least 5 or 6 zombies are near the barrel. Hold R2 to aim at the barrel and 
then fire to drop all the zombies. If you get less than 69 seconds, reset. 
Normally, if you drop all 6 zombies with the barrel, you get 82 seconds, but 
sometimes I've gotten 89 and even 96! Now, take the path down towards the right 
and open the door at the end.

ROOM: Gas Station Pumps
Enemies: Dogs

This should be slightly easier to do as Carlos, as he is skinnier. Run forward 
and stay on the left wall. The first dog will leap and miss you. Now run over 
towards the side of the gas pump and stop for a second. Dog #2 will start to 
get on his feet, while dog #3 will run right around you. Now bolt to the door 
leading to the gas station and then open it.

ROOM: STAGLA Gas Station
Enemies: Zombies

Walk two steps forward and drop the first zombie. Once he is dead, reload your 
Eagle and kill the crawling zombie on the floor near the counter. Now reload 
your Eagle again and enter the Machine Shop. Drop each of the 3 zombies and 
when they get up from the ground, finish them off for a 7-14 second bonus. Once 
these 3 zombies are dead, rescue Dario for 20 seconds and 60 Handgun Bullets. 
Now, turn back around and leave the Gas Station.

ROOM: Gas Station Pumps
Enemies: Dogs

As soon as you step outside, bear a hard left and run onto the back window of 
that white car (which has the United States flag on it). This will cause the 
first dog to leap and miss at you. Now, run around the bend and quickly get to 
the door. By now, all 3 dogs will be in a hot pursuit with you, but you can 
outrun them. Once you get to the door, open it.

ROOM: City Hall
Enemies: None

If there are any zombies left, then drop them before they become a problem. Now 
take the other path at the intersection and open the double doors at the end.

******************************************************************************* 
STATUS CHECK 
 
You should have at least 2+ minutes on the clock left. You may have a lot more 
if the barrel kill and time bonuses have gone your way. You haven't fired a 
bullet out of your Assault Rifle yet and you have 80+ Handgun Bullets right 
now. Should be in Fine right now, and have taken a hit at the most.
*******************************************************************************

ROOM: Streets in front of Newspaper Building
Enemies: Zombies

Equip your Assault Rifle and head towards the right side of the room. Aim at 
the zombies. Unload your Assault Rifle at the zombies when they are close to 
you. Chances are pretty good that you'll pick up 2 separate time bonuses here. 
If you are lucky, you'll net up to a 44 second bonus. Now, STOP firing when the 
zombies are no longer grouped. Once they become grouped, reposition yourself to 
finish off the zombie. The second bonus is usually no bigger than 14 seconds. 
You should have a time gain of 15-20 seconds here, and this will most likely 
eat up to 30% of your Assault Rifle. Keep your Assault Rifle equipped and then 
open the double doors leading to the Newspaper Building.
 
ROOM: Newspaper Building 1F 
Enemies: Hunter Betas

Unload your Assault Rifle on the Hunter in the corner before he has a chance to 
hit you. This will take 5-7% of your clip away. Now equip the Eagle and head to 
the shutter. Keep aiming until Carlos auto-aims at the Hunter. When you see the 
Hunter at the bottom step, wait for him to bend his knees, signaling that he's 
about to jump. Run under him while he is in the air and get up the stairs FAST. 
Sometimes, the Hunter gets caught downstairs for a brief second, giving you 
more breathing room. If not, he will be in a high speed chase with you. Run as 
fast as you can and open the door at the top.

ROOM: Newspaper Building 3F 
Enemies: Zombies

When you enter the room, fire 4 shots with the Eagle. If you hear the time 
bonus go "ding!", you're set. If not, run forward and go to the entrance to the 
office. Fire 4 shots into the office to drop/kill a zombie. If the first zombie 
that you fired at isn't dead yet, she should be up by now, so finish her off. 
Walk into the office and then step backwards to lure the other zombies towards 
you. They are too scattered to use your Assault Rifle on, so take them out one 
by one with the Eagle. Once all of the zombies are dead, rescue the Reporter 
for 20 seconds and a First Aid Spray. Reload your Eagle and then leave this 
room.

ROOM: Newspaper Building 1F 
Enemies: Hunter Betas

Run forward to the top of the staircase. Now aim down at the Hunter and fire 
away. If you are lucky, you'll drop him in one it. There is a very good chance 
that you'll kill the Hunter before he even has a chance to hurt you. It should 
take about 8 Handgun Bullets to kill the Hunter. Once you kill the Hunter, head 
all the way down the stairs and leave the Newspaper Building through the double 
doors.

ROOM: Streets in front of Newspaper Building
Enemies: None

Open the door to the right of the double doors to where Jill jumped out of the 
window from the Newspaper Building.

ROOM: Newspaper Building Garbage Dump
Enemies: None

Examine the garbage for a 2 second bonus and then leave.

*******************************************************************************
STATUS CHECK 
 
You are still in Fine, and if you were unlucky, you may have taken a hit or two 
from the Hunters in the Newspaper Building. You should still have 2+ minutes on 
the clock, maybe 2:30+ right now. You should have at least 60% of your Assault 
Rifle remaining with about 50+ Handgun Bullets. You shouldn't need to heal yet 
either.
******************************************************************************* 
 
ROOM: Streets in front of Newspaper Building
Enemies: None

All of the zombies should be dead. If not, then there may be up to two left, 
but it's not worth the time and ammo killing them. Head back to the other side 
of the street and open the door across from the city hall doors.

ROOM: The Arcade Shops
Enemies: Dogs

We're not going to kill the dogs here, as it isn't worth the time and ammo. 
Reload your Eagle and then run forward out towards the intersection. Take the 
path that is leading to the Restaurant backdoor. There are two dogs guarding 
the staircase, but if you start on the right and bear over to the left, you can 
get one or both dogs to miss you. If not, you'll run right on their sides. Head 
up the stairs and open the backdoor to the Restaurant.

ROOM: Restaurant
Enemies: Hunters

As soon as you enter the room, start firing your Eagle at the off-screen 
Hunter. You will most likely get hurt here, but it's worth saving the Assault 
Rifle ammo. Sometimes, you'll get a critical hit and kill the Hunter before he 
even gets on the screen. After the Hunter is dead, quickly follow this path to 
the ladder. Keep tapping X to activate the "Will you go down the ladder?" 
prompt before the second Hunter has a chance to seriously hurt you. Head down 
the ladder to the basement.

ROOM: Restaurant Basement
Enemies: Zombies

Reload your Eagle if it isn't full. Now drop, NOT kill, the zombie right next 
to you (if you do get the kill, well that's great). Now, release R1 and then 
hold R1 to aim at the off-screen zombie. Put 4-5 rounds into the zombie to drop 
her (like I said, even better if you get the critical hit). Sometimes, a 
stubborn third zombie may round the bend to attack you. If he does go around 
the bend, drop him with the Eagle. Now, go around the bend and equip your 
Assault Rifle. There should be 3, if not 4 zombies here. Unload your Assault 
Rifle here to get up to a 24 second bonus, if not 14. If they are NOT grouped, 
use your Eagle. If there are any zombies still walking around, finish them off 
with the Eagle. Now go rescue Brad for 20 seconds and 60 Handgun Bullets. Equip 
your Assault Rifle and head back up the ladder.

ROOM: Restaurant
Enemies: Hunter Betas

Run forward. When the game "freezes" to switch camera angles, aim and take out 
the Hunter. Sometimes, he'll break free from your Assault Rifle grasp and take 
a few swings at you. When you kill the second Hunter, equip your Eagle and run 
into the restaurant area. Walk past the first set of tables and fire your Eagle 
at the off-screen Hunter. You may kill him before you can even see him. If he 
comes close, keep firing and Carlos may dodge his attack, and you can finish 
him off while he is trying to turn around. Now run by the double doors and 
examine the tray at the end of this path for a 4 second bonus. Once you get 
this time bonus, leave the Restaurant through the double doors. 
 
******************************************************************************* 
STATUS CHECK

You probably have at least 90 Handgun Bullets right now. Assault Rifle may be 
anywhere from 40% to 55%. You may be in Caution now because of your recent 
encounter with the Hunters, but do not use an Herb yet. Still should have 2 
minutes on the clock, maybe 2:30+.
******************************************************************************* 
 
ROOM: Restaurant Entrance
Enemies: Zombies

This is kind of a critical (and overlooked) room for Carlos, as a lot of people 
don't usually take this path. Hug the wall right next to Carlos and head down 
the street. This should keep the 4 zombies from biting you. Run around the 
barrel and stop at the opening. Start firing down the alleyway at the zombies 
with your Eagle across from you. Once you hear a "ding" or drop a few zombies, 
turn back around and switch camera angles so you can see the barrel. All 4 
zombies should be crowding the barrel now, so hit R2 and shoot the barrel. If 
all 4 zombies were killed, you'll get a 43 second bonus. If you tacked on a 3 
second bonus from killing a zombie in the alleyway, you can get up to a 56 
second bonus! Now, head down the alley and drop, NOT kill any zombies away. 
Open the door on the wall to the left. You should now have between 2:30 and 3 
minutes left.

ROOM: Elevator Passage
Enemies: Nemesis

Run down the stairs and you'll find Nemesis. Remember that Nemesis grabs with 
his left hand, so run along his right side. He'll try to grab you but will 
miss. Now bolt up the stairs. By the time you reach the top, Nemesis will start 
running, but you should have plenty of time to get to the elevator before he 
completely catches up. Head down the elevator before Nemesis catches up to you.

ROOM: Subway Station Entrance
Enemies: Spiders

You should be able to easily run past the spiders. Do not kill them, as it is 
not worth the time or ammo to do so. Watch out for the cheap acid spits they 
may throw at you. If you get poisoned, do not heal until Carlos starts limping 
(meaning he is in Danger). Open the door on the right to get inside the Subway 
Station.

ROOM: Subway Station Passage
Enemies: Drain Deimos

Quickly bolt over to the door and open it. The Drains will never touch you.

ROOM: Subway Station
Enemies: Naked Zombies

Walk a few steps forward and then start firing into the room where Jill got the 
Magnum/Grenade Launcher. Put 4 bullets into both of the zombies inside that 
room to kill/drop them. While they are stunned (or if they die), walk forward 
and switch camera angles to see the next set of zombies. Remember to start 
firing at one zombie the second you stun another, to increase the chance of 
getting better time bonuses. After you kill these zombies, head into the room 
where Jill found the fuse. Examine the panel for 8 seconds. Now, turn around 
and go straight. There may or may not be a zombie in front of you. Auto-aim 
into the emergency exit hallway to kill the naked zombie next to Marvin 
(sometimes, he won't be there). After he is dead, rescue Marvin for 20 seconds 
and 60 Handgun Bullets. Equip your Assault Rifle and leave the Subway Station.

ROOM: Subway Station Passage
Enemies: Drain Deimos

Just like last time, bolt over to the door before one of the Drains has the 
chance to attack you.

ROOM: Subway Station Entrance
Enemies: Spiders

Sometimes, the Spider right next to you may give you a cheap poison shot (which 
is why I recommend not healing the poison yet). The second Spider shouldn't 
give you a problem, but sometimes the third Spider may block the exit and give 
you a cheap bite before you have a chance to get by him. When you get to the 
elevator, go up it.

******************************************************************************* 
STATUS CHECK

You shouldn't have had to fire any Assault Rifle bullets since the last status 
check. Depending on your luck with the Eagle, you may have around 80-100 
Handgun Bullets right now. You may be in poison from the Spiders, but do not 
heal until I say so (or if you start to Danger limp). You also are most likely 
in Caution, but do not use an herb until I say so either.
*******************************************************************************

ROOM: Elevator Passage
Enemies: Nemesis

Once you enter this room, go to the corner at the top of the staircase. Aim at 
Nemesis so that you are facing him. When he starts running up the stairs, run 
by his right. With a little luck, he'll throw a punch and miss, giving you 
another split second. Start running down the stairs. He'll go into running mode 
by the time you get to the bottom. Run down the opening and get to the door at 
the end. This is where he may get a punch at you. If you are in Caution/Poison, 
heal now. Now open the door.

ROOM: Street Outside Parking Lot
Enemies: Hunter Betas

Demolish the Hunter right in front of you with the Assault Rifle. Now equip the 
Eagle and take 2 steps forward. Aim at the second Hunter so that you are facing 
him. The second Hunter should now be charging at you. Be sure to run under the 
Hunter when he jumps in the air. You can tell that he is about to jump when his 
knees bend. Run down the street and when you get into the larger part of the 
room, bob right and then bear to the left to fake out the third Hunter. From 
here, rush to the door. You can usually get away without taking a hit in that 
room.

ROOM: Parking Lot Office
Enemies: Sleeping Zombies

Aim down and take out the first sleeping zombie. This is the only zombie you 
have to kill in this room. Slowly walk around the other sleeping zombies to get 
to the door on the other side of this office (the vertical zombie near the exit 
is completely dead). Open the door once you get to it.

ROOM: Parking Lot Garage
Enemies: Zombies

Run by the first two zombies, as they pose no threat. Keep running until you 
can get to the barrel. Do not hesitate to shoot the barrel. You'll most likely 
kill 3 zombies with the barrel, getting a 14 second bonus. Sometimes, a 4th 
zombie will randomly walk towards you, giving you a 27 second bonus from the 
barrel. This is called the "hit and run" barrel. From here, run by the last few 
zombies and then get to the door.

ROOM: Crashed Bus Area
Enemies: Mutant Nemesis

Mutant Nemesis will only show up here if you get to his camera angle with 2 
minutes remaining. Remember, it's the camera angle that matters, not the fact 
that you entered the room with 2+ minutes left. Using my walkthrough, you 
probably have a 50/50 chance of getting Mutant Nemesis to show up. I usually 
run by him, but if you want to fight, here's the strategy: Lure Nemesis to the 
barrel close to the exit. Get him to do a vine swing and then run away from the 
barrel (run towards the exit, NOT the bus, as you'll aim at the bus barrel). 
Hold R2 and then fire at the barrel to do significant damage to Mutant Nemesis. 
Now, run and lure Nemesis to the bus barrel. Do the same thing and if the 
explosion was deep enough, he'll be stunned. Fire a "get up" shot to him and 
then lure him to the barrel by the entrance. Even if you get him deep, it most 
likely will not kill him. Finish him off with the Eagle to get a 2 minute 
bonus. Remember that with mutant Nemesis, run on his LEFT, not right.

ROOM: Fire Hose Passage
Enemies: Zombies, Rocket Nemesis

As soon as you enter the room, kill the zombie in front of you. Then, wait a 
split second for a "whack" sound. If a "ding" sound followed this, switch 
camera angles. If not, leave and re-enter the room. This is Nemesis trying to 
get at you, but he whacks a zombie in his way. Once he whacks the zombie dead, 
make sure you two are on the same camera angle. He'll start firing rockets at 
you, so mash R1 and R2 to dodge each rocket he throws at you. Now Nemesis will 
start charging at you, so quickly run around him to avoid his rocket launcher 
whack. Before you exit the room, quickly examine the spot where Jill got the 
Fire House for a 16 second bonus. One of the tricks you can do here is to stand 
behind a zombie while Nemesis is firing rockets at you. The rocket will take 
out the zombie and buy you extra time to get the time bonus. You will very 
likely need to heal after this room. Be sure to constantly check your health 
every time you get hit by Nemesis. Quickly get to the door and open it.

ROOM: Apartment Alleyway
Enemies: Drain Deimos
 
Just run to the door on the other side of this alley. The Drains won't touch 
you.

ROOM: RPD Passage
Enemies: Crows

Quickly run to the door on the other side of this room. You will never see any 
Crows and the Crows will never see you.

ROOM: Fire Hydrant Area
Enemies: Zombies

This is another critical room for Carlos. As soon as you enter the room, run 
straight and take the left path. Walk up to the zombies and then take a 180-
spin to get them coming after you. Start handing out by the spot where Jill 
used the Fire Hose. 9 times out of 10, the leading zombie from the right path 
will run up to you. Do everything you can do dodge/stumble him, and if you need 
to take a bite to throw him to the ground to let the zombies from the left path 
catch up to the barrel, do so. When there are a good number of zombies next to 
the barrel from both paths, fire at the barrel. You should get about a 56 
second bonus, sometimes even higher, depending on how many zombies became 
victim to the explosion. Now take the path on the right and open the door at 
the end of the alley.

ROOM: Sales Office Alley
Enemies: Worms

The worms will jump too late if you run over them, so just run to the door on 
the other side of this alley and then open it.

ROOM: Sales Office Entrance
Enemies: Brain Suckers

It'd be logical to kill the Brain Sucker on the ground, but we need as much 
Assault Rifle ammo as we can. Run along the right wall to get by the Brain 
Sucker. You shouldn't have to worry about the Brain Sucker on the wall. You 
will escape without being leeched onto by the Brain Sucker more times than not. 
Quickly open the double doors to get into the Sales Office. Have your Eagle 
equipped and completely reloaded.

ROOM: Sales Office
Enemies: Zombies

There is a zombie right next to you as soon as you enter the Sales Office, so 
immediately kill it. Now, fire 4 shots through the opening to stun/kill a 
zombie. Walk through the opening to get a camera angle change. Stun/kill the 
zombie next to you. While he is stunned, take out the rest of the zombies that 
are walking on the screen. There are some zombies in the back of the office 
that you won't have to worry about. Once you have a clear cut path to the 
storage room door, equip your Assault Rifle and heal if you are not in Fine. 
Open the door leading to the storage room.

ROOM: Sales Office Storage Room
Enemies: Hunter Gammas

Auto aim at the first Hunter and then blast it with the Assault Rifle. Now, run 
down the passage but do not go down the other path. Keep aiming until Carlos 
aims at the second Hunter. Start firing at it. Sometimes, the Hunter will 
retreat. Keep firing whenever the Hunters show up onscreen, and they will 
eventually die. Now, rescue Nicholai for 20 seconds and 60 Handgun Bullets. 
Equip your Eagle and then leave the storage room.

ROOM: Sales Office
Enemies: Zombies

The only zombies here should be on the other side of the Sales Office. There 
should be a path right to the exit, so go through the double doors.

ROOM: Sales Office Entrance
Enemies: Brain Suckers

Running past the Brain Sucker on the ground should be easier than it was when 
you were entering the Sales Office. Run on the wall to the right to get by him. 
Sometimes, the Brain Sucker will just crawl up the wall and not attack you. 
Other times, he'll leap at you when you are near the exit. Get to the door as 
fast as you can and open it.

ROOM: Sales Office Alley
Enemies: Worms

Just run by the worms and get to the door.

******************************************************************************* 
STATUS CHECK 
 
At the least, you should have 1:45+ left on the clock. You should have now have 
100+ Handgun Bullets, and at least 20% of an Assault Rifle clip. You should 
still be in Fine with at least one herb left.
******************************************************************************* 
 
ROOM: Fire Hydrant Area
Enemies: Zombies

This time, take the left path where the barrel was. Kill any zombies blocking 
the exit and then open the door leading to the next room.
 
ROOM: Dead Cop Alley
Enemies: Dogs

Stall for one second and then run forward. This will cause the first dog to 
leap at you and miss. Now, run up to the dead cops and examine the cops who had 
Photo A for a 32 second bonus. Now quickly fire 3 Eagle shots to stun all 3 
dogs. Sometimes, you may get a critical hit kill, which is always great. While 
the three dogs are stunned, quickly run by them and then open the door on the 
other side of the room.

ROOM: Area behind Bar Jack
Enemies: Rocket Nemesis

Don't worry, you'll be able to run by the double Rocket Nemesis. Immediately 
run forward. Take the right path and then head down the stairs. The Nemesis at 
the bottom of the stairs will fire and the rocket should go over your shoulder. 
Run towards the Nemesis that just fired at you. You'll be able to run by him 
while he is reloading for another rocket (be sure to run on his rocket launcher 
side). Now, hug the wall across from the door leading to the bar. This will 
keep Nemesis from getting a cheap rocket on you before you completely get away 
from them. Reload your Eagle and open the door leading to the bar jack.

ROOM: Bar Jack
Enemies: Zombies

Get to the corner of the room near the counter. As tempting as it is to use 
your Assault Rifle, you'll need it later on. Start firing at the zombies with 
your Eagle. Stun/kill as many zombies as you can before the zombie near the 
payphone gets near you. When he gets nearby, kill him. Now, finish off the 
zombies and with some luck, you can get a decent time bonus. Rescue Mikhail for 
20 seconds and a First Aid Spray (come on Mikhail, Carlos gave you Enhanced 
Shotgun Shells when you saved him. Can't you give something better?). Leave the 
Bar through the front door.

******************************************************************************* 
STATUS CHECK

You shouldn't have had to fire an Assault Rifle bullet since the last status 
check. You may have at least 50 Handgun Bullets yet and still in Fine. We're on 
the final run now.
******************************************************************************* 
 
ROOM: Area in front of Bar Jack
Enemies: Hunter Betas

There is a Hunter waiting for you as soon as you enter this room. Immediately 
run up the stairs and take a sharp turn to go down the alley. The Hunter 
shouldn't hit you, and you most likely won't have to worry about him if he gets 
snagged on the fence. Once you get to the door, open it.

ROOM: Advertisement Alley
Enemies: Zombies

If you are running low on Handgun Bullets, you'll kind of have to bite fight 
your way through. Head up the stairs and stun/kill the zombie at the top. While 
that zombie is stunned, fire down the alley to stun two more zombies. Quickly 
run forward and go down the stairs that leads to the Shotgun/Lighter Oil area. 
Examine the dead guy who had the Shotgun for a 64 second bonus! If you have 
more than 50+ bullets, feel free to kill some of the zombies here. Otherwise, 
try to save as much ammo as you can. Now, from the opening leading to the 
Shotgun area, head left. Go down the stairs and follow the path to a door. 
Equip your Assault Rifle and then open the door.

ROOM: Barricaded Road
Enemies: Hunter Betas
 
If you have at least 20% of an Assault Rifle clip, you'll have enough to kill 
all 3 Hunters. Aim at them and then unload on them. If you're fast enough, you 
can kill all 3 for a 30 second bonus. Once all three are dead, head for the 
door across from you and then open it.

ROOM: Warehouse Passage
Enemies: Crows

Just run up the stairs and open the door leading to the Warehouse. You'll never 
have to deal with the Crows.

ROOM: Warehouse
Enemies: Zombies

Sometimes, you may not have enough ammo to finish off the zombies. Empty out 
your Eagle and kill as many zombies as you can. After that, empty out your 
Assault Rifle on the zombies. You may have as little as 3%, sometimes 10%, 
sometimes a little more. If all goes well, you can pick up a hefty time bonus 
here. If you run out of ammo, bite fight through the zombies and then quickly 
bolt up the stairs. Open the door leading to the office to finish the game.

"Well, that was impressive. You have earned your reward, and your freedom." 
 
FINAL GRADE: B or C (I have never managed to get an A with this run) 
TIME LEFT: 1:30+ to 3 minutes+ (I have managed over 4 minutes once) 
MONEY: $1300-1600

---------
Nicholai
---------

Ok boys, you ain't seen nothing yet! 
 
I have only managed to finish with Nicholai a few times. For a better guide on 
Nicholai, try JRKerr's Nicholai survival guide. Although my guide relies on 
luck and dodging, here is my guide for Nicholai:

To deal with zombies with your knife, remember to stab and retreat. After each 
stab, do a 180, gain some distance, stab, and so on. This may minimize damage. 
Another thing to take note is that you can get huge time bonuses with the 
knife, as each knife kill is multiplied by 8 with the knife. So it is 
recommended that you stun a zombie with your gun, and then finish him off with 
your knife.

By playing as Nicholai, you will be willing to reset your game a lot. But you 
want that proof that you have cleared Mercenaries as Nicholai on your game, 
don't you?

I also want you to have a colorful vocabulary of 4 letter words for that zombie 
that just won't die or if you seem to encounter a large number of "ninja 
zombies". These zombies somehow have extra speed and seem more resistant to 
your bullets, and definitely won't budge to your knife. These may be the one of 
the top reasons on why you need to constantly reset your game. That, and your 
healing item management.

ROOM: Trolley
Enemies: None

Equip your Knife and get out of the trolley.

ROOM: Trolley Platform
Enemies: Zombies

Head upward and jump on top of the plywood. Now jump onto the other side. There 
are three zombies here, but you can easily run right through them. Get to the 
door and then open it.

ROOM: Lonsdale Yard
Enemies: Zombies

This is quite a tough room to get through. If you get bit more than twice here, 
it's recommended that you reset. Run down the wall on our right (or Nicholai's 
left). You should be able to get by the first zombie. Now, face the wall 
opposite to us, and try to get the fat zombie to move towards our wall. This 
creates an opening for us to get by the fat zombie, although it is likely that 
you will be bitten here. Now, go around the bend. If the sleeper zombie grabs 
onto your ankle, remember, since you have the knife equipped, you get 24 
seconds for squishing a zombie! Now, sometimes, the next two zombies will leave 
a path for you. If not, do everything you can to dodge them. Otherwise, your 
other option is to take a bite and throw them to the ground. Get to the door 
and then open it.

ROOM: Fan Hallway
Enemies: Crows

Walk forward and aim down with your knife. Take a slash and you'll take out an 
idle crow for an 8 second bonus. Now, just equip your Handgun and run to the 
door on the other side of the room. Once you get to the door, open it.

ROOM: City Hall
Enemies: Zombies

Walk up a few steps. Stun the zombie with about 4 shots to the knees. If you 
happen to take out the barrel, hit Select and press Reset. Now, while the 
zombie is on the ground, finish him off with a few stabs. By now, the barrel 
should be surrounded by zombies, so switch camera angles twice and fire at the 
barrel to get (hopefully) an 82 second time bonus. If you can keep the previous 
24 second bonus on long enough for the barrel kill, you would most likely get 
bigger and better bonuses. Now, take the path on our right and open the door at 
the top.

ROOM: Gas Station Pumps
Enemies: Dogs

Run down the path on the wall to our left. This will cause the first dog to 
jump at you and miss. Now, run over to the side of the gas pump. Dog #2 will 
start to get up, while dog #3 will just run around the gas pump and not take a 
bite at you. Quickly get to the door and enter the gas station.

ROOM: STAGLA Gas Station
Enemies: Zombies

I hope you got here fast enough, or else Dario will be dead. As soon as you 
enter, walk forward and put 4 bullets into the first zombie. Sometimes this 
kills him, sometimes it doesn't. Finish him off with stabs while he is on the 
ground. Keep your knife equipped and go to where the zombie is crawling on the 
floor. It is logical just to let the zombie take a bite at you and squish his 
head in return, but let's try not to take any damage. Stab him about 3 times 
and retreat a bit. Continue to stab until the crawling zombie dies. It should 
take about 7-8 stabs to finish him. By now, the other 3 zombies are out of the 
Machine Shop and into the store area. Put no more than 2 bullets into each of 
the three zombies. This is where you DON'T want to deal with a ninja zombie. If 
you put 2 bullets into a zombie, stabbing him will drop him to the floor. Try 
to deal with one zombie at a time. Remember, when dealing with a zombie, stab, 
180-spin and retreat, stab, retreat, and so on. By doing this, you should have 
enough room to kill a zombie, using the area from the counter to the vending 
machine near the table as battlegrounds.

It is more than likely that you will have to use a First Aid Spray here. But do 
not heal until you are in Danger. If you are in Orange Caution, remember that 
you can still take one more bite than a zombie. Once you finally finish off all 
three zombies with the knife, go into the machine shop and rescue Dario for 20 
seconds and 60 Handgun Bullets. Now, turn around and leave the gas station 
store.

ROOM: Gas Station Pumps
Enemies: Dogs

Just like you have done with Carlos and Mikhail, remember to run into the white 
car to get the first dog to leap and miss you. From here, you can run and 
follow the path to the door, while all three dogs will be in a fast chase with 
you. Just quickly get to the door and open it.

ROOM: City Hall
Enemies: None

Hopefully, your barrel kill wasted all of the zombies here. If not, then you'll 
have to try and run around the surviving zombies. Now, go to where the barrel 
was and take the other path. From here, take the other path. Head down the path 
and open the double doors at the end of the path.

******************************************************************************* 
STATUS CHECK 
 
Are you up to the challenge so far? Our top priority right now is health. You 
should have used no more than one First Aid Spray, otherwise you may not 
survive. If you did heal, you should be in Fine right now, give or take a bite 
or two after healing. Time shouldn't be an issue right now, as you may more 
than likely have 3 minutes on the clock left by now. And you haven't fired a 
shot from your Handgun since Dario gave you the Handgun Bullets either.
*******************************************************************************

ROOM: Streets in front of Newspaper Building
Enemies: Zombies

We're going to save the Reporter, as crazy as I sound. But oh no, how will we 
ever get through that barricade of zombies? Relax, it's easy. Stay on the left 
side of the street where all the zombies are coming at you. As they get closer, 
you should notice a big opening on the right side of the street for you to run 
down. Once you see this opening, run down it. Get to the double doors and open 
them to get inside the Newspaper Building.

ROOM: Newspaper Building 1F
Enemies: Hunter Betas

Don't even bother with the first Hunter. Just run to the staircase as soon as 
you enter the room. Now, you will more than likely get hit here. If it drops 
you to a bad health, you may need to reset. Run up the stairs. You will find 
the second Hunter near the end of the first flight of stairs. Try to run onto 
the right and then to the left. With some luck, he'll jump over you. If not, 
he'll swipe and likely hit you, but one hit is alright. By now, you should be 
able to "push" him and get around the Hunter. From here, bolt up the second 
flight of stairs and then open the door at the top.

ROOM: Newspaper Building 3F 
Enemies: Zombies

This is another room where you don't want to deal with ninja zombies. As soon 
as you enter the room, fire 4 shots to drop the zombie on the other side of 
this room. While she is down, finish her off with the knife. By now, the 
zombies inside the office will be coming out in the hallway to attack you. 
Remember to stun with gun, kill with knife (unless they are seriously grouped 
together). It is likely that you will need to use a First Aid Spray here. You 
may also get bitten because of the camera angle you'll have on the zombies 
outside in the hallway. When you enter the office, there may be a zombie or two 
left. This time, you have a lot more space to deal with them. Stun with gun, 
kill with knife. You can use your stab/retreat method in the office a lot 
easier. Once you get all of the zombies dropped, rescue the Reporter for 20 
seconds and 60 Enhanced Handgun Bullets. Sweet! Now, turn back around and leave 
this room.

ROOM: Newspaper Building 1F 
Enemies: Hunter Betas

If your Handgun is empty, then load it up with Enhanced Handgun Bullets right 
now. Use your Handgun to fire down the flight of stairs at the Hunter which you 
can't see. It should take 3 Enhanced Handgun Bullets to kill the Hunter. If 
not, you can still kill it with regular Handgun Bullets before he has a chance 
to attack you. Once you get rid of the first Hunter, head down both flights of 
stairs. The other Hunter will most likely be waiting for you at the bottom, but 
if you run behind it, it can't attack you. Quickly get to the double doors and 
then open them.

******************************************************************************* 
STATUS CHECK 

Getting the Enhanced Handgun Bullets should've made this mission a bit more 
tolerable. If you're lucky, you may have more than a First Aid Spray left. 
However, you should still have at least one left for the upcoming parts. You 
still should have 3+ minutes on the clock, and may have about 30 Handgun 
Bullets left right now. Nicholai really is tough, isn't he? 
******************************************************************************* 
 
ROOM: Streets in front of Newspaper Building
Enemies: Zombies

All of the zombies have piled up on the right side of the street now. There may 
be some in your way, but I will allow you to shoot down only ONE zombie. Now, 
get into the street area and run along the left side to avoid the zombies. Now, 
get to the door across from the double doors and open it.

ROOM: The Arcade Shops
Enemies: Dogs

Brad's already dead now, I'll bet. Run down the stairs and go to the 
intersection. This time, take the path on our left and you'll come across a 
dog. Run against the left wall to get by the dog. Now, keep running to the door 
and then open it.

ROOM: Restaurant Entrance
Enemies: Zombies

The zombies will never touch you here. Just open the door on the wall across 
from you.

ROOM: Elevator Passage
Enemies: Nemesis

I don't think we're going to save Marvin, UNLESS you have two First Aid Sprays 
left. Head down the stairs and just take the opening on the right. Before you 
open the door across from you, make sure that you are in Fine. Nemesis 
shouldn't touch you.
 
ROOM: Street Outside Parking Lot
Enemies: Hunter Betas

You will most likely be hit here. IMMEDIATELY do a Square/Up/Left combo to take 
a hard left. The first Hunter will most likely hit you in the process. Hunter 
#2 should be running at you now. Bob to the right and then run to the left to 
get him to jump over you. The only thing between you and the door now is Hunter 
#3. Fake him out by going right and then left, and now all 3 Hunters will be on 
you. Quickly get to the door and open it.

ROOM: Parking Lot Office
Enemies: Sleeping Zombies

You could equip you knife and let all the zombies ankle bite you, gaining a 
huge time bonus in the process. But we need the health. Badly. Let no more than 
one zombie ankle bite you, and then get to the door on the other side of the 
office.

ROOM: Parking Lot Garage
Enemies: Zombies

Run by the first two zombies, as they won't grab onto you. Now, keep running 
until you see the barrel. Hold R2 and fire at the barrel to destroy 3 zombies. 
Sometimes, the 4th zombie will randomly start walking towards you and he'll 
become part of the barrel kill, making it a 27 second bonus. If you're 
confident about your health, you can run in the middle of the next set of 
zombies. If not, use Enhanced Handgun Bullets to shoot down no more than 2 of 
them. Once you get to the door, open it.

ROOM: Crashed Bus Area
Enemies: Mutant Nemesis

Alright, you have a lot more than 2 minutes left, which means Mutant Nemesis is 
coming. I'd strongly suggest not fighting him, as we need the health and ammo, 
especially for the next room. Just get to the door on the other side of the 
area.

ROOM: Fire Hose Passage
Enemies: Zombies, Rocket Nemesis

Immediately kill the zombie in front of you with Enhanced Handgun Bullets. Now, 
equip your Knife. Wait for Nemesis to whack the next zombie. If you don't hear 
the "ding", leave and re-enter the room until Nemesis kills that zombie. Even 
if it's Nemesis shooting down the zombies, you'll still get a 24 second bonus 
as long as the Knife is out! Run by Nemesis when he starts charging at you. 
There will more than likely be a zombie in the way, and Nemesis may shoot you 
if the zombie starts biting you. Tapping R1 and R2 will help dodge the rockets 
as well. You may need to heal, but don't heal if you leave the room in Orange 
Caution. Get to the door and open it once you have a chance.

ROOM: Apartment Alleyway
Enemies: Drain Deimos

Just run down the alley and open the door on the other side. You'll never have 
to deal with the Drains.

ROOM: RPD Passage
Enemies: Crows
 
Yay, a free room for Nicholai. Just open the door on the wall across from you. 
You won't see the Crows and the Crows won't see you.
 
ROOM: Fire Hydrant Area
Enemies: Zombies

I don't think you want to risk losing your health here with the barrel. Run 
down the left path and you'll come across a group of zombies. Drop/kill them 
with a combination of Handgun and Enhanced Handgun Bullets, but DO NOT USE UP 
ONE OR THE OTHER. If you seriously have to, bite fight your way to get through. 
When you have a clear-cut path to the door, open it.

ROOM: Dead Cop Area
Enemies: Dogs
 
Stall for a second and then run. This will cause the first dog to leap at you 
and miss. Now, run to where the dead cops are. Fire 3 shots to stun the 3 dogs. 
While they are stunned, run to the other side of the room and open the door.

ROOM: Area Behind Bar Jack
Enemies: Rocket Nemesis

Run forward until you get to the intersection. This time, take the left path. 
You'll hear a Nemesis growl and load up his Rocket Launcher, but he'll never 
see you. Open the door at the end of the path.

******************************************************************************* 
STATUS CHECK 
 
Ready for the final run? You're most likely in Caution right now, so heal up 
with that last First Aid Spray. You probably have about 15 regular Handgun 
Bullets left and about 30 Enhanced Handgun Bullets left. You still have plenty 
of time on the clock.
******************************************************************************* 
 
ROOM: Barricaded Road
Enemies: Hunter Betas

Run out of the opening you are in. Keep following this path until you see an 
opening down where the other two doors are. Do NOT walk directly in front of 
the opening! This will cause all 3 Hunters to come after you. Stand near the 
opening and wait for the first Hunter to come after you. Lure him out into a 
different part of the room. It will take 3 Enhanced Handgun Bullets to kill the 
Hunter. Remember to let it jump over you and then shoot it from behind. If 
Hunters #2 and #3 came after you in the process, leave and re-enter the room. 
Once you take care of the first Hunter, go down the alley where Hunters #2 and 
3 are waiting for you. Sometimes, you'll have an opening for you to go through. 
Other times, you may have to let them jump over you. Other times, you'll be 
able to push through them. You will more than likely take damage in the 
process. And other times, bad luck will be on your side and you'll end the game 
with a decapitation. Once you somehow get by the Hunters, RUN TO THE DOOR.

ROOM: Warehouse Entrance
Enemies: Crows

Enjoy your last free room. Head up the stairs and open the door at the top.

ROOM: Warehouse
Enemies: Zombies

This is it. Unload all of the Handgun Bullets that you have on the zombies. I'd 
recommend getting rid of your regular Handgun Bullets first. After that, finish 
off the zombies with your Enhanced Handgun Bullets. If you have at least 20 
Enhanced Handgun Bullets left, you should be in good shape. It takes about 3 or 
4 Enhanced Handgun Bullets to kill each zombie. And don't worry about time 
bonuses with the Knife here. If you run out of ammo, your only other option is 
to bite fight through the zombie back. Once you have a path to the staircase, 
RUN UP IT. Open the door waiting for you at the end to finish with Nicholai! 
Congratulations! 
 
FINAL GRADE: E, maybe a generous D
TIME: Should have 2+ minutes left
Money: How does about $500 to $600 sound?

Now, save your game and don't lose the data, so you can flash off the fact that 
you beat the game with Nicholai.

------------------------
Other Mercenaries Notes
------------------------

-You actually have a time limit to save each hostage. If you don't get to a 
certain place in a certain amount of time, you'll walk into an empty room with 
a dead hostage.

-The Mercenaries takes a lot of practice to master, especially as Nicholai. 
Believe me.

-There are areas with hidden time bonuses throughout the game. The first one 
will give you 2 seconds, and then the bonus doubles for each spot that you 
examine. Here are the spots: 

1) Garbage Dump where Jill jumped out of the window at the Newspaper Building 
(2 seconds)
2) Tray at the Restaurant near the double doors (4 seconds)
3) Panel in the room where you got the Fuse in the Subway Station (8 seconds)
4) Hydrant where Jill got the Fire House (16 seconds)
5) The Dead cops who had Photo A near the Red Herbs (32 seconds)
6) The dead guy who had the Shotgun in the game (64 seconds)

-Here are the awards you get for each hostage:
 
AS MIKHAIL 
Dario: 14 Shotgun Shells (Gas Station)
Reporter: 14 Shotgun Shells (Newspaper Building)
Brad: 12 Magnum Rounds (Restaurant Basement)
Marvin: First Aid Spray (Subway Station)
Nicholai: First Aid Spray (Sales Office Storage Room)
Carlos: 14 Enhanced Shotgun Shells (Bar Jack)

AS CARLOS 
Dario: 60 Handgun Bullets (Gas Station)
Reporter: First Aid Spray (Newspaper Building) 
Brad: 60 Handgun Bullets (Restaurant Basement)
Marvin: 60 Handgun Bullets (Subway Station)
Nicholai: 60 Handgun Bullets (Sales Office Storage Room) 
Mikhail: First Aid Spray (Bar Jack)

AS NICHOLAI
Dario: 60 Handgun Bullets (Gas Station) 
Reporter: 60 Enhanced Handgun Bullets (Newspaper Building)
Brad: 60 Handgun Bullets (Restaurant Basement) 
Marvin: 60 Handgun Bullets (Subway Station) 
Carlos: 60 Enhanced Handgun Bullets (Sales Office Storage Room) 
Mikhail: 60 Handgun Bullets (Bar Jack)

-I'd love to hear your feedback on mercenaries, mostly because of the fact that 
I can't get an A with Carlos and luck out with Nicholai. Just email me.

-------------------
Enemy Time Bonuses
-------------------

Here are the time bonuses you get for killing enemies. I will also list the 
bonuses for multiple kills:
 
ZOMBIE 
First kill: 3 seconds
Second kill: 7 seconds
Third kill: 14 seconds
Each additional kill is an additional 10 seconds to the previous kill

DOG 
First kill: 4 seconds
Second kill: 10 seconds
Third kill: 20 seconds

CROW 
First kill: 1 second
*If you have the info on subsequent crow kills, I'd love to know.

DRAIN DEIMOS 
First kill: 5 seconds
Second kill: 12 seconds

BRAIN SUCKER 
First kill: 6 seconds
Second kill: 15 seconds

HUNTER BETA 
First kill: 6 seconds
Second kill: 15 seconds
Third kill: 30 seconds

HUNTER GAMMA 
First kill: 6 seconds
Second kill: 15 seconds
Third kill: 30 seconds

NEMESIS
Knock-out bonus: 10 seconds
Kill bonus: 20 seconds
Knock-out bonus (double kill): 20 seconds
Kill bonus (double kill): 50 seconds

MUTANT NEMESIS 
Kill bonus: 2 minutes

--------
Barrels
--------

Barrels are a critical part of this game, especially as Carlos. Here are all of 
the barrels throughout the game and their recommended time bonuses: 
 
City Hall, at intersection: 69 seconds at minimum, can get 82 seconds

Restaurant Front Door: 43 seconds at minimum, can factor in more time with the 
other group of zombies

Parking Lot Garage: 14 seconds at minimum, can sometimes get 27 seconds if 4th 
zombie is moving.

Crashed Bus Area: 3 barrels, all used for destroying Mutant Nemesis

Fire Hydrant Area: 56 seconds minimum, can sometimes pile up more

Area behind Bar Jack: There for comedy purposes. Shouldn't have to use this 
barrel at all.

Warehouse: In the corner of the stairs leading to the bigger area. This should 
not be used unless you are bone dry on ammo.

=========
9. Items
=========

This section will list all of the key items and randomized items found 
throughout the game:

The key items will be listed in order that you find them.

----------
Key Items
----------

Lighter Oil: Supplies oil for the Lighter, must be combined with Lighter to 
use.
Location: Next to the dead person with the Shotgun

Lighter: A Lighter case, must be combined with Lighter Oil to use.
Location: On the table next to the payphone in the Bar Jack.

Jill's S.T.A.R.S Card: Use on computer in Police Station to obtain password.
Location: On the table next to the podium in the Police Station Briefing Room.

Brad's S.T.A.R.S Card: Use on computer in Police Station to obtain password.
Location: You must search Brad's dead body outside the Police Station to find 
the Card Case. Then, examine the Card Case to find his S.T.A.R.S Card. You must 
select "Fight with the Monster" to get this.

Emblem Key: Unlocks door to S.T.A.R.S office, turns into S.T.A.R.S Key when 
checked.
Location: In bin in Evidence Room (password is either 4011, 4312, 0513, or 
0131).

Blue Gem: Used to unlock city hall door, turns into Sapphire when checked.
Location: Large bin inside evidence room in Police Station.

Lockpick: Unlocks Evidence Room bin, door leading to downtown, cabinet in 
Restaurant, and door leading to Park Office.
Location: On Jill's desk in the S.T.A.R.S office.

Power Cable: Used to activate trolley.
Location: On the open car inside the Parking Lot Garage.

Fire Hook: Used to open lid leading to Restaurant Basement.
Location: In the cabinet near the Restaurant backdoor (requires Lockpick).

Rusted Crank: Opens up shutter at STAGLA Gas Station.
Location: In the save room near the Restaurant.

Green Gem: used to unlock city hall door, turns into Emerald when checked.
Location: If you saw Carlos at the Newspaper Building first, it will be in the 
dead person's body in the Restaurant basement. If you saw Carlos at the 
Restaurant first, then it will be on the table in the Newspaper Building 
office.

Side Pack: Allows you to hold two extra items.
Location: Carlos gives you this after the meeting in the trolley.

Wrench: Opens up shutter at STAGLA Gas Station after Rusted Crank breaks, 
allows you to obtain Fire House.
Location: On the bench at the front of the trolley.

Machine Oil: Combine with Oil Additive to form Mixed Oil.
Location: Found in STAGLA Gas Station after solving the letter puzzle.

Bronze Book: Use to get Bronze Compass without activating trap.
Location: On the mayor's statue's hands at city hall.

Bronze Compass: Use on the mayor's statue's hand to obtain battery.
Location: On a plate near the front door of the Restaurant.

Battery: Use to activate elevator leading to Subway Station.
Location: Found on the mayor's statue after using the Bronze Compass.

Fuse: Use to activate trolley.
Location: Found in the low-volt room in the Subway Station.

Fire Hose: Used to put out fire blocking Sales Office
Location: Found in the alley near the crashed bus, requires Wrench.

Square Crank: Used to get 3 packs of Grenade Rounds from the shutter behind the 
Bar Jack.
Location: Found in a corner outside the Sales Office Entrance.

Oil Additive: Combine with Machine Oil to create the Mixed Oil, used on the 
trolley.
Location: Found in the Sales Office storage room.

Clock Tower Key (1): Used to make Chronos Key, unlocks Clock Tower door, 
becomes Winder Key when examined.
Location: If you jumped out of the window in the trolley, this will be behind a 
crooked picture in the bedroom. If you used the emergency brake in the trolley, 
this will be in the chapel near the altar.

Clock Tower Key (2): Used to drop ladder leading the Clock Tower attic, becomes 
Bezel Key when examined.
Location: If you jumped out of the window in the trolley, this will be in the 
chapel near the altar. If you used the emergency brake in the trolley, this 
will be behind the picture in the bedroom.

Chronos Chain: Combine with Winder Key to create Chronos Key, unlocks door in 
the Clock Tower library.
Location: Received after solving the music box puzzle in the Clock Tower attic.

Silver Gear: Combine with Gold Gear to create the Chronos Gear to insert into 
the plate in the Clock Tower attic.
Location: Found on a shelf in the Clock Tower attic.

Crystal/Amber/Obsidian Balls: Used to solve puzzle with the past, present, and 
future clocks in the Clock Tower.
Location: Found on their respective statues in the Clock Tower bell room.

Gold Gear: Combine with Silver gear to create the Chronos Key to insert into 
the plate in the Clock Tower attic.
Location: Found after solving the puzzle with the past, present, and future 
clocks in the Clock Tower bell room.

Tape Recorder: Used to activate elevator in the Hospital.
Location: Found on the table across from the elevator, near the dead doctor.

Sickroom Key: Used to unlock a patient room in the hospital on the 4th floor.
Location: Found on the table in an office on the 4th floor of the Hospital.

Vaccine Base: Combined with Vaccine Medium to form the Vaccine.
Location: Found after entering the 3 digit code into the safe in room 402 of 
the Hospital's 4th floor.

Medium Base: Inserted into the panel to create the Vaccine Medium.
Location: Found on a shelf in B3 of the Hospital.

Vaccine Medium: Combined with the Vaccine Base to create the Vaccine.
Location: Received after solving the puzzle with the Medium Base in the 
Hospital B3.

Park Key (1): Used to unlock gate leading into the Park.
Location: Found on the key rack inside the Park Office.

Park Key (2): Used to unlock door leading into the graveyard cabin.
Location: Found on a dead soldier's hand near the exit of the park.

Iron Pipe: Used to pry out the loose bricks in the Park cabin to form a secret 
passage.
 
Park Key (3): Used to unlock the rear door of the park to get to the Dead 
Factory.
Location: Found inside the Park cabin.

Facility Key: Unlocks door in Dead Factory (if you jumped off the bridge), can 
be upgraded with a bar code near the water sample puzzle machine.
Location: Found on a shelf in the Dead Factory save room 1F.

Water Sample: Inserted into the Water Sample machine to solve a puzzle.
Location: Found on the wall in the lower save room in the Dead Factory.

System Disk: Used to unlock door leading into the garbage room.
Location Found on the panels near the elevator in the Dead Factory.

Card Key: Allows you to get out of garbage room, activates elevator leading to 
Rocket Launcher room, opens up shutter leading to the final part of the game.
Location: Falls out of a scientist's pocket after defeating Mutant Nemesis in 
the garbage room.

-----------------
Randomized Items
-----------------

Here is a list of the randomized items found throughout the game. Also, take 
notes that in some parts of the game, the location of the item might not be 
random, but the item itself may be one thing or another (such as the Clock 
Tower attic).

Shotgun Shells
Location: Police Station
Location #1: On the desk inside the office in the Police Station where Marvin 
is playing dead.
Location #2: On top of the fireplace inside the backroom of the Briefing Room.

Red Herbs (x2)
Location: Police Station
Location #1: At the end of the hallway leading to the Briefing Room.
Location #2: At the end of the hallway outside the S.T.A.R.S office.

Magnum
Location: Police Station/Subway Station
Location #1: Found inside the cabinet in the S.T.A.R.S Office.
Location #2: Found inside the cabinet in the Subway Station high-volt room.

Grenade Launcher
Location: Police Station/Subway Station
Location #1: Found inside the cabinet in the S.T.A.R.S Office.
Location #2: Found inside the cabinet in the Subway Station high-volt room.

Green Herbs (x3)
Location: Uptown/Downtown
Location #1: In the alley where you get the Fire Hose.
Location #2: Across from the Raccoon City Mayor statue.

Gunpowder A (x2)
Location: Restaurant/Newspaper Building
Location #1: On a table near the double doors of the Restaurant
Location #2: On a desk in the Newspaper Building Office.

Gunpowder A (x3)
Location: Gas Station/Sales Office
Location #1: Found on the table at the front of the Gas Station.
Location #2: Found on the shelf in the Sales Office storage room.

Gunpowder B (x3) 
Location: Subway Station/Sales Office
Location #1: Found on the desk in the Subway Station near the emergency exit 
door.
Location #2: Found on the shelf in the Sales Office storage room.

Red Herbs (x2)
Location: Gas Station/Subway Station
Location #1: Found next to the gas pump across from the Gas Station door.
Location #2: Found right in front of the door that goes into the Subway 
Station.

Gunpowder A/B (x2 or x3)
Location: Clock Tower
Location #1: Found in the bedroom of the Clock Tower.
Location #2: Found inside the chapel of the Clock Tower.
 
Grenade Rounds
Location: Clock Tower 
Location #1: Found on the small table in the Clock Tower library.
Location #2: Found on the mantle in the Clock Tower dining room.

Clock Tower Attic Item
Location: Clock Tower
Item #1: Gunpowder A (x2)
Item #2: Mine Thrower Rounds

Park Office Item
Location: Park
Item #1: Grenade Rounds (x2)
Item #2: Mine Thrower Rounds (x2)

Gunpowder A/B (x2 or x3)
Location: Dead Factory
Location #1: Found on the table in the upper save room of the Dead Factory.
Location #2: Found on the shelf in the room where you solve the Water Sample 
Puzzle.

==========
10. Files
==========

-------------------
Game Instruction A
-------------------

We hope you improve your chances to survive! 

[Shooting Objects] 

You may get different reactions from shooting objects, such as oil drums and 
bombs. *Press the R2 button to aim directly at these objects. 

[Quick Turn] 

You can perform quick 180-degree turns. *Press the run button while retreating. 

[Emergency Escape] 

When you're trapped by enemies, you can push them away to escape. *Press the 
Directional buttons, Action button, R1, R2 and L1 buttons rapidly. 

[Emergency Dodging] 

Just before an enemy attacks, you can perform a dodge move to evade it! *Press 
the R1 or R2 buttons. *Press the Action Button while aiming. 

[Getting on/off an object] 

You can get on or off certain objects that appear in the game. *Press the 
Action button while you are moving forward to the edge to get on or off. 

[Map] 

Press the L2 button to view the map. *You can zoom in or out of the map by 
pressing the Action button. *While the map is zoomed in, use the Directional 
buttons to move the screen. *Press the Select button to switch between maps. 

[Live Selection]

At certain points in the game, the screen fades into black and white. At these 
points, you will be prompted to choose between two different options. *Use the 
Directional buttons to move between the options and use the Action button to 
make your decision. 

[Event Cancel] 

It is possible to skip certain scenes. *Press the Select button to skip these 
scenes.

LOCATION: This is in your item inventory at the beginning of the game. Check 
the file to put it into your files log, and after you beat the game, the book 
will be in your files.

-------------------
Game Instruction B
-------------------

[Ammunition creation System] 

To create various ammunition, you need to use the "Reloading Tool" and "Gun 
Powder". 

[Reloading Tool] 

This is a necessary item of you want to create different types of ammunition. 
By combining the Gun Powder and Reloading Tool, various types of ammunition 
will be created. 

[Gun Powder] 

Mix materials to create various types of ammunition. There are three types of 
basic Gun Powders: A, B and C. Please note that Gun Powder C is created by 
mixing A and B types. 

[How to mix Gun Powders] 

You can create various kinds of bullets by mixing the different Gun Powders. 
There are 13 different kinds of Gun Powder in all. 

[Example of Gun Powder] 

A: Hand Gun Bullets 
B: Shotgun shells 
C: Grenade Rounds 
A+C: Grenade Flame Rounds 
B+C: Grenade Acid Rounds 
C+C: Grenade Freeze Rounds 
C+C+C: Magnum Rounds 

[Mixing Gun Powder with Grenade Rounds] 

If you combine a certain type of Gun Powder with Grenade rounds, special types 
of grenade Rounds will be created. 

[Mixing Level Improvement] 

If you repeatedly create the same kind of ammunition, your skill will be 
improved, and you will be able to create more powerful ammunition. 

LOCATION: This is in your item inventory at the beginning of the game. Check 
the file to put it into your files log, and after you beat the game, the book 
will be in your files.

---------------------
Clock Tower Postcard
---------------------

This is a picture showing the front shot of the Clock Tower.

The following explanation is printed on the backside, "A landmark spot: Saint 
Michael Clock Tower."

LOCATION: Found on the counter in the Bar Jack.

--------
Photo A
--------

This photo shows a bunch of policemen charging out from the back of a police 
truck.

The policemen are pressing forward. It's dated "September 27" 

LOCATION: Found on the dead policemen near the door where you need to use the 
Lighter.

----------------
Marvin's Report
----------------

"Report" September 24th 

There are reports of a theft in the municipal building before dawn. A jewel-
decorated clock at the main gate was damaged. Two of the twelve gems that are 
installed on the face of the clock are missing. Due to the lack of available 
officers at this time, I have no choice but to suspend the research of this 
case. 
Signed Marvin Branagh. 

"Report" September 26th 

Based upon an autopsy report of a 42-year-old restaurant owner, I have  
discovered that he has one of the missing gems. He apparently took shelter in 
the police department at about 10am, when he was shot to death within 10 
minutes of having developed the symptoms. Since the city is currently under 
martial law, we are forced to suspend this case. At this time, we'll keep the 
gem as evidence. 
Signed Marvin Branagh 

LOCATION: Marvin, who is playing dead, is holding this in his hand inside the 
office in the Police Station.

-------------
David's Memo
-------------

My sanity is at its end....I still can't believe this is happening. We 
lost another man yesterday. Meyer; one of our better marksmen. He saw me 
panic once we were overrun by the zombies, but he came back to save 
me. But when the time came to return the debt, I ran. I can still hear 
him calling out my name. I can still hear the screams coming from 
behind. The sound of his flesh being stripped from its bones. I was 
afraid....terrified.... 

It's the 27th. The fight to stay alive continues. I took out several zombies, 
who managed to break through the barricades. Now I'm cutting through the chill 
with whisky, unloading my Mossberg on anything undead. That shotgun's become a 
close friend of mine. I've blasted many a zombie into fertilizer with it. We've 
lost 13 men as of yesterday. In 3 hours, we'll bicker over trivial things in 
the meeting room. It's a total waste of time. When I finish this bottle, my 
old friend Mossberg will be turning one lost body into fertilizer. Peace 
at last. I can hardly wait. 

LOCATION: Found behind the typewriter in the Police Station Darkroom.

---------------
Fax from Kendo
---------------

There is a picture of Jill's Handgun in the background when reading this file.

To the boys of S.T.A.R.S., I have some good news for you from my brother Joe. 
He has finished the new handgun for official use. It is the Ma2F S.T.A.R.S. 
Special, but he calls it the "Samurai Edge". Joe said, if you miss the targets 
with this, you should carry a teething ring instead of a gun in you holster. 
The goods will be delivered along with their proper documentation. I'm sure 
you'll be surprised when you see what kind of excellent parts are used for the 
Ma2F. I know that you'll want to thank the good people who developed it.
Sincerely, 
Robert Kendo 
Kendo Gun Shop

Location: Found sitting in the fax machine inside the S.T.A.R.S Office.

------------------
Mercenary's Diary
------------------

September 1st.
Following six months of intensive training, my body's edge has returned. I was 
a good soldier, but they ordered my execution with no reason given. I was 
tortured and forced to give a false confession. But on the morning of my 
execution, a miracle happened. The company had helped me out, giving me a 
second lease of life. 

September 15th. 

I ended my vacation short and returned to the HQ office. It looks like UBCS 
unit's been called into action. Umbrella maintains its own paramilitary unit to 
counter corporate terrorism and V.I.P. abduction. In addition, they have night 
men who specialize in handling problems caused by illegal products. I'm 
currently a memberof the latter. September 28th. Dawn's here, but we're still 
slogging through this nightmare. There are no provisions of any kind here. The 
undead walk the streets feeding upon the flesh of the living. Given the choice 
again, I would rather have been executed. Death row was a heavenly asylum 
compared to this place. I've chosen to pull the trigger myself, in the hope 
that my dead body won't come back to life. 

LOCATION: After unlocking the first door with the Lockpick, you'll come across 
a dead soldier. Examine him for Handgun Bullets and this.

-----------
City Guide
-----------

Description:
The tracks of our City Dear Citizens, Thanks to kind and generous people of 
Umbrella Inc., this is a peaceful and friendly city. The vast donations from 
Umbrella Inc. have been used for welfare work, the construction of public 
utilities, and to help maintain public peace. In 1992, it was my 5th year as 
Mayor of our beautiful city. It was then that through many donations and hard 
work our city was able to rebuild the municipal building, create a state of the 
art hospital. In honor of these fine accomplishments, I was awarded with a 
grand statue that same year. The statue rests in the municipal building. I came 
to this city as an engineer more than 35 years ago. I made contributions to the 
electric systems, and to the installation of the cable car. I pledge to follow 
the tradition of this fine city and will devote my life to its prosperity. 
The Mayor of the City, 
Michael Warren 

LOCATION: Found on a table near the oil lamp in the restaurant.

--------
Photo B
--------

This picture shows a close up of a zombie. You'll also recognize this from the 
opening FMV.

A close-up shot of a zombie. It says, "SCOOP!" on the backside.

LOCATION: On top of the payphone on the 1st floor of the Newspaper Building.

-------- 
Photo C
--------

This picture shows a bunch of dead policemen in front of their police cars. 
You'll recognize this from the ending of the opening FMV.

The police have been destroyed. 

LOCATION: On a desk inside the office in the Newspaper Building 3F.

---------------- 
Reporter's Memo
----------------

At last I have found the evidence I need to prove that "cannibal disease" is 
indeed happening in this city. One man actually ate people to death. He was 
like a savage animal tearing away a new flesh. It was completely disgusting. I 
have heard rumors that many people are suffering from this disease now. 
However, the causes of the disease are not yet known. Is this another mystery 
of the present disease? I will have to check on it.... They have placed Racoon 
city under martial law because of the cannibal disease. I have lost contact 
with the media outside of the city, but I won't give up. As a journalist, I 
won't keep my eyes shut and walk away. 

I have a duty to the people and my profession. I don't think the disease had 
spread nationwide yet. I believe that this city holds the key to its creation 
and cure. In fact, I'm sure of it. The military has set up blockades around the 
city to keep people from escaping and spreading the disease. Most of the 
citizens have either died or have come in contact with the disease. I know that 
it is the right decision to quarantine the city, but I can't help but pity 
myself. If I am infected or eaten, it doesn't matter. My fate is already 
sealed. All I have left is my journalism. I won't give up until I solve the 
mystery of this deadly disease. I have just discovered that the disease is not 
spread through air, but by some other means.

LOCATION: In the corner of the office in the Newspaper Building 3F.

----------------
Mechanic's Memo
----------------

I know that you're intimidated by your new job Kevin, so let me tell you how to 
make sure that you and your training get along just fine. You see, these 
carriages were made in Europe in 1968, and then imported from Europe. Sometimes 
they get rickety, but they still work because they are simple, stubborn and 
strong. We can always depend on them. If they have a bad day and are 
malfunctioning, you'll need to take a good look at their circuits for any 
trouble. Once you discover what's wrong, you'll be able to fix it easily. I'm 
sure that you'll be able to avoid these nasty little malfunctions if you check 
the parts every day. These old trains will surely have problems if you don't 
remember to check them out. Just remember that if you need to replace anything, 
you have to choose a suitable part. When I say suitable, I mean that even you 
can't find another original part, you'd better find something that works good 
enough. Even with regard to oil, you must always prepare good quality 
oil for these trains. Never forget Kevin that a man may betray others, 
but a machine won't. 

LOCATION: Found when examining the open panel in the trolley.

-----------------
Manager's Report
-----------------

Before you begin your new position, please allow mw to give you some advice. 
Some of the medicine in the storage room is unstable and their quality will 
deteriorate under changing temperatures or humidity. Therefore, you must 
remember to keep the temperature the same in the storage room at all times. You 
should personally check it every day. 

Although the computer checks it around the clock, a machine is not perfect. Try 
and remember that a machine is no more than a tool to be used by people. You 
must check all personnel coming and going to the storage room. Many dangerous 
drugs are stored there, if any of them are missing you have a serious problem 
on your hands. The door to the storage room is always locked, but when you let 
personnel into it, you will need to have them hand in their documents. And 
above all else, remember that if you find anything suspicious, contact your 
boss immediately. If you forget the password to lock the door, try and remember 
that it is a word that everyone is familiar with. Don't forget that once a new 
product is shipped, the password will be updated again. You can always enter 
the password from the terminal of the PC for administration.

LOCATION: Found underneath the remote in the Sales Office.

-------------
Business Fax
-------------

"Order sheet" 
The liquid medicine named VT-J98 is suitable to cultivate the NE-T type virus. 
Therefore, we will need to order additional quantities of it. 
U.E. Sixth Laboratory.

LOCATION: Found on the shelf near Murphy's dead body in the Sales Office.

-------------
Dario's Memo
-------------

I can't help but wonder if anyone will read these words, but writing them will 
help me maintain my sanity if nothing else. After I've become a meal for those 
undead monsters, will the G.I.'s responsible for sealing off the town laugh 
upon discovering my corpse? So is this how it's supposed to end? I don't want 
to die, I'm just not ready..... My wife, daughter, mother.... My entire family 
has been killed. But none of that matters anymore. Right now, my life is the 
only important thing. 

That's all that matters. I never would have pictured my end to be like this. I 
had so much left to do. Rather than becoming a salesman, I should have tried my 
hand at being a novelist. It's what I've always wanted, but my mother would 
only tell me you have a long way to go. Why did I ever listen to her? But this 
looks like the end for the great Dario Rosso, novelist extraordinaire. Cut down 
before his prime. 

LOCATION: Return to the warehouse after visiting the Sales Office. You'll find 
Dario eaten by the zombies, so go into the truck where he was hiding in and 
take his memo.

-----------------------
Operation Instructions
-----------------------

Order for UBCS Echo Team: 
Wipe out the downtown area of the infestation and then evacuate the remaining 
citizens to the clock tower. Among the citizens, remember to give priority to 
the employees of Umbrella's affiliates. Remember to stay alert because the 
infected have a high endurance rate and will strike without hesitation. 

Evacuation Procedure: 
1. Once the mission is complete, or when it becomes too impossible to 
accomplish, evacuate immediately. 
2. We'll deploy a helicopter that is waiting in the suburbs, to the yard 
in front of the clock tower. 
3. When you are ready for evacuation, ring the bell of the clock tower 
to signal the helicopter. 

LOCATION: After getting the Shotgun Shells (easy mode) or the Mine Thrower 
(hard mode) from the dead soldier in the Clock Tower Main Hall, you'll get this 
file from the soldier.

---------------------
Art Picture Postcard
---------------------

This is a picture of the past/present/future clocks in the Clock Tower.

A picture postcard of antique clocks. The following verse is printed. "Give 
your soul to the goddess. Put your hands together to pray before her." 

LOCATION: Found on the desk in the Clock Tower library.

-----------------------
Mercenary's Pocketbook
-----------------------

September 26th 

It's only been three hours since the mission started, but the team is down to 
me and Campbell. The number of zombies is far greater than we expected. There 
is no hope left for this city. We have already injected the antibody for the 
virus, but I'm not sure that it will work. I don't know if I will survive..... 

September 27th 

We managed to reach the clock tower. Out of desperation we robbed some wounded 
members of their weapons and used the surviving citizens as decoys. We were 
taught to do this in order to survive in the battlefield, but I never enjoyed 
it. However, a girl showed up at the clock tower before me. She is one of the 
survivors. She looks just like my sister before she starved to death.... 

September 28th 

I wanted to evacuate as soon as possible, but the girl didn't. Her father 
insisted that he wouldn't leave this city where his beloved wife rest in peace. 
I really wanted to save the girl, but Campbell said, "All I care about is our 
lives." That's how I felt before, but now...... The clock tower has become a 
dangerous place and I don't want to make any more mistakes.

LOCATION: Found when examining the dead soldier in the room with the past, 
present, and future clocks in the Clock Tower.

-----------------
Director's Diary
-----------------

These patients suffer from gangrene and congestion of their blood at first. 
Then their mind slowly deteriorates. In the end, there is nothing left of their 
mind. when that happens even mercy billing seems pointless. After all, they are 
already dead... This disease is unlike anything I have ever witnessed. Once the 
patient's mind is gone, they become flesh hunger monsters and act like wild 
animals who are on some type of bloodlust. 

September 18th

Another patient has been admitted to the hospital. He is showing symptoms of 
the first stages of the disease at this point, but... I haven't been able to 
sleep at all these past few days. I refuse to let these patients become 
"zombies". I am not just an ordinary citizen. I am a doctor. Even if I die, my 
clinical charts will contribute to finding a cure. 

September 26th

We lost most of the doctors and staff during the battle against the "zombie" 
patients. It's impossible to maintain the hospital under these conditions. And, 
I know that it's too late for me. I am beginning to feel that same itch and 
hungry desire that all of my patients felt. It's too late for me.... 

LOCATION: Examine the dead doctor in the elevator room in the Hospital to get 
this.

--------
Photo D
--------

This picture is a bunch of zombies walking.

The zombies are walking. It says "The effect of the T-virus" on the backside.

LOCATION: Found on the desk in the Hospital 4F where you get the Sickroom Key.

---------------------------
Medical Instruction Manual
---------------------------

Umbrella Medical Service 
North America Division 
Douglas Rover 

In order to activate the synthesizer to cultivate the vaccine, please follow 
the procedure as detailed below: 

1. Supply enough energy to the system. 
2. Set the medium base to the devise. When the device is ready, you can start 
mixing the vaccine medium. To mix the vaccine, you will need to control the 
five levers. This will cause the two gauges to increase or decrease. I you 
adjust the two gauges so that they stop at the center, the vaccine medium will 
then be produced automatically.

LOCATION: Found on a shelf near the Vaccine Medium in Hospital B3.

--------
Photo E
--------

This picture is a photo of more zombies.

The zombies are attacking. 

LOCATION: Found in the Park Office on the desk next to the typewriter.

---------------------------------
Written Order to the Supervisors
---------------------------------

Mission requirements: Bravo 16 
1. Obtain and secure sample of all the information pertaining to this case. 
Observe and record combat data on the UBCS. 
2. Destroy all the evidence including the medical facility that has the medical 
treatment data. 
3. Check the guinea pig's ability to accomplish the mission. Once your mission 
is complete, evacuate the area. Remember that you must not help anyone who is 
not a supervisor, nor bring anything back that might be traced to where it 
belongs.

LOCATION: You get this after picking up the Park Key from the dead soldier in 
the Park.

--------------------
Supervisor's Report
--------------------

The endurance ability of the contaminated guinea pigs is truly incredible. Even 
when shot in a vital area, they can sometimes survive for several days without 
taking care of the wound. However, after prolonged exposure to the virus, the 
guinea pig's intelligence level decreases to that of an insect. Even though 
reviving the dead seems too disgusting, the virus may still be of use. If we 
inject the virus into our POWs and release them, they would return to their 
units and then turns into zombies. This plan may work well for us in the 
future. 

In certain areas, the virus seems to have caused the mutation of animals 
and plants. It may be difficult, but it'll make a good sample for the 
bio weapon development. I've heard that there is a giant alligator, but 
I have only encountered a giant creature moving underground. I don't 
even want to imagine what creature spawned that monster. I encountered 
"Nemesis". If I didn't know about it, I'd have been contaminated and 
would have become one of them by now. If it is still walking around in 
the city, its mission is not yet over. S.T.A.R.S. members must be very 
tough since they have survived until this point. However, they cannot 
hold our forever..... 

LOCATION: Found on the table in the secret room inside the Park Cabin.

------------------
Fax from the H.Q.
------------------

Attention. The Raccoon City Project has been abandoned. Our political 
maneuvering in the senate to delay their plans is now futile. All supervisors 
should evacuate immediately. The US Army is going to execute their plan 
tomorrow morning. The city will be obliterated at daybreak for sure.

LOCATION: Found on the chalkboard in the secret room inside the Park cabin.

----------------
Manager's Diary
----------------

April 25th 

Today is my birthday. I was transferred to this facility today. I am very happy 
because the work environment is very different from life in the university. 

May 14th 
The disposal system has been completed. Using a special kind of gas, it can 
decompress the cells of the guinea pigs. We have to try this out before 
beginning practical usage of the system, since it is not 100% stable yet. 

May 20th 

While I was checking the treatment room, the door shut, and I was locked 
inside. I couldn't get out for one hour. I guess even if you have the key card, 
it's useless when you are locked inside. 

June 7th 

The guinea pigs we have to dispose of are increasing. The system is not working 
smoothly. The laboratory staff doesn't listen to my opinions and I am getting 
extremely frustrated. 

July 16th 

We can't dispose of all the bodies and the quality of the liquid medicine is 
not good enough either. 

July 29th 

Though the functions of the system decreases, the number of the bodies we have 
dispose doesn't. The infection level has increased and the antibodies we are 
using is no match for the new mutation of the virus. Some of the workers have 
been infected by the disease. I have continued to work, but I always keep a gun 
with me. I must remember to save one bullet for me. I want to weep. I don't 
want to die here. I swear that I'll lose my mind if I imagine how painful the 
death will be.....

LOCATION: Found on the table next to the typewriter in the Dead Factory upper 
save room.

----------------
Security Manual
----------------

"Security for the Plant" 
Since this plant is a facility under the disguise of a deserted factory, 
civilians will sometimes enter. If this should occur, do not hesitate to shoot 
them. If they choose to surrender, arrest and then transfer them to the 
laboratory as new guinea pigs. You will be rewarded. 

"Maintenance of the device" 
This entire plant is controlled by an epidemic prevention system. When 
contamination is detected in the treatment room or decomposed specimen pool, 
the plant will automatically be locked down for isolation. In that case, you 
must follow the manual to unlock it. If the contamination is over the limit, 
the whole system will automatically lockdown. The, you must remain in the plant 
and wait for subsequent orders. Those who leave the facility without permission 
will suffer extreme consequences.

LOCATION: Found in the corner of the lower save room in the Dead Factory. It is 
next to the Water Sample panel.

-------------------
Incinerator Manual
-------------------

The incinerator plant is one of the facilities that burns the disposable items 
which are sent from the laboratory. The incinerator burns the waste materials 
that cannot be decomposed at the treatment room. It also supplies electricity 
to the facility by a thermal power electricity generator. Part of the 
electricity is stored in the big battery installed in the facility's 
underground area. The electricity is used as an auxiliary power source. The 
auxiliary power circuit will be activated once the three "auxiliary circuit 
units" are properly placed in their sockets. In case the circuits are not 
connected automatically, a person can connect them manually to activate the 
system.

LOCATION: After you go down the ladder into the final part of the game, you'll 
find this file on the wall next to the ladder.

-----------------
Classified Photo
-----------------

This is a photo of the rail gun that you use to kill Nemesis once and for all.

In my opinion, I feel that it's too early to use this, "Paracelsus Sword" in 
actual fighting. However, in order to acquire the g-virus that Umbrella has 
developed, it will be a great help to us. The power of the "Rail cannon" is 
satisfactory, but please note that it I still having a few remaining problems. 
Technology Division Colonel Franklin Hart.

LOCATION: You'll find this photo on the floor in the room just before the Rail 
Gun.

-------------
Jill's Diary
-------------

August 7th,

Two weeks have passed since that day. My wounds have been healed, but I just 
can't forget it.  For most people, it's history now.  But for me, whenever I 
close my eyes, it all comes back clearly. Zombies eating peoples flesh and the 
screams of my teammates dying. No, the wounds in my heart are not healed yet...

August 13th.

Chris has been causing a lot of trouble recently. What's with him? He
seldom talks to the other police members and is constantly irritated. The
other day, he punched Elran of the Boy's Crime department just for
accidentally splashing Chris' face with coffee. I immediately stopped
Chris, but when he saw me he just gave me a wink and walk away. I wonder
what happened to him...

August 15th,

Midnight. Chris, who has been on a leave of absence for a "vacation," called me 
so I visited his apartment. As soon as I walked into his room, he showed me a 
couple of pieces of paper. They were part of a virus research report entitled
as simply as "G".  Then Chris told me that "The nightmare still continues." He
went on to say that "It's not over yet."  Ever since that day, he has been
fighting all by himself without rest, without even telling me.

August 24th,

Chris left the town today to go to Europe. Barry told me that he would send
his family to Canade and then he would follow Chris. I decided to remain in
Raccoon City for a while because I know that the research facility in this
city will be very important to this entire case. In a month or so, I'll be
joining with then somewhere in Europe. That's when my real battle begins...

LOCATION: If you collect all 30 of the previous files in order, this will 
replace Game Instructions A in your files section.

============================
11. Secrets and Unlockables
============================

Unlock Mercenaries: Just beat the game once on either easy or hard to unlock 
this. Your final time and grade doesn't matter. To get to this, just load up 
your saved file and select "MERCENARIES".

Unlock Boutique Key: Just beat the game once on any difficulty. The Boutique 
Key will be in your item box on your next game data. The Boutique is located 
right next to the front door of the Bar Jack.

Unlock costumes: The grade you get after finishing a game determines how many 
costumes you unlock.

A: Unlocks all 5 costumes
B: Unlocks 4 costumes
C: Unlocks 3 costumes
D: Unlocks 2 costumes
E: Unlocks 1 costume

So if you were to get an E on your first play, and then a D on your second, you 
would have a total of 3 costumes unlocked. Each time you finish a game, you'll 
get a "YOU GOT THE COSTUME" message after your grading screen.

Here are the 5 available costumes:

1) Jill's S.T.A.R.S uniform from the first Resident Evil.
2) A police uniform for Jill that includes a mini-skirt.
3) Regina's Dino Crisis outfit.
4) A Biker outfit for Jill.
5) A disco outfit for Jill.

Epilogues: Each time you finish the game, you'll unlock an epilogue. There are 
8 total epilogues to unlock. Each epilogue summarizes what each previous 
Resident Evil character has done.

-------------------------------------------------------------------------------
EPILOGUES:

1) Jill Valentine: After escaping the city, Jill set out to join Chris 
Redfield. However, all she found was an empty hideout of Chris's. On the floor 
was Chris's knife. Jill left without hesitation because she firmly believes 
that Chris is still alive.  She will search for him until she finds him. Then 
they can go and put an end to Umbrella...

2) Chris Redfield: "Please forgive me Claire." Chris Redfield has just finished 
this letter with his signature phrase. As he removes his sunglasses, a lady 
walks by him with light steps.  "She looks about the same age as Claire," he 
thinks.  A short time later, Chris discovered that his sister was looking for 
him, but was caught...

3) Barry Burton: Barry Burton looks at his young daughters and says, "I'm sorry 
but my comrades are waiting for me."  He knows that he must repay his teammates 
for forgiving his betrayal. Even if that means leaving his family for now. His 
wife tries to hide her fear so she smiles and says, "Don't worry.  We'll be 
OK..."

4) Leon Kennedy: Leon Scott Kennedy is confronted with a man who claims to be a 
US government agent. Leon says, "Leave Sherry alone. She is innocent." "She 
knows too much," the man replies. He looks at Leon and says, "But you have 
value. This is a good deal. Make your choice." Without regret or hesitation, 
Leon closes his eyes and then sharply responds...

5) Claire Redfield: "Leave us alone." Claire Redfield couldn't believe Leon's 
words. Leon continued, "You're looking for your brother, right? Just go!"  
Claire knew that Leon and Sherry needed immediate medical attention, but she 
could not waste anymore time. "I... I'll be back.  I promise!" She said as she 
disappeared into the wilderness alone...

6) Sherry Birkin: "Do you have any relatives?" When the army officer asked her, 
Sherry Birkin did not respond for she has no immediate relatives. Her father 
and mother died because of the G-virus. And so, this little girl holds herself 
with her arms and bites her lip tight. She thinks, "I'm sure she will come 
back. She won't forget about me..."

7) Ada Wong: A woman looks at herself in the mirror. She used be called Ada 
Wong. But this morning she will say good-bye to the name. "I'm not Ada Wong 
anymore." She feels her ab and thinks, "This is Ada's scar, not mine." And as 
she says good-bye to Ada Wong, she can't stop her tears. However, there isn't 
much time left before her next mission...

8) Hunk: "Once again, only you survived, Mr. Death," the chopper pilot speaks 
with a cold bitterness. "Always, only you survive, Mr. Death," the pilot 
continues. But Hunk does not respond to the pilot. He doesn't care. "The Death 
cannot die..." the survivor thinks to himself with a warm smile...
-------------------------------------------------------------------------------

Hidden message: To get this message, you must unlock all the epilogues. This 
message will only show up once, and you won't be able to see it again unless 
you create a new save data and unlock all 8 epilogues again. Since I bet you 
won't have the patience for it, here's the message. It shows up right after 
Hunk's epilogue:

"The Raccoon City menace has come to its ultimate conclusion. Nevertheless, as 
long as their insidious research continues, the terror of Umbrella Inc. shall 
live on forever..."

THANK YOU FOR PLAYING

The text shows up in front of a Raccoon City image, too.

Nemesis goodies: Each time you drop Nemesis on hard mode, you get an item:

1st encounter (outside Police Station): Eagle Parts A 
2nd encounter (inside Police Station): Eagle Parts B
3rd encounter (Restaurant/Newspaper Building): First Aid Kit
4th encounter (outside Sales Office/Subway Station): Shotgun Parts A
5th encounter (city hall when returning to trolley): Shotgun Parts B
6th encounter (Clock Tower balcony): First Aid Kit
7th encounter (Clock Tower after Jill is cured from virus): Assault Rifle on 
first play, Infinite ammo for ONE weapon on each next saved file.

S.T.A.R.S Picture: Ok, maybe this isn't completely secret anymore. In case you 
didn't figure it out in Resident Evil 2, you can examine the picture next to 
Wesker's desk in the S.T.A.R.S office to find a picture of the S.T.A.R.S.

Jill's Diary: To get Jill's Diary, you must collect all 30 files in order. This 
is the same order as seen in my files section, but here it is again, shortened 
up. Also, Jill's Diary replaces Game Instructions A in your files.

1) Game Instructions A 
2) Game Instructions B
3) Clock Tower Postcard
4) Photo A
5) Marvin's Report
6) David's Memo
7) Fax from Kendo
8) Mercenary's Diary
9) City Guide
10) Photo B
11) Photo C 
12) Reporter's Memo
13) Mechanic's Memo
14) Manager's Report
15) Business Fax
16) Dario's Memo
17) Operation Instructions
18) Art Picture Postcard
19) Mercenary's Pocketbook
20) Director's Diary
21) Photo D
22) Medical Instruction Manual
23) Photo E
24) Written Order to the Supervisors
25) Supervisor's Report
26) Fax from the H.Q.
27) Manager's Diary
28) Security Manual
29) Incinerator Manual
30) Classified Photo

So, when doing this, you have either two choices: take the most straightforward 
path to get the files, or take whichever path you want, even if it means 
backtracking to get from one room to another.

============
12. Credits
============

Sony = For creating the Playstation.

Capcom = For creating the Resident Evil series.

Me = I wrote this guide.

You = You read this guide, and liked it (hopefully).

SBAllen = The administrator of the best site in the world (GameFAQs) posted 
this guide.

The Resident Evil community = The RE community has been a big help and are a 
great bunch of people to talk to.