Resident Evil 3
================
The
  MERCENARIES      Version 1.2
           Guide

Copyright A.Redfield 2002

email: fudgeboy@popstar.com


This FAQ was written and copyrighted by A.Redfield. Therefore this
document is private property of A.Redfield. It may be reproduced
electronically or otherwise as long as it appears completely unaltered
and containing this and the above copyright statements. This FAQ may
not be used for profit.

Contents
--------
1. What Is The Mercenaries Game?
2. FAQs
3. Briefing
4. Mikhail
5. Carlos
6. Nicholai
7. Want A Better Grade?
8. Other Stuff
9. General Tips
10. Thanks

 ------------------------
|Section One:            |
|What Is The Mercenaries |________________________________________________
|Game?                   |
 ------------------------
The Mercenaries is an extra part of RE3, much like the Hunk and Tofu
scenarios in RE2. Basically, it's a short timed mission, all action
and no puzzle solving. It requires you to run from the Trolley back
to the Warehouse, killing pretty much everything in your way and 
trying to survive until the end. You come with a lot of ammo/herbs
but it's harder than it sounds. You get to play as one of the UBCS
soldiers you meet during the course of the main game; Carlos, Mikhail
and Nicholai. There are varying difficulty levels depending on who
you choose.

 ------------
|Section Two:|____________________________________________________________
|FAQs        |
 ------------
Question: How do I access the Mercenaries Game?
Answer:   Finish the main game (any mode). Seem too easy? Well, at first
          the limit was supposed to be 7 hours and 30 saves but that was
          changed. 

Question: Now that I've got it, how do I play it?
Answer:   After you finish the main game, the CPU asks you to create
          another save file, titled "Next Game 00-01". Load this from
          title screen and choose THE MERCENARIES.

Question: What is the point of playing?
Answer:   Each time you play, you will get a certain amount of cash,
          which is saved onto your memory card. Once you build up
          enough money, you can buy cool bonus items for RE3, like
          and Infinite Rocket Launcher.

Question: How does the Merc Ranking System work?
Answer:   You are graded on the time remaining when you finish, the
          number of hostages saved, the number of enemies killed,
          and the amount of damage sustained.

Question: Who has the easiest mission?
Answer  : Mikhail, by far. Carlos' mission is a bit harder due to his
          lack of "quick kill" weapons, so when playing as him, time
          always seems to be an issue. With Nicholai, there is a serious
          lack of weaponry, and his mission is the most difficult. 

 ------------------
|Section Three:   |_______________________________________________________        
|Briefing         |
 ------------------
UMBRELLA---------> Players:
BIOHAZARD-------->   Carlos Oliveira
COUNTERMEASURE--->   Mikhail Victor
SERVICE---------->   Nicholai Ginovaef

----------------------------------------------------------------------
Name: Carlos Oliveira         DIFFICULTY LEVEL:
 Age: 21                              Kinda hard
 Blood Type: O                        
 Height: 5'9"
 Weight: 108lb
Equipment: enough to work with
Vitality : tougher than Jill
Speed    : skinny and fast

 M4A1 Assault Rifle (100%) Mixed Herb
 STI Eagle 6.0 (15)        Mixed Herb
 Handgun Bullets (90)      Mixed Herb

----------------------------------------------------------------------
Name: Mikhail Victor          DIFFICULTY LEVEL:
 Age: 45                              Not so hard
 Blood Type: A                        
 Height: 5'8"
 Weight: 216lb
Equipment: a lot (does the carry the launcher in his pockets?)
Vitality : tougher than Jill
Speed    : chubby and clunky

 Benelli M3S Shotgun (7)  Shotgun Shells (21) 
 S&W M629C Magnum (6)     Magnum Bullets (18)
 M66 Rocket Launcher (8)  Mixed Herb

----------------------------------------------------------------------
Name: Nicholai Ginovaef       DIFFICULTY LEVEL:
 Age: 35                              Super hard
 Blood Type: A                        
 Height: 5'11"
 Weight: 208lb
Equipment: ha ha ha
Vitality : iron man
Speed    : pretty decent

 SIGPRO SP2009 (15)  F.Aid Spray
 Knife               F.Aid Spray
 Blue Herb           F.Aid Spray

----------------------------------------------------------------------

WEAPONS EVALUATION


Name : Combat Knife
Score: 1/10

A dagger intended for self-defense when all forms of arms and ammo
have been depleted. It cannot be nearly as effective as a firearm.

Name : SIGPRO SP2009 9mm Handgun
Score: 5/10

The SIGPRO is the standard mercenary handgun, and therefore reliable.
It is lightweight and very accurate but fires comparably slow. 

Name : STI Eagle 6.0
Score: 6/10

The Eagle is a custom handgun made for competitions. It has 
counterweights that reduce the recoil of the weapon along with a scope
to increase accuracy. Fires very fast, and the Eagle has the ability
to deliver critical hits and kill a zombie in one shot. This happens
5% of the time.

Name : Benelli M3S Shotgun
Score: 8/10

A very handy weapon. The Benelli is a sawed-off shotgun that fires
shot shells, capable of damaging multiple targets at once. At close range,
the gun is lethal.

Name : Smith & Wesson M629C Magnum
Score: 9/10

The M629C fires .365 Magnum rounds which are large-caliber slugs that
create a tremendous impact. It is one of the most powerful handguns 
available, being able to kill most things in one shot. The recoil is
horrendous, though, and slows the firing speed considerably.

Name : M4A1 Assault Rifle
Score: 7/10

Although the A.R. fires very quickly and has a nearly endless magazine,
that can be its downfall. Ammo for this gun is hard to come by and it
runs out much too fast. The damage ratio is low, but it can hit multiple
targets with its wide-pattern spray. An above-average weapon.

Name : M66 Personal Rocket Launcher
Score: 9/10

The M66 fire the penultimate of all rounds; a single rocket-propelled 
grenade intended for major property damage. Aimed at a living target, 
and it can wipe it off the map. It can hold 8 rockets. It takes
a moment to heft and aim, and it cannot be aimed up or down. The rocket 
travels slowly compared to small-caliber fire and can be avoided by some. 


=END BRIEFING=

 -----------------
|Section Four:    |_______________________________________________________ 
|Mikhail          |
 -----------------

Area 1: Trolley
Enemies: none
Nothin' here. Hit the door.

Area 2: Street Outside Trolley
Enemies: 7 zombies
Immediately run to Mikhail's right and jump aboard the box. Jump down
and run in between the two zombies. Ignore the third and hit the door.

Area 3: Descrepit Alley
Enemies: 4 zombies, 1 sleeper zombie
Run forward and switch screens once. Aim up and decap the first zombie.
Quickly decap fat boy for 7 seconds. Run, hugging the corner to avoid
sleeper and fire immediately with the shotgun. If you're lucky, one
shot kills both zombies, if not, just shoot again. Exit.

Area 4: Alley Behind Residence
Enemies: ?? Crows
Ignore the birdies and hit the door.

Area 5: Forked Path
Enemies: 8 zombies
Run forward and decap the cop with a headshot. Change screens twice to
see the barrel. Aim with R2 and wait until you see at least 6 zombies
within range of the barrel. Fire and gain 79-89 seconds. Reload your gun.
Take the other fork, toward the Gas Station.

Area 6: Stagla Gas Station
Enemies: 3 cerberus
Hug the lefthand wall to avoid dog #1. Stall for a split second at the
gas pump and dog #2 will jump and miss. While 3rd dog is collecting his
wits, enter the station. 

Area 7: Machine Shop
Enemies: 4 zombies, 1 sleeper zombie
Immediately aim up and decap zombie #1 with a head shot. Dequip all 
weapons and let sleeper boy bite you. After crushing his head, equip the
shotgun and run to the entrance of the garage. Auto aim and fire to kill
1 zombie. Run inside and find the other two. Kill them. Rescue Dario for
20 seconds and 14 Shotgun Shells. Exit from where you came in.

Area 6: Stagla Gas Station
Enemies: 3 cerberus
Run forward-left and the charging dog will overcompensate. Hug the gas
pump tightly to avoid the sitting-down dog and head to the door. No
problem, right?

Area 5: Forked Path
Enemies: none
Leave through the green double doors, south.

[STATUS CHECK 001]
You should be in near-perfect health (Fine) have 2-4 shells left in your
gun and 28 spare shotgun rounds. Between 2'20" and 2'45" left.
[END CHECK]

Area 8: Street
Enemies: 8 zombies
Reload your Benelli if it ain't full and run toward the crowd of undead.
Fire twice to kill 5 or 6 of them. Pick off the remaining few with head
shots. You should gain a lot of time here. Head for the Newspaper complex,
equipping your Magnum.

Area 9: Newspaper Bldg. 1F
Enemies: 2 Hunter Betas
Auto aim and fire once to kill Hunter. Run to the stairs. Hunter #2 is
on the first landing. To ensure safety, this must be done. Run like mad
up the stairs until you and Hunter are face-to-face. QUICKLY aim and fire
to kill him while he is readying to jump-slash. Switch to the shotgun and
go to 2F.

Area 10: Newspaper Bldg. 2F
Enemies: 5 zombies
Run forward and kill the zombie hiding in the alcove near the door. Wait
in the doorway, using the window to view approaching zombies and cap 'em.
Enter the room when safe, kill remaining zombies and save the girl. You
get 23 seconds and 14 Shotgun Shells. Go back to Area 8, Street.

Area 8: Street
Enemies: none
Try not to waste too much time here. Hit the door leading to the 
restaurant.

Area 11: Alley Behind Grille 13
Enemies: 3 cerberus
!!!!! IMPORTANT NOTE !!!!!
At this point, you should have over 2'20" left on the clock or ignore
the next part and go straight to Industrial Hallway, avoiding the dogs.
!!!!! IMPORTANT NOTE !!!!!
Run forward to the T-intersection and make a hard right, running along
the far wall. When past the cerberus, immediately spin-fire your shotgun.
This will hit all 3 dogs and possibly kill one. When they get up, fire 
again to finish them. Load up your Magnum and enter the restaurant.

Area 12: Grille 13
Enemies: 3 Hunter Betas
One of the Hunters you don't need to worry about. As soon as you get in,
Auto-aim and fire to kill one hunter. Now QUICKLY bank left and enter the
basement hatch. You should get inside just as hunter #2 leaps.

Area 13: Restaurant Basement
Enemies: 5 zombies
See a zombie cop. Load up your shotgun and cap 'im. Turn around and run
forward; cap the next two that turn the corner. If you wanna be safe, fire
a precautionary shot around the corner to stop/kill the next two zombies
and then finish them off. Rescue Brad Vickers to get 20 seconds and a
set of 12 Magnum Bullets. You might have gotten hurt here due to the 
terrible camera angles but one bite is still okay. Head up through the
ladder.

Area 12: Grille 13
Enemies: 2 Hunter Betas
Ignore them and exit from where you came (the back door).

Area 11: Alley Behind Grille 13
Enemies: none
Dogs should be dead. Take the straight path into the road.

Area 14: Construction Road
Enemies: 7 zombies
Ignore them all because they pose no immediate threat. Load up your
Rocket Launcher and head into the nearest door.

Area 15: Industrial Hallway
Enemies: 1 Nemesis
QUICKLY descend the short stairway, auto-aim, and fire a rocket. If you 
don't get a +10 second bonus, wait a split second and fire again. This
means you have KO'd Nemesis. Get behind him, draw aim on his position
and blow him away when he gets up. Load up your Magnum and take the
elevator down.

Area 16: Underground
Enemies: 3 Webspinners
Hurry up and shoot the first spider with the Magnum. Evade the next two
and hit the gate.

Area 17: Short Alley
Enemies: 2 Drain Deimos
Kill the Drain Deimos with one shot from the Magnum. Ignore the second one
and hit the gate.

Area 18: Substation
Enemies: 7 zombies
QUICKLY equip your shotgun and decap the two zombies in the room adjacent
to your entrance. Run forward toward the panel and kill the three zombies
hiding out there with a few shots. Enter the cell area and kill the two
zombies guarding Marvin Branagh. Save him for 20 seconds and F.Aid Spray.
Backtrack carefully to the Industrial Hall.

Area 15: Industrial Hallway
Enemies: none
This time take the other path back to the street between your position 
and the Parking Lot. Equip the Magnum.

[STATUS CHECK 002]
HALF-WAY THROUGH THE MISSION
Shotgun is about half-loaded. 15-21 unloaded shells. Magnum has been used
(maybe 1-2 bullets left in it) but not reloaded. Rocket Launcher has 5-6
rockets left in it. You are preferably in 'Fine' but might be in 'Caution'
by now if you are not quite used to this. If in 'Caution' status, should
be yellow not orange. Between 2'10" and 2'40" left. Reload all guns.
[END CHECK]

Area 19: Fox Street
Enemies: 3 Hunter Betas
Immediately kill the first Hunter with one shot from your gun. Descend the
steps quickly and bank left ever-so-slightly to make Hunter #2 jump and
miss. It is critical here that you don't get hit by Hunter #3 because if
it does happen, you will get severely jacked up by both Hunters. Simply
run a sweeping arc around him and hit the door. 

Area 20: Parking Lot Office
Enemies: 5 sleeper zombies, 2 completely dead decoys
You have two options here. Either de-equip all weapons and let three 
sleepers bite you (you will probably be hurt down one level) and get some
decent time bonus, or equip the shotgun and blow them all away with three
to four shots. Up to you.

Area 21: Parking Lot
Enemies: 7 zombies
Avoid the immediate two zombies, they're no threat. Run forward until you
can see the barrel and tap R2 to aim. Fire to blow up 2-3 zombies for
20 seconds. Run around the last few deadheads (or kill them, it doesn't 
really matter) and hit the door.

Area 22: Crashed Midtown 33
Enemies: 1 Mutant Nemesis (IFF you have +2'00" left)
In the event that you have to fight the Nemesis (it's a good thing) arm
your M66 and shoot him as he jumps down from the bus. Blast him again to
make him stand up and a third shot will finish him. You will get a 120
second time bonus. Equip your shotgun and leave.

Area 23: Firehose Alley
Enemies: 4 zombies, 1 Nemesis
Immediately run forward and cap the zombie with your shotgun. Equip your
Rocket Launcher and change screens once. You should see the Nemesis. He is
trying to get to you but there is a zombie in his way; he will club it to
death (+3 seconds) and at this point fire one shot with your Rocket 
Launcher. He will fall to the ground. Equip the Magnum, tap R1 to auto
aim and fire, capping one zombie. Tap L1 to switch targets and cap another
one. Re-equip the Rocket Launcher and finish off the Nemesis as he stands
up. Hit the door.

Area 24: Dead Merc Alley
Enemies: 3 Drain Deimos
Run through the entire hall. If you're fast enough, you'll make it to the
end without any of the Deimos descending from the walls.

Area 25: Street In Front Of The RPD
Enemies: ?? Crows
Ignore the crows and run for the forked alley where you first met the dogs.

Area 26: Fire Spigot Alley
Enemies: 8 zombies
Run down the left fork and stop-spin-180 as soon as you see the zombies. 
Run back to the fork, get in safe range and wait until at least five 
zombies are in range of the barrel. Aim with R2 and fire to kill them
all. Take the right fork and hit the door.

Area 27: Dry Clean Alley
Enemies: ?? Sliding Worms
Run down the alley in zigzag patterns to avoid the worms and get to the
door.

Area 28: Street In Front Of Sales Office
Enemies: 2 Brain Suckers
Equip the Magnum. One shot each (close range) for each of the Brain Suckers
will finish them. Equip the shotgun and enter the Sales Office.

Area 29: Sales Office Main Room
Enemies: 8 zombies
Cap the zombie in front of you. Feel free to vent your frustrations here
and kill anything between you and the door to the storage room.

Area 30: Sales Office Storage Room
Enemies: 3 Hunter Gammas
You may get hurt here. Equip the Magnum, auto aim and fire ONCE to kill
the first hunter. Run to the corner, spin 180 and run back to lure the
next hunter/s to you. Kill them both with the Magnum. Rescue Nicholai for
20 seconds and a F.Aid Spray. Backtrack to Fire Spigot Alley.

[STATUS CHECK 003]
You could possibly be messed up right now (actually, it's likely) but
unless in orange "Caution" or "Danger", don't use an herb yet. If better
than orange Caution you can still sustain significant damage. You should
have (AT LEAST) one reload of Shotgun Shells, 4 Magnum Rounds and one
healing item remaining. These are minimums (you should actually have more
than these figures). Near the end now.
[END CHECK]

Area 26: Fire Spigot Alley
Enemies: 3-4 zombies
Take the other fork this time (the left one) and kill the remaining 
zombies with headshots from your shotgun. Open the gate.

Area 31: Barricaded Alley
Enemies: 3 cerberus
Two ways to do this room. The easiest and most logical way to to bob
and weave past the dogs and go for the door. It's rather easy to juke them
if you don't get snagged on the paint cans or the stack of planks. The
other way is to head for the north end of the alley (with the dead cops)
while avoiding one dog. With your back to the wall, fire a few shots 
with the M3S and they're gone.

Area 32: Garbage Dump 
Enemies: 2 Nemesis
TOUGH ROOM HERE! Listen carefully: run straight forward until you hit the
fork. Take the turn to Mikhail's right and you will hear a Nemesis growl.
Stall for ONE SECOND at the staircase railing and run down the steps. 
Nemesis #2 should fire and miss over your shoulder. Nemesis #1 was going
to shoot when you stalled but changed his mind (because you moved) and is
running now. Run past Nemesis #2 (who is blocking the back door to the bar)
on his right side. He may or may not swing at you but will likely miss.
You should clear him just as Nemesis #1 is ready to club you. Run to the
door!

Area 33: Bar Jack
Enemies: 7 zombies
Immediately aim up and fire to cap one zombie. Take one step forward, auto
aim at the advancing crowd of dead boys and fire twice with the shotgun
to kill 'em all. The last zombie is probably still meandering towards you
so kill him too. Save Carlos for 20 seconds and 14 S.G. Shells E. Arm your
Magnum. Leave through the front door.

Area 34: Street
Enemies: 3 Hunter Betas
Aim as you get in and kill the Hunter next to you. Go up the stairs and
run very quickly to Mikhail's left up the street and hit the door at the
end.

Area 35: Hobo Alley
Enemies: 9 zombies
Equip the Benelli. Go up the stairs, auto aim and fire to gain some 
breathing room. At the camera angle at the first corner, auto-aim-shoot
can kill two zombies. Run up the alley and stop at the intersection.
Wait for the bunched-up crowd of zombies to step into view and pick them
off slowly. You may be out of normal shells by now, or at least into
your last reload. Anyway, head up into the background and hit the door
there. Equip your Magnum.

Area 36: Blocked-Off Road
Enemies: 3 Hunter Betas
This room is scary but simple. Auto-aim when you get in and fire. One
down. Tap L1 and fire. Two down. Tap L1 again and fire. Room clear. Hit
the nearest door.

Area 37: Warehouse Back Alley
Enemies: ?? Crows
Ignore them and just run to the door at the end.

Area 38: Warehouse
Enemies: 10 zombies
Equip the Magnum if you have at least 12 rounds left. If not, use the 
Benelli with S.G. Shells E. Anyway, kill them all with the remainder of
your ammo (you should have more than enough) and try to gain as much time
as possible here. It's easier with the Magnum since it offers instant kills
no matter the distance, but whatever. After they are all dead, go up the
stairs and into the Safe Room.

Final Room
"Well, that was impressive. You have earned your reward... and your 
 freedom."
You will get a silver briefcase emblazoned with the Umbrella Logo. Inside
is your money.

EVALUATION: Possible Times: 1:12-5:06 (my own min/max)
            Possible Grade: A or B (depending on how much you got hurt)
            Possible Cash : $600 - $2400


 --------------
|Section Five: |__________________________________________________________
| Carlos       |
 --------------

Area 1: Trolley
Enemies: none
Nothin' here. Hit the door.

Area 2: Street Outside Trolley
Enemies: 7 zombies
Equip the Eagle. Jump on top of the stacked boxes to your right and 
get off the other side. Run between the zombies and go for the exit.

Area 3: Descrepit Alley
Enemies: 4 zombies, 1 sleeper zombie
Run forward and switch screens once. Proceed to pelt the zombies with 
Handgun rounds. If you're lucky you'll decap one or both of them. Go
around the bend, hugging the corner tightly to avoid sleeper. Pelt the
next few zombies with your gun until they are dead/clear. Leave.

Area 4: Alley Behind Residence
Enemies: ?? Crows
Ignore the birdies and hit the door.

Area 5: Forked Path
Enemies: 8 zombies
Run forward and pop a few caps into that zombie. Change screens twice to
see the barrel. Aim with R2 and wait until you see at least 6 zombies
within range of the barrel. Fire and gain 69-89 seconds. Reload your gun.
Take the other fork, toward the Gas Station.

Area 6: Stagla Gas Station
Enemies: 3 cerberus
Hug the lefthand wall to avoid dog #1. Stall for a split second at the
gas pump and dog #2 will jump and miss. While 3rd dog is collecting his
wits, enter the station. 

Area 7: Machine Shop
Enemies: 4 zombies, 1 sleeper zombie
Immediately kill the nearest zombie with your gun. Let the crawling one
bite you and crush his brains. Enter the machine shop and AR sweep the room
stop when you get +14 seconds, means all 3 zombies are far gone. Rescue
Dario Rosso for 20 seconds and 60 Handgun Rounds.

Area 6: Stagla Gas Station
Enemies: 3 cerberus
Run forward-left and the charging dog will overcompensate. Hug the gas
pump tightly to avoid the sitting-down dog and head to the door. No
problem, right?

Area 5: Forked Path
Enemies: none
Leave through the green double doors, south.

[STATUS CHECK 001]
You should be in near-perfect health (Fine) have a few bullets left in your
gun and 90+ spare handgun rounds. Between 2'00" and 2'45" left.
[END CHECK]

Area 8: Street
Enemies: 8 zombies
Load up your AR and sweep the street. This is the biggest chunk of ammo
you will use in a single room, possibly 15-25%. When you are sure all of 
the zombies are dead, head for the newspaper building.

Area 9: Newspaper Bldg. 1F
Enemies: 2 Hunter Betas
Bank left HARD to give yourself enough leeway between you and the Hunter.
When you get to the stairs, tap R1 and release to "warn" the Hunter. When
you see him blazing down at you, swerve left/right and he will jump. Dash
up the stairs and with some luck he'll miss. If you get hit, ignore it
and keep going.


Area 10: Newspaper Bldg. 2F
Enemies: 5 zombies
Start firing as soon as you get in. When you hear the "ka-ching" of time,
run forward. Stop at the doorway and begin using the auto-aim to clean
the room with your Eagle. You'll know when it's safe when you get 2-3
time bonuses. Head inside and finish any stragglers, rescue the girl for
20 seconds. You'll get First Aid Spray. Head back to the street.

Area 8: Street
Enemies: none
Try not to waste too much time here. Hit the door leading to the 
restaurant.

Area 11: Alley Behind Grille 13
Enemies: 3 cerberus
!!!IMPORTANT!!!
It's up to you if you wanna save Brad. I don't recommend it, but I include
the next few parts anyway. One thing that should be noted; saving Brad
may very well kill you in the end from not enough time. Also, if you save
Brad I recommend skipping Officer Branagh.
!!!IMPORTANT!!!
Run down to the intersection and turn right, hugging the far wall. Run
past the dog, "bumping" him with your leg. About five feet from the dog, 
stop, turn around and begin firing with the Eagle. Determine the death
yelps (count 3 of 'em) and proceed into the restaurant.

Area 12: Grille 13
Enemies: 3 Hunter Betas
Now, usually shooting anything other than dog/zombie with the Eagle is
stupid, but this is an exception. When you get in, use the nearby counter
as cover and begin shooting the Hunter as fast as you can muster with the
Eagle. He'll advance toward you, and possibly get close enough to hurt you
but he will miss the first one or two swipes because of the counter. Kill
him quickly and enter the basement through the hatch.

Area 13: Restaurant Basement
Enemies: 5 zombies
There's a trick that seems to work here 90% of the time. See that first
zombie? Walk up slowly behind him, aim up with the Eagle and fire two
consecutive shots. Instant death. Go figure. Anyway, head to the corner,
equip the AR and drop the zombies one by one. Rescue Brad for 20 seconds
and 60 Handgun Rounds.

Area 12: Grille 13
Enemies: 2 Hunter Betas
Ignore them and exit from where you came (the back door).

Area 11: Alley Behind Grille 13
Enemies: none
Dogs should be dead. Take the straight path into the road.

Area 14: Construction Road
Enemies: 7 zombies
Ignore them all because they pose no immediate threat. Get your thumb
ready for some serious abuse and head for the nearest door.

Area 15: Industrial Hallway
Enemies: 1 Nemesis
QUICKLY descend the short stairway, run past Nemesis on his right. It's 
too much to hope for if he wastes a second swinging at you, so just 
dash like mad up the stairs. Bob and weave to increase the chance of
confusing Nemesis, as he is most definitely on your tail. Get to the 
elevator. 

Area 16: Underground
Enemies: 3 Webspinners
Running past spiders is easy, especially as Carlos. Evade the three of them
and hit the gate.

Area 17: Short Alley
Enemies: 2 Drain Deimos
Wait one second until you see the Drain Deimos begin its "swivel" animation.
Run behind it near the wall and enter the gate.


Area 18: Substation
Enemies: 7 zombies
QUICKLY equip your Eagle drop/decap the two zombies in the room adjacent
to your entrance. Run forward toward the panel and kill the three zombies
hiding out there with a hail of fire. Enter the cell area and kill the two
zombies guarding Marvin Branagh. Save him for 20 seconds and 60 rounds.
Backtrack carefully to the Industrial Hall.

Area 15: Industrial Hallway
Enemies: none
This time take the other path back to the street between your position 
and the Parking Lot. Equip the AR.

[STATUS CHECK 002]
HALF-WAY THROUGH THE MISSION
You have 70+% of AR ammo, and maybe 60+ Handgun Bullets in total. You are 
in FINE condition on your ECG, most preferably. It's okay to give yourself
a little slack here, and allow yourself to be in CAUTION, but heal NOW. 
My best stats at this point are 3 hostages saved, Fine, 75+ Handgun Rounds
and 81% AR Clip. If you are doing better, congrats!  
[END CHECK]

Area 19: Fox Street
Enemies: 3 Hunter Betas
Blast the first Hunter into kingdom come with the AR. Face the next Hunter,
and when he gets to medium range, tap R1 and release. He will almost always
leap at you. Run underneath him and evade the third Hunter.

Area 20: Parking Lot Office
Enemies: 5 sleeper zombies, 2 completely dead decoys
You have two options here. Either de-equip all weapons and let three 
sleepers bite you (you will probably be hurt down one level) and get some
decent time bonus, or equip the Eagle and blow away the ones in your path
with six to twelve shots. 

Area 21: Parking Lot
Enemies: 7 zombies
Avoid the immediate two zombies, they're no threat. Run forward until you
can see the barrel and tap R2 to aim. Fire to blow up 2-3 zombies for
20 seconds. Run around the last few deadheads (or kill them, it doesn't 
really matter) and hit the door.

Area 22: Crashed Midtown 33
Enemies: 1 Mutant Nemesis (IFF you have +2'00" left)
You might encounter Nemesis here, as unlikely as it is. The best choice
is to run like hell to the exit and leave, but you may want the challenge.
In the event that you want to fight the Nemesis (it's possible) arm
your Eagle. This will be a TOUGH AS NAILS fight. When he is busy turning
around, run behind him and get next to the barrel near the exit. When you
detect the "thump-thump-thump" of him rushing you, run like a madman
past his right side RIGHT BEFORE he swings. While he is stalled at the
spot, tap and hold R2 and press X. He will be injured severely by the
oil drum. Repeat for the other two drums. Unfortunately, unless you were
painfully accurate, he won't be dead. Finish him with the Eagle (do NOT
under any circumstances use up your AR!).
 
Area 23: Firehose Alley
Enemies: 4 zombies, 1 Nemesis
Immediately run forward and behind the zombie, changing screens once. You 
should see the Nemesis. He is trying to get to you but there is a zombie in 
his way; he will club it to death (+3 seconds) and at this point fire one 
shot with his Rocket Launcher. Run back and forth the width of the alley,
approaching him and ducking his shots. Tapping R1+R2 can let you evade
rockets, BTW. Get past him and get to the door.  

Area 24: Dead Merc Alley
Enemies: 3 Drain Deimos
Run through the entire hall. If you're fast enough, you'll make it to the
end without any of the Deimos descending from the walls.

Area 25: Street In Front Of The RPD
Enemies: ?? Crows
Ignore the crows and run for the forked alley where you first met the dogs.

Area 26: Fire Spigot Alley
Enemies: 8 zombies
Run down the left fork and stop-spin-180 as soon as you see the zombies. 
Run back to the fork, get in safe range and wait until at least five 
zombies are in range of the barrel. Aim with R2 and fire to kill them
all. Take the left fork and hit the door.

[STATUS CHECK 003]
You NEED to have at least 55% AR ammo remaining or you will likely not
make it under my circumstances. You may have anywhere from 45 to 75 
Handgun rounds left. You may be in CAUTION if you did NOT use an herb
earlier. If you did, you should be FINE. Between 1'40" and 2'20" and
Equip the Eagle.
[END CHECK]

Area 31: Barricaded Alley
Enemies: 3 cerberus
Two ways to do this room. The easiest and most logical way to to bob
and weave past the dogs and go for the door. It's rather easy to juke them
if you don't get snagged on the paint cans or the stack of planks. The
other way is to head for the north end of the alley (with the dead cops)
while avoiding one dog. With your back to the wall, pelt a few clips of 
the Eagle and they're gone.
!!!IMPORTANT!!!
At this point you can ensure an 'A' grade, admittedly with some slight
cheating. Use the "Impressive Super-Juke Trick" by Aaron Fairman detailed
later on in this FAQ. Use it repeatedly until you have over four minutes
left. This means you have added a 500+ point bonus to your overall score.
!!!IMPORTANT!!!

Area 32: Garbage Dump 
Enemies: 2 Nemesis
TOUGH ROOM HERE! Listen carefully: run straight forward until you hit the
fork. Take the turn to Carlos' right and you will hear a Nemesis growl.
Stall for ONE SECOND at the staircase railing. Make out two "click"s from
the Nemesis bazookas and run down the steps. Both Nemesis should fire and 
miss over your shoulder. Nemesis #1 is running now. Run past Nemesis #2 
(who is blocking the back door to the bar)on his right side. He may or may 
not swing at you but will likely miss. You should clear him just as Nemesis 
#1 is ready to club you. Run to the door!

Area 33: Bar Jack
Enemies: 7 zombies
AR sweep the group of zombies behind the bar because the Eagle's just not
fast enough. Use the Eagle on the last dude wandering aimlessly near the
entrance to the bar. Save Mikhail for 20 seconds and a First Aid Spray.

Area 34: Street
Enemies: 3 Hunter Betas
Run up the short stoop and Hunter #1 will do a leaping slash that misses
you by an inch. Take the corner fast and hit the door.

Area 35: Hobo Alley
Enemies: 9 zombies
Equip the AR. Go up the stairs, auto aim and fire to gain some 
breathing room. At the camera angle at the first corner, auto-aim-shoot
can kill two zombies. Run up the alley and stop at the intersection.
Wait patiently until the zombies all come into view and spray them into
oblivion with the AR. THIS is what you needed that 55% for. You will
most likely be dry or near-dry on AR ammo by now, so equip the Eagle 
and prepare for final judgment.

Area 36: Blocked-Off Road
Enemies: 3 Hunter Betas
I CANNOT BELIEVE HOW MANY TIMES I DIED IN THIS ROOM TRYING TO GET IT JUST
RIGHT. But I did it, anyway. When you get in the room, turn 90 degrees to
Carlos' left very carefully. Wait. When Hunter #1 raises his foot to take a 
step, rush forward, edging your thumb over to the right side of the D-pad. 
The fact that you stalled one second means that Hunters #2 and #3 have not 
been "awakened" yet. You will run a smooth loop over to the door. LEAVE!

Area 37: Warehouse Back Alley
Enemies: ?? Crows
Ignore them and just run to the door at the end.

Area 38: Warehouse
Enemies: 10 zombies
This is it. Use whatever you've got left. If you've been following my guide
carefully, you still have enough ammo in total to take them all down and 
have a few bullets to spare. If you have a fast thumb you'll get multiple
decaps with the Eagle shots and clear them all out pretty fast. You can
gain over 40 seconds in this room so make each shot count.

Final Room
"Well, that was impressive. You have earned your reward... and your 
 freedom."
You will get a silver briefcase emblazoned with the Umbrella Logo. Inside
is your money.

EVALUATION: Possible Times: 0:33-3:42 (my own min/max)
            Possible Grade: A to C: There were a lot of variables in this
                                    mission but mainly it was just how
                                    many hostages you saved and how quickly.
            Possible Cash : $300 - $2400



 -------------
|Section Six: |___________________________________________________________
| Nicholai    |
 -------------

IMPORTANT NOTE: My Nicholai walkthrough is based on a lot of luck and crazy
                button mashing. For something easier and more reliable, try
                JR Kerr's Nicholai Survival Guide. It helped me on this 
                part.

Area 1: Trolley
Enemies: none
Nothin' here. Equip the knife and hit the door.

Area 2: Street Outside Trolley
Enemies: 7 zombies
Immediately run and curve left. Get on the box and jump off the other side.
Run in between the first two zombies and get to the door.

Area 3: Descrepit Alley
Enemies: 4 zombies, 1 sleeper zombie
Run forward, towards the first guy. Take one walking step back, then run 
left. Nicholai is standing by the left wall. Fatty and Skinny are advancing 
on you, you can take a half-step to keep Skinny off your back. When Fat-boy 
is almost on you, run a knife-edged line to the right to get past him. 
Run straight into sleeper and let him bite you. You'll get 24 seconds. Run 
towards the next two guys. Juke them if you can, and get to the door. 

Area 4: Alley Behind Residence
Enemies: ?? Crows
Run a smooth zigzag to the door. Tap R1, hold, and begin stabbing upwards 
with your knife. Every time you see a splatter of blood, tap L1 and resume 
stabbing. When you hit about four to five crows (+32-40 seconds!), leave.

Area 5: Forked Path
Enemies: 8 zombies
Get near that cop and start shoot out his knees with your gun. Run to the 
camera angle where you can see the barrel. If you took too long stalling 
that first guy, there already may be a lot of zombies present. Tap R2 and 
shoot to clear the way. Take the left fork towards the Gas Station and 
equip the knife.

Area 6: Stagla Gas Station
Enemies: 3 cerberus
Okay, two ways to do this. I prefer the fun way: switch angles once and let 
the first dog come to you. "Pop" him with your knife (see later on in the 
guide) and run to the Gas Station entrance. The other, more rational way: 
hug the left wall to evade dog #1. Run to the gas pump and stall one second.
When charging dog comes around the bend, run, hugging the pump tightly to 
get to the door.

Area 7: Machine Shop
Enemies: 4 zombies, 1 crawling zombie
You have 10, maybe 11 bullets in your SIGPRO. Equip the 
gun and put four shots into the first guy. 6 shots left. Take out the 
knife and finish him off with head/torso stabs. With knife still in hand, 
let the crawling dude bite you. After popping his noggin, take out the 
trusty gun again and enter the machine shop. Stun, NOT KILL, the first guy 
with 2-3 bullets from the gun. 4 shots left. If the next two are coming at you
together, empty your gun into the pair. If just one is coming, stun him with
2 rounds and put the remaining into the last guy. Take out the 
knife and GET OUT of the garage. Now, the first dude you dropped is on his 
way out. Knifing him in the head will kill him in three stabs. Now is the
tricky part. The next guy can also be killed with three head stabs, but 
number 3 is right behind him. Instead, aim downwards and stab to take out 
their knees. Two stabs and retreat. Retreat towards the soda machine. They 
should die, and you'll be marginally masticated. Rescue Dario for 60 much-needed 
Handgun rounds and 20 seconds. Reload your gun, but keep the knife equipped. 
Leave the Machine Shop.

Area 6: Stagla Gas Station
Enemies: 2/3 cerberus
Count 1 second and run left, hugging the white car. Dog #2 will jump and 
miss. Circle around the pump and maintain a footrace with the undead 
puppies. Get to the door!

Area 5: Forked Path
Enemies: 1 zombie
That first cop is still alive but it's pointless killing him. Head for the 
green double doors, south.

[STATUS CHECK 001]
Tough enough for you? At best you will have taken 2 ankle bites, but I've
only done that once. At the very least you should still be 'Fine'. 
You have a fully loaded gun and 45 rounds in clips.
[END CHECK]

Area 8: Street
Enemies: 8 zombies
Okay, so Nicholai should only save the Reporter or Brad if he wants to live.
So if you decide to save the Reporter here, skip Brad. If you want to save
Brad, skip the Reporter. I usually save the Reporter myself (Black Taurus
bullets!)
SAVE THE REPORTER?
Okay, head over to the side of the street nearest the door you came from.
The zombies are heading toward you. Sometimes the female zombie in the lead
will get to you before the others but the barf attack doesn't hurt overmuch.
Once they are all near you, dash to the other side of the street to
get past them.

Area 9: Newspaper Bldg. 1F
Enemies: 2 Hunter Betas
Tricky part. The key here is timing... run to the foot of the steps and
ignore Hunter #1. Stall at the first step, then run up the stairs on 
Nick's LEFT. If you stalled right, Hunter #2 will swipe a second too
early and miss. Push up against the Hunter's LEFT side, forcing him
to do his backwards hop (he may swipe at you again but will miss) and
run to the door.

Area 10: Newspaper Bldg. 2F
Enemies: 4 zombies
Aim as you get in and fire three times. Now run forward and equip the knife.
The female zombie you just wounded is heading toward you. Aim up and head
stab her until she's dead (3-4 hits). Now walk into the office. Two zombies
have noticed you. Back out and equip your gun. Drop, not kill, the first 
one. Kill the second one. Equip the knife and kill the first one that is
still alive. There is one more near the hostage, so make her notice you.
Wound her with the gun and kill her with the knife. Save the Reporter
for 20 seconds and 60 Black Taurus Bullets (hell yeah!)

Area 9: Newspaper Bldg. 1F
Enemies: 2 Hunter Betas
Okay, stay calm. Hunters are nothin'. Run down the first flight of stairs,
without stopping, on Nick's LEFT. Hunter #2 will make the same mistake he
made before, except this time he may actually jump over you. Whatever. 
Run down to the first floor and (this is important) run straight INTO
the opposite wall. Hunter #1 will jump slash, at which point you veer and
run to the door, allowing him to pop over you. No sweat!

Area 8: Street
Enemies: 8 zombies
The zombies are milling around the left side of the street, so just hug the
store windows to the right and you'll make it through without a scratch.  
Enter the door opposite City Hall entrance.

Area 11: Alley Behind Grille 13
Enemies: 3 cerberus
If you spent the time, health and ammo saving the Reporter, you should skip
Brad, but in the event that you want to save him I've included the strategy
here. If you want to skip saving him, move ahead to the Industrial Hall.
SAVE BRAD?
Run forward until you get to the intersection. Head right, hugging the far
wall to pass one dog. Tap and hold R1. Fire one shot. Wait one second and
fire two consecutive shots. Wait until the first dog is almost jumping
and fire again. Run past the first dog and fire two more shots to stun
the next dogs. Enter the restaurant while they're recovering.

Area 12: Grille 13
Enemies: 3 Hunter Betas
As you get in hold R1 and fire twice. Release R1. Depress it again and fire
a burst until you hear the dying scream of the Beta. Run past the body and
into the basement.

Area 13: Grille 13 Basement
Enemies: 5 zombies
Get near the first zombie cop, aim up and fire three shots. Equip the knife
and finish him with chest stabs. Re-equip the gun. Head kind of near the
corner and start firing into the crowd. After dropping at least three, 
equip the knife and begin stab-retreat-stab-retreat pattern. Eventually
you kill them all before being cornered. There is still one zombie left
guarding Brad. Wound with gun, kill with knife. Save Brad for 20 seconds
and 60 bullets.

Area 12: Grille 13
Enemies: 2 Hunter Betas
Run forward and bank left after two steps to make the Hunter leap over you.
Dash over to the front door.

Area 14: Construction Road
Enemies: 7 zombies
There are only 2 zombies apparent. Give them each three bullets and drop 
them with head stabs. Walk forward until you are in the next camera angle.
There is one zombie heading toward you slowly. If you don't drop him with
knee stabs he'll be out of range of the barrel. Do so, take two steps back,
tap R2 and fire. You have cleared the road; enter the door by the alleyway.

[STATUS CHECK 002]
You are still 'Fine'. Okay, maybe not. Nicholai is TUFF E NUFF, isn't he? 
Since I hardly ever save Brad, right now you should be almost out of
regular bullets, but with plently of HGun Shells E. Whee!
[END CHECK]

Area 15: Industrial Hallway
Enemies: 1 Nemesis
Run down the steps, curve hard right into the turn and hit the door. The
Nemesis won't touch you.

Area 16: Fox Street
Enemies: 3 Hunter Betas
Okay, if this is not done right, game over. As _soon_as_you_enter_ hold
Square and Up/Left. This will make Nicholai curve a hard right and getting
past Hunter #1 without him even noticing. Hunter #3 is still loitering 
while #2 is very angry at you. Bank left to make him jump over you, mean
while #1 has joined its brother and is on your tail. Run run run! Curve
a wide left loop so that Nicholai is brushing the demolished car, this will
fake out #3. Hit the door.

Area 17: Parking Lot Office
Enemies: 5 sleeping zombies, 2 completely dead decoys
Equip the knife. You should know which ones are the dead ones: the 
vertical body by the chest and the white-shirt by the door. The other ones
are alive. Walk onto the legs of a living one, aim down with the knife and
stab it to death. Do this for the other four, gaining you about 1:30. Leave.

Area 18: Parking Garage
Enemies: 7 zombies
Immediately run right to clear two zombies. Switch angles twice until you're
at the screen where the van is blocking the majority of the scene. Equip
your gun, hold R2 and fire. You have killed two (3 if you're lucky) zombies.
The remaining ones are still stupidly standing there giving you a wide
lane to run by them. Do so, and hit the exit.

Area 19: Crashed Midtown 33
Enemies: 1 Mutant Nemesis

TIME FOR THE INSANE REDFIELD NEMESIS TYPE 2 NICHOLAI FIGHT!
Okay, you have much much more than 120 seconds left. Run to the point where
Nem2 leaps down from the bus. See that barrel right behind him? Hang by
that barrel until he attacks you. Wait for that "schlook" noise of his
tentacles retracting and run past him on his LEFT. Once clear, hold R2 and
fire with the SIGPRO. Kaboom! Repeat for the next two barrels. Now comes
the hard part. Nem2 is burned, PO'ed and still alive. You are Nicholai with
your little peashooter about to take him down. Count your ammo. I saved 
the Reporter, so I had ~20 rounds in regular bullets, 60 Black 
Taurus rounds and 2 F. Aid Sprays. It will take about 15-20 shots of the
regular rounds to drop Nem2 (use the shoot, run-past-on-left, shoot pattern)
or, if you're crazy and you've got some beef with Nem, you can knife him down.
Equip the Knife... Nem wants ta get CUT. Nemesis is coming, and he swipes
at you with the tentacles. You have to run the _bare_minimum_ distance
required to clear the tentacles, hold R1 and tap X. Repeat this series
of button taps and you will see Nicholai running circles around Nem2 and
aiming cheap shots at his shoulder. You should drop him in about 30 or so
stabs. Very dangerous game. Very.

Area 20: Firehose Alley
Enemies: 4 zombies, 1 Nemesis

Wait and count 3 seconds. Then run behind the first zombie and change 
screens once. You will see Nemesis trying to get to you. Wait until Nem
pops the zombie in front of him and run straight up to that big baddie.
He'll club you, and you cut in to the left wall to get to the door.

Area 21: Dead Merc Alley
Enemies: 3 Drain Deimos

Run the whole stretch. The Drains'll never touch you.

Area 22: Street in front of RPD
Enemies: ?? Crows

Again, run. To the door. Very fast.

Area 23: Fire Spigot Alley
Enemies: 8 zombies

Run down the left fork. Stop, spin-180 and run back to the fork. Stand by the 
planks until your crowd of undead groupies catches up. Fire. Kaboom! Run down 
the left fork and bite-fight the remaining zombies. Leave.

Area 24: Barricaded Alley
Enemies: 3 cerberus

Finally got the pattern right. Run down the alley toward the screen. Hug
the paint cans for a brief second, then cut in sharply to the inner wall.
You will evade that dog. Get to the exit.

Area 25: Garbage Dump
Enemies: 2 Nemesis

Scary, but simple if you've already done it countless times :) Run down the
alley and break right to the set of stairs. Wait, listen for two clicks of
the rockets loading. Run down the steps; both rockets miss over your 
shoulder. Now run _straight_at_ the Nem blocking the short way to the Bar.
Push up against his Rocket Launcher and run forward. He makes way for you;
so run up the stairs and get inside the Bar.

Area 26: Bar Jack
Enemies: 7 zombies

Run over to the exit door, spin and begin pelting the zombies with your gun.
This will eat up about 30-40 bullets killing them all, or just about a dozen
Black Taurus bullets, in my case. You may want to
stop and reposition yourself every few shots to make sure you won't get
bitten. Now rescue Mikhail for 20 seconds and 60 much-needed Handgun Rounds.
You may leave.

[STATUS CHECK 003]
Still cool? Nah, I'll bet your knuckles are white as ice; mine were. Or,
maybe not. You should have about 60 new regular bullets and whatever you
had before, and you have ~40 Black Taurus if you used some in the bar. 
You are probably messed up right now; don't use a F. Aid yet. You'll be 
needing it...
[END CHECK] 

Area 34: Street
Enemies: 3 Hunter Betas
Run up the short stoop and Hunter #1 will do a leaping slash that misses
you by an inch. Take the corner fast and hit the door.

Area 35: Hobo Alley
Enemies: 9 zombies
This room is psycho. If you are in orange caution you may want to use
a F. Aid because the zombies can get you into bite locks. If you want to
know, this is the second to last room where you have to use your gun,
so split your ammo accordingly. Run up the stairs and take out the
zombie with your gun. Kill the second one as quickly as possible
and load some Black Taurus bullets. Run to the narrow intersection
and fire into the crowd with your gun. DO NOT USE MORE THAN TWO CLIPS.
It should be enough, and you can bite-fight the last few into submission.

Area 36: Blocked-Off Road
Enemies: 3 Hunter Betas
I CANNOT BELIEVE HOW MANY TIMES I DIED IN THIS ROOM TRYING TO GET IT JUST
RIGHT. But I did it, anyway. When you get in the room, turn 90 degrees to
Nick's left very carefully. Wait. When Hunter #1 raises his foot to take a 
step, rush forward, edging your thumb over to the right side of the D-pad. 
The fact that you stalled one second means that Hunters #2 and #3 have not 
been "awakened" yet. You will run a smooth loop over to the door. LEAVE!

Area 37: Warehouse Back Alley
Enemies: ?? Crows
Ignore them and just run to the door at the end.

Area 38: Warehouse
Enemies: 10 zombies
Empty your pistol into the remaining zombies and let the few that remain
feel the fury of your witch blade! fyi you can aim the knife down
at their knees to cut them down quicker; all you really need to do is
get through.  

Final Room
"Well, that was impressive. You have earned your reward... and your 
 freedom."
You will get a silver briefcase emblazoned with the Umbrella Logo. Inside
is your money.

EVALUATION: Possible Times: A LOT
            Possible Grade: C to E: Thanks to, as I said before,
						luck and crazy button mashing.            
		Possible Cash : NOT THAT MUCH



 ----------------------
|Section Seven:        |__________________________________________________
| Want A Better Grade? |
 ----------------------

This is the general grade listing for Operation Mad Jackal.

 -----------------------------------------------------------------------
|GRADES => A => REQ. => Save all hostages, use no First Aid Sprays,     |
|                       finish above 1:29:99.                           |
|          B => REQ. => One requirement for A Grade not met.            |
|          C => REQ. => Saves under four hostages.                      |
|          D => REQ. => Saves one hostage, finishes mission.            |
|          E => REQ. => Saves no hostage or dies before end of mission. |
|          F => REQ. => Saves no hostage and dies before end of mission.|
 -----------------------------------------------------------------------

BOOSTING YOUR GRADES:

There are certain things you can do to boost your grades significantly.
If you cannot meet the "A" requirements, this kind of stuff can be done
instead to raise your grade.

> Kill much more enemies than necessary.
> Take much less damage than normally (i.e. be careful)
> Finish with much more time than needed (over 1:59:99)
> Use the push/dodge maneuver a lot.
> Save your ammo.
> Don't use ANY F.Aid Sprays.
> Kill the Nemesis as much as possible.
> When possible, use a barrel/oil drum instead of a direct shot.
> Don't use the Rocket Launcher against anything other than Nemesis.
> Use the Combat Knife.

Obviously, some of these things cannot be done in unison with each other,
for example you cannot kill loads of bad guys amd save ammo at the same
time. It's one or the other. Also, some of these things can be done by 
only one character, for example only Nicholai possesses the knife. Refer
to this chart for better details:

GRADE        POINTS NEEDED
  A              1,000
  B             800 - 999
  C             500 - 799
  D             300 - 499
  E             100 - 299            
  F              0  - 99

 ------------------
|POINTS BONUS CHART|
 ------------------

HOSTAGES SAVED         TIME REMAINING                SPRAYS USED
--------------         --------------              -----------------
6  -  900              1:99:99+      -  100          0  -  50
5  -  750              1:29:99+      -  50           
4  -  600              1:00:00+      -  0            
3  -  450                                            
2  -  300                                            
1  -  150                                            
0  -  0

EXTRA POINT VALUES
------------------
Consecutive Kill: +1 per consecutive kill (doubled)
Take no hits    : +100
Take fewer hits : +??
Push            : +1 (doubled for additional pushes)
Dodge           : +1 (doubled for additional dodges)
Nemesis KO      : +10
Nemesis Kill    : +20
Oil Drum        : +?? (dependant on no. enemies killed)
Knife Kill      : +5


PENALTIES
---------
Using Rocket Launcher     : -10
Excessive Damage          : -10
Too late to save a hostage: -10
Finish below 0:59:99      : -50
Use 1 or more F.Aid Sprays: -50 per use
Dies before finishing     : Final Score Halved


Therefore, it is quite impossible to get anything higher than a 'C' if you
die before completion of a mission. It is possible to get an 'A' with
Nicholai WITHOUT rescuing every hostage (though I've never done it).



 ---------------
|Section Eight: |_________________________________________________________
| Other Stuff   |
 ---------------

#1: Time Checks
    I've found that certain locations, when "examined", give you extra
    seconds. When you find the first one, it's +2 seconds, then each
    consecutive check you get double (i.e. +4, +8, +16...) I believe
    there are more than those I have found, I have found five:

    Check 1: Garbage Alley next to the Raccoon Press Bldg. (+2)
    Check 2: Auto/Manual Panel at Substation. (+4)
    Check 3: Fire Hose at the end of Area 23. (+8)
    Check 4: Dead Policemen at the near end of the Barricaded Alley. (+16)
    Check 5: Dead Policemen where Jill found the shotgun. (+32)

#2: Survivors
    These are the various survivors at the locations; it's very interesting
    to try and find where they show up in the regular game. I will tell
    you where Jill have met these persons.

    Stagla Gas Station: Dario Rosso (beginning of the game)
    Raccoon Press Bldg: Reporter    (on the TV at the Sales Office)
    Grille 13         : Brad Vickers (in the Bar Jack)    
    Substation        : Marvin Branagh (in the RPD)
    Sales Office      : UBCS Soldier (Trolley)
    Bar Jack          : UBCS Soldier (Trolley)

#3: The Very Impressive Super-Juke Trick
    This can net you loads of points and time but is very dangerous. It
    can really impress your friends if you do it right though! 
    
    [As any Mercenary]
    Travel to the Industrial Hallway where you see the first Nemesis. Stay
    still so he won't charge you. When he is about to hit you, mash the
    R1 and R2 buttons like mad to avoid his punch. Then tap the same 
    buttons quickly to get double-triple bonuses for your dodge. Repeat
    this, making sure you don't back into a wall.

#4: The Impressive Super-Juke Trick (invented by Aaron Fairman)
    This will get you the same effect as above, but takes more patience
    and ammo, and is much easier.

    [As Carlos] 
    Travel to the Barricaded Alley. Run to the end with the dead cops and
    begin pelting the dogs with your Eagle. Make sure to know when 2 of
    them are dead (the third may be severely wounded). Let the third one
    run at you and juke him. Run to the stack of plywood and climb upon it.
    Now the dog will be at one end of the stack, jumping futilely at you.
    Get Carlos in range of the dog and dodge. Get the bonuses for your
    dodge, and then start dodging again. Repeat.

#5: Nemesis vs Nemesis
    This is just a really awesome trick that is fun to watch. 

    [As any Mercenary]
    Travel to the Double-Nemesis alleyway. Perform the move outlined in the
    walkthrough, but make sure Nemesis #1 is almost upon you when you run
    past Nemesis #2. Now Nemesis #1 will club and hit the second one. #2
    gets pissed and starts fighting back. Stand at a safe distance and don't
    do anything. Soon one of the Nemesis will kill the other, and the 
    remaining one is so weak you can finish him with a couple shots.

#6: Look At My Gun
    A cool tactic that works with all players.

    [As and Mercenary]
    If there is a Hunter/Drain Deimos/Brain Sucker that you cannot see and
    want to take out, there's something to be done. It is impossible to
    kill certain enemies without getting hurt due to their awkward starting
    position. In these cases, get within "range" of the monster's sight.
    Tap R1~R2 quickly. This will present a "threat" to the CPU and the
    monster will advance, giving you an easy shot.


 ---------------
|Section Nine: |
| General Tips |
 ---------------

If you've played the RE2 equivalent of the Mercenaries (4th Survivor) you
will be better prepared for this. Arguably, playing as the Umbrella 
Special Forces Agent Hunk is three times as difficult as Mikhail, about
twice as difficult as Carlos, and about on par with Nicholai. As Tofu,
forget it; that mission is insanely hard (Waiting Room!). But, as with
other types of games, "Survival Horror" games all have skills that can
help you succeed no matter what game you're playing. I have tested my
mettle on Hunk and Tofu, that's how these survival tactics came about:

1. When playing as Mikhail, always always always wait until the last
   second before firing the shotgun. This unholy weapon CAN kill almost
   anything in the mission save Nemesis in one~two shots. The shotgun
   can be relied on to take out hordes of zombies with but three shells.

2. No matter what weapon you're using, if the enemy gets too close for 
   comfort, AIM UP. This tactic works for anything except spiders and
   Drain Deimos/Brain Sucker. The reason is that damage is increased when
   you hit a zombie/Nemesis in the head and a dog/Hunter in mid-leap.

3. When using Carlos, NEVER keep your thumb depressed on the X button for
   over 1.5 seconds. It works like a capacitor for the Assault Rifle;
   firing in short bursts means you can pinpoint the bullet that kills.

4. Master "juking". I mention it a lot in this guide, and it means faking
   out the bad guy with a one-two step. There are different juking
   methods for different enemies:

   Juking Zombies: Wait on one side or a corridor/hall until the zombie
                   is almost grabbing you. Immediately dash to the other
                   side and go around him. He won't have time to react.
   Juking Dogs   : As they are chasing you wait for them to get close and 
                   spring at you. At this point make a sharp turn and the 
                   dog will miss. Now as the dog lands it will try to U-turn
                   to make another pass. AS its turning flank the dog {so 
                   that it can't get to you} until the path is clear and 
                   keep running.
   Juking Hunters: The right side seems to be their weak side, so when you
                   run past them favor their right arm. Otherwise, if
                   you run at a Hunter and play a game of "chicken", you
                   can trick it to jump over you. Run in a beeline 
                   towards the lizard freak and about two feet away from
                   collision, bank left/towards the Hunter's right. For
                   some reason if you do this the Hunter will ALWAYS try
                   it's jump slash and miss.

5. Master Knife-Fighting if you like Nicholai. I have seen too many of my
   friends try a "war of attrition", standing idle, taking zombie bites
   and trying to put the deadhead down before they die. This is the
   wrong way to knife-fight! Get comfortable with the stab-retreat-stab-
   retreat pattern. Never stab more than twice without moving to make sure
   the zombie can't get to you.

6. Popping Dogs: You can get 32 seconds off a dog if you "pop" him with
   the knife. It's a bit tricky and it looks weird but you can do it. Get
   a dog to run at you and ready the knife. When he gets ready to spring
   (you'll get used to determining the range), stab straight forward with
   the knife. You will knock it out of the air if timed right. As it
   falls, press R1+Down and tap X so you get a free hit. The dog will
   get up and charge you again, so stab him in mid-air once again. From
   this point on, each knife stab will gain a cumulative chance
   of "popping" the dog into little pieces. Don't attempt this with more
   than two dogs.  
   


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|Section Ten:  |
| Thanks       |
 ---------------

A.Redfield would like to thank:

> Capcom 
> CJayC 
> Henry LaPierre 
> Alvin C Webcraft 
> JR Kerr (whoohoo!)
> Aaron Fairman 
> Vesther Fauransy
> Vincent Merken

And finally...

> Hitachi for their TVs
> Sony for the system
> Dell, for without them I would just have another computer
> Limp Bizkit
> Staind
> Rage Against The Machine
> Pepsi and Mountain Dew
> Myself, of course


Agent successfully delivered the G-Virus to his superiors.
The end of one nightmare, the beginning of another... 


Mikhail is so chubbly, they had to make his torso two different 
polygonal sections. Really! Go look for yourself!