hide results

    Knife Walkthrough by VMerken

    Updated: 09/16/02 | Printable Version | Search Guide | Bookmark Guide

    "Sorry I'm late."
    
    ._______. ._______. ._________.___._______. ._________._______.   ._______.
    |   ._. !_|   ._. !_|   ._.   |   |   ._. !_|   ._.   |   ._. !_._! ._.   |
    |   |\|   |   |\|   |   |\!___|___|   |_|   |   |/|   |   |/|   |   |/|   |
    |   | |   |   !_!   |   !__\__|   |   | |   |   !_!   |   | |   |   | |   |
    |   | !___|   ._____!_____.   |   |   | |   |   ._____|   | |   |___! |   |
    |   | |\__|   !\_____\____!   |   |   !_!  _|   !_____|   | |   |__/| |   |
    !___! |   !_________________. |   |_______!_!   ._________! !___!   | !___!
     \___\|    \________|   ._. !_|   |\________|   |________/!/___/    !/___/
                        |   | |   |   | |   |___|   |
                        |   !_!   |   | |   |   |   | .___.
                        |   ._____|   !_!   |   |   |/|   |
                        |   !\____!_.     ._|   |   !_!   |
                        !_________!_!_____!_!___!_________!
                         \________! !_______!___!________/
                                    |   ._. |_.
                                    |   | |   |
                                    !___|_| ._|
                                    |___|_  |_|
                                    ._____!   |
                                    !_________!
                                    !_________!
    
                                 KNIFE WALKTHROUGH
    
    (c)2001 VMerken[vip@padua.org], started editing May 18th
    
    
    -1 Work in Progress
    .;.;.;.;.;.;.;.;.;.;.;
    
    This is the alpha version of the Resident Evil 3 Knife guide, and is dedicated
    to all the fans and long-term players of the game. Updates will probably be
    very superficial, unless someone provides me with new and verifiable insights.
    
    As an Easter Egg, you'll find the character profiles promised to you in the
    handgun walkthrough.
    
    
    0 Welcome!
    -.-.-.-.-.-
    
    Walkthrough objective:
    
    * Kill all targets with the Combat Knife.
    * Time is irrelevant.
    * Usage of Ink Ribbons is irrelevant.
    * obtain a 100% kill, of course following the optimal story branches. I
    pondered long and hard on this, but decided to go for it, and succeeded. Yes,
    100% kill. That includes all Nemesis fights, even against type II (which took
    about 129 stabs before it was over o_O').
    
    Requirements:
    
    * Be completely awake. The game will crush you if you're not paying attention.
    * Fully mastered controls.
    * Patience, patience, patience, patience, patience, and then some. Bring extra.
    * Basic math knowledge (addition & subtraction).
    
    The rewards:
    
    * Jill handling a combat knife is extremely cool to watch.
    * Carlos handling a toothpick is as hilarious as they come.
    * You get to see all the monster AI in axion.
    * The challenge is extreme.
    * Extreme bragging rights in front of the survivhor community.
    
    This guide is here to help. If you fit the requirements, be ready to have a
    great time. Let's go!
    
    
    1 Contents
    _._._._._._._._._._._._
    
    -1 Work in progress
    0  Intro
    1  Contents
    2  Cast of Characters
    3  Toothpick 101
    4  Walkthrough
    5  Disclaimer
    6  ???
    
    
    2 Cast of characters
    _-_..._-_..._-_..._-_
    
    /Jill Valentine\___
    
    Well, didn't someone get a polygonal update! After a small comparison between
    the Jill of RE1 and present Jill, I'd say that the development team invested
    some time and money in a complete facelift and some other aesthetical
    corrections for our favorite heroine.
    
    Either way, the CG modellers at Capcom were in a very confident mood. Our
    beloved non-'civey' (how do you spell this anyway) ranks right up there with
    Regina (Dino Crisis) and Quistis (Final Fantasy VIII). Lara who you say?
    
    Oh and you guys probably won't admit this in public, but I'm sure that there
    was a whole lot of ooh-in' and aah-in' as Jill got out of the Clock Tower in
    slow motion to greet the Rescue Chopper. I, of course, did no such thing ;).
    
    Apart from her physical transformation, Jill's attitude has changed, too.
    Where are the times of "You sAVed mE! ThAnk you BArry" or "Oh... okAY, I'll
    look in the hOUse a little MOre...". Now she's a lot more heroic and daring
    (remember the Oil light in the Restaurant), and she should be, because in this,
    her, last escape, you need to be, strong, or get, squashed, by Nemmy.
    
    But of course, Jill still has her weaker moments. Her starting speech, for
    instance. "If ONly they had the cOURage to fIGHT!"... wake up and smell the
    napalm, Jill! How is one supposed to fight a virus? Spit it out? Perform dark
    rituals using the rejuventating blood of a hundred virgins?
    
    And let's not get started on her beautiful intonation, which automatically
    induces an impression of overacting the size of a termite hill. Also, the
    alternate costumes she gets to wear are crap, except for Regina's cloth, which
    comes with a complementary hairdo.
    
    Finally, I do miss the 'real' Jill, the girl of flesh and blood which appeared
    during the opening and ending cinemas in RE1. That's why I started playing the
    series in the first place, because at the time, it seemed as if movies and
    computer games were beginning to converge.
    
    It's sad to see this obsession for purely synthesized images, but I must admit
    that they're getting better and better each year... look at Shrek, FF the
    movie... wow. So, maybe the day will come when we get to play as our favorite
    actor in our favorite motion picture... who knows.
    
    
    /Brad Vickers\_____
    
    Hey, it's Brad! Wait up, Brad! Don't run away, Brad! ...*sigh*...
    
    Good'ol "Chickenheart" didn't change one bit, skillfully avoiding any perils
    and making way to safer locations. But who wouldn't be scared, trapped in
    Raccoon City with only a Handgun? A pity Brad couldn't manage to get online and
    read my Handgun FAQ ;).
    
    Smell his fear as he talks to Jill about the abomination that's roaming the
    streets. Nothing more to report actually, Brad's role is pretty minor in this
    game.
    
    
    /Nemesis\_____
    
    Huge. In Rage. Fights dirty. Will destroy everything in order to get what he
    wants. Knows only one word. Likes to play with Rockets. It's me when having an
    total off-day :).
    
    You've got to love Nemesis. He's got his own theme music and The Pose. You KNOW
    that you're in for a hard time if you're not careful - except when he does The
    Pose. Dude appears whenever you don't want him to, which really puts you 'in
    the game'.
    
    /Carlos\_____
    
    I would've gone easy on this guy. I would've praised him, looking all cool and
    composed (much better than Steve*cough*ardo Di*cough*Burnsidio in fact)(I hope
    his make-over in CV X is a good one) with his M4A1 Assault Rifle. I could've
    stressed his excellent behaviour in the battlefield and how easy he is to
    control, but I won't. The reason is a mere sentence:
    
    "Women like the accent. It drives them crazy."
    
    First off, what accent? Yes, there are maybe two or three words during the
    entire game he pronounces differently as in contrast to 'genuine' american
    english, but call that an accent? I'd sooner be a Jamaican woodpecker with a
    severe teak addiction.
    
    Well anyway, his little catchphrase fails - as it should. Jill doesn't succumb
    to Carlos' musings, so he ingeniously falls back to plan B: Charm thine victim
    with yonder gifts. Unfortunately for him, Barry already tried plan B in
    Resident Evil 1 without success. Grenade Rounds just aren't a girl's best
    friend.
    
    Carlos is good, but he ain't my pick of the day. That would be...
    
    
    /Nicholai\_____
    
    Oh yes. I dare you to say "pull my finger" in the presence of this guy. Chances
    are that your little piggy goes to the market permanently.
    
    Everything about Nicholai spells doom in full capitals. Being a merc in the
    truest sense of the word, he's possibly even more frightening than Nemesis.
    Nemesis kills because he was programmed to. Nicholai, on the other hand, will
    not only kill you for a fistful of dollars, but also skin you and sell your
    hide to the nearest hospital. After more than 10 kills, he offers a discount
    and yes, Visa's accepted.
    
    This mean butcher isn't exactly talkative, but when he does, at least it
    *sounds* like a stereotyped Russian accent. Amazingly cool character, the only
    thing that spoils it a bit is that, from the start, there's
    "double-you-double-you-doubly-you-dot-SUSPECT-dot-com" written all over him,
    something you didn't have with Wesker in RE1 (not *immediately*, that is).
    
    
    /Mikhail\_____
    
    This man offers his very life and soul to the Cause, and that makes him a great
    guy. It's amazing how a man with such honesty and devotion to his troops joins
    UBCS, so I'm guessing he was either strapped for cash, or given the same
    treatment as Wesker gave to Barry. A true hero. Apart from that, there's not
    much to say, like Brad, his role was only a small one.
    
    
    3 Toothpick 101
    ))))))))))))))))))
    
    Before we start the action, you'll have to train. Hard. You don't stand a
    chance with the Knife unless you're fully accustomed to it. In this section,
    I'll teach you how to live, breathe and smell the Toothpick. Can someone sound
    the gong please?
    
    ***BWOOOOOOOOOOIIIIIIIIIIIIIIIIINNNNNNNNNNNGGGGGGGGGGGGG***
    
    The first lesson has begun, glasshoppel. Let us begin with The Principle:
    
    ALWAYS PLAY IT SAFE. NEVER GIVE IN TO THE TEMPTATION OF "MWAHH, I CAN HANDLE
    IT". THE GAME WILL SLAUGHTER YOU IF YOU DO, AND LAUGH YOU STRAIGHT IN THE FACE
    WHILE AT IT. DO NOT MOCK THE PRINCIPLE.
    
    All clear? Onto the exercices.
    
    Start a new game in heavy mode (or do a restart from a Next Game save if you
    want to change Jill's outfit) and play any way you like until you're able to
    equip the Knife (it's inside the first save box you encounter). Equip it and
    let Jill assume the position (always wanted to say that :).
    
    Exercise 1: take a few swings and get used to the rhythm. Aim up and down and
    let her swing some more, until you have memorized all the animation differences
    and attack range. Take note of the area Jill controls while moving. As with
    every weapon from the ready position, you have an ATTACK phase and a RECOVERY
    phase. Try to discern these, and note how horribly SLOW the knife is. This is
    it's greatest weakness. Note that you cannot cancel the entire slash once Jill
    started it.
    
    Exercise 2: Repeat exercise 1, but let go of the R1 button after each slash.
    See how Jill steps back a little to straighten herself? It is VERY IMPORTANT to
    know that during that small step, you cannot control Jill in any way, only
    after it's finished. You WILL get into big trouble if you don't take this
    little detail into account.
    
    Exercise 3: Repeat exercise 3, followed by a quick turnaround (tap DOWN and X
    simultaneously) and a dash. Practice it until fully mastered, as it is a
    fundamental move in your repertoire. You'll be doing this combo a LOT. There
    should never be a delay from the stepback to the turnaround.
    
    Once you feel you're confident enough, it'll be time to put your training
    skills to the test on the monsters outside...
    
    
    -_-_-_-_-_-_-_-_-
    4 The Walkthrough
    _-_-_-_-_-_-_-_-_
    
    Chapter 0  Walkthrough, structure
    ---------
    
    I wanted this to be clear guide at all times. Here's the deal:
    
    * Jill/Carlos runs through ROOMs. Each room is described using following
    layout:
    
      [ROOM NUMBER]   [ROOM NAME]   [GRADE]
      [ITEMS]
      [MONSTERS]
    
      [ANCIENT HORADRIC SCRIPTURES]
      [ACTIONS]
    
    Confused? Don't be.
    
    [ROOM NUMBER] is a unique three digit code for fast room lookup.
    [ROOM NAME] is the official room name (c) Capcom(tm). Fruity names? Blame them.
    [GRADE] is a number ranging from 0 to 10, denoting the room's difficulty. 0
    means it's a breeze, 10 means you're going to fight Nemesis inside the Cable
    Car (you don't).
    
    [ITEMS] are the available room items. Items may carry tags, such as:
    
            [R]: Random item
            [2x]: Item occurs twice
            [3x]: Item occurs thrice
            NULL signifies no items.
    
    Since this is a Knife Only guide, I won't mention the location of any other
    weapons or ammo. You'll only see healing items, Ink Ribbons and key items. I
    STRONGLY recommend you pick them all up, but keep at least one inventory slot
    free. You don't want to waste any healing items...
    
    [MONSTERS] are the residing monsters in the room. If there are two possible
    monster configurations possible, you'll see this:
    
            [MONSTERS+] [MONSTERS-]
    
    [MONSTERS+] is what you want to see. If you come across the not-so-good
    [MONSTERS-], reset your game and load an earlier savepoint. Keep trying until
    the good stuff appears.
    
    NULL signifies no monsters.
    
    Of course, [ITEMS] and [MONSTERS] are only mentioned on first appearance.
    
    [ACTIONS] are basic, gameplay related stuff you need to do to get on with the
    game. This includes pickups of key items.
    
    [ANCIENT HORADRIC SCRIPTURES] are the guidelines recorded by me as I forced
    Jill to forget about all those cool weapons and just stick with the Knife.
    Convincing Carlos took considerably more time. Contains both room-specific and
    general things, such as monster info on first encounters and playing tips.
    
    One last, important comment: on first play, avoid the Nemesi like the plague,
    and only fight them when you need to (follow the tactics in the combat file).
    Play as if you were doing a speed guide, so that you get familiar with handling
    basic creatures and how to avoid them. Don't do backtrack missions. Once you
    did the 'speed' walkthrough, it may be time to consider actually taking on your
    foes. If you don't, you'll end up losing much more time than you bargained
    for... as well as your general sanity.
    
    All set now? Let's go!
    
    
    Chapter 1  My, Last Escape has, begun
    ---------
    
    The game starts with Jill blasting out of a burning hotel room of some kind.
    Run forwards, lure the single zombie blocking her path, then curb around him.
    Go over the dumpster and enjoy the non-skippable cut-scene. Once Jill finishes
    saying 'I CAN'T beLIEVE that I'm stILL, aLIVE', tap select followed by a
    reversal (tap the Run button and Down simultaneously).
    
    100   Storehouse   0
    FAS (First Aid Spray)
    NULL
    
    101   Storehouse Office   0
    Ink Ribbon[3x]
    NULL
    
    Discard: Game Manual A, Game Manual B, Reload Tool
    Pick up: Warehouse Key, Combat Knife
    Equip: Combat Knife
    
    Practice Toothpick 101 until all three excercises are fully mastered (success
    rate should be 95%). Now let's talk HP.
    
    If you even dream about surviving with the Knife, know that healing items are
    very precious, so you really don't want to waste them. Thus keeping track of
    your character's HP is vital. You need to know exactly how much damage your
    character receives and how much HP is left. This is where your add/subtract
    skills come in handy, and this FAQ will tell you how much damage any monster
    attack may inflict. You might also want to know how much damage you'll inflict
    with the knife. Don't worry, we'll cover that as well.
    
    Jill and Carlos are worth a fine 200HP when at full health (status FINE).
    Should it sink beneath 100HP, they'll start to show signs of injury (status
    CAUTION), and limp when below 20HP (status DANGER). ONLY heal when in danger
    status (you can anticipate this when counting), or when you're likely to fall
    victim to a lethal attack (more about that later).
    
    100   Storehouse   0
    Ink Ribbon
    NULL
    
    Use: Warehouse Key
    
    102   Lane in front of Storehouse   0
    NULL
    NULL
    
    103   Main Street   1
    NULL
    Zombie[5x]
    
    Time for a little target practice, and these wide open streets are the perfect
    training grounds. Also, the zombies are scattered and you can pick them apart
    one by one. So, how do we take them out? Let's start with some background:
    
    __/Zombie Fact Sheet\___________
    
    Appearance: thin male, fat male, thin female, naked male
    Speed: crawl/slowest/slow/medium/fast/variable
    HP: 35-138
    
    Attack           damage (HP)
    Bite             20
    Leg Bite         05
    Acid             10(near)/05(far)
    Hand grab        00
    Leg grab         00
    
    Knife damage     10  ________
    ____________________/
    
    Zombies are the most common creature type you'll encounter, and thus have the
    most diverse properties. These ex-humans have highly variable appearance, speed
    and HP, and usually appear in large hordes (typically 6 or more).
    
    General note: it's interesting to know that every creature (besides Nemesis)
    comes in two Modes: Sleeper Mode and Active Mode. While in Sleeper Mode, a
    creature will wander around aimlessly, minding its own business. However, once
    it 'detects' your character, it'll immediately go over into Active Mode and do
    its best to kill you. Study a Hunter to see the differences between the two
    Modes.
    
    Also, a vital trick before we move on: when things get too difficult to handle,
    it's a wise idea to exit the room. This will reset all surviving creatures to
    their offset positions, but unfortunately, they get fully healed and their
    properties will be regenerated at random. But it's a little price to pay with
    respect to the health you save. So always make sure you've got an exit.
    
    Okay, back to zombies. What's the best way of dealing with them?
    
    _____/Zombie Combat File\___________________
    
    As you can see from the fact sheet, it takes 4 to 14 stabs for a zombie to bite
    the dust. You don't want to attack an entire moving pack, but rather try to
    work on one while the rest is busy sleeping elsewhere.
    
    To do this, exit the room to put everyone back to Sleeper Mode. Re-enter and
    try to arouse a single zombie into Active Mode. Analyze his speed - if it's a
    fast zombie (trust me, you'll definately notice when that happens), exit,
    because it'll chew right into you. You can handle any velocity below fast with
    the stab/turnaround combo, so start pickin'.
    
    After 3 or 4 swipes, a zombie ALWAYS drops, even if it has 138HP, so abuse it
    to land 4 more stabs while it tries to get up. It'll usually die by then (most
    zombies are 71-99HP range), but hang in there if it doesn't. By now, other
    zombies might be activated and are coming in, so get ready to exit and reenter
    (known as the almighty exit/reenter trick) as soon as you finish dealing with
    your current victim.
                     ________________
    ________________/
    
    That's all there is to it. Zombie = cannon fodder normally, so practice your
    skills in this room, and try not to get bitten at all. It is imperative that
    you conserve all your health this early in the game, and you'll see soon enough
    why...
    
    104   Y Junction   1
    Lighter Oil - Green Herb(Green)[2x]
    Zombie[5x]
    
    If you go up the stairs, you'll soon meet a door from which Brad comes storming
    out, zombies pursuing him. If you don't see this happen, try to open said door.
    Then, run back from whence you came. Exit and re-enter to calm the angry mob
    (there'll always be a runner after Brad's escape), then dispose of them.
    
    Pick up: Lighter Oil
    
    105   Street in front of Apartment Building with 1F Shop   1
    Green Herb [2x]
    Zombie[6x]
    
    Three zombies up front, two others munching on a corpse at the back. While
    you're busy with these two, the corpse will soon enough join the party. There's
    gratitude for ya.
    
    Should you be interested in a few health items (I sure am), there are two Green
    Herbs to be found in the area. You can climb a crate near the corpse-munchers,
    then activate a fire escape, run up and collect the stuff. These items may be
    considered semi-hidden.
    
    106   Garbage Dump   1
    Ink Ribbon[3x]
    Zombie[2x]
    
    Go down the the stairs, where Brad's shooting a zombie. He'll kill it, leaving
    the two remaining zombies for Jill (how nice). Abuse the stairs for easy kills
    with downward stabs.
    
    107   Bar Jack   0
    empty Lighter
    Zombie
    
    Tap Select, followed by a 180 once Jill's visible again. You're so scared of
    Brad pelting a walking undead that you want to exit back to the Garbage Dump.
    As you do that, Brad somehow raises caliber and brings his assailant down
    quick.
    
    Pick up: empty Lighter
    
    106   Garbage Dump   0
    
    108   Street where policemen were slain   1
    Red Herb(Red)[2x]
    Zombie[7x]
    
    Zombies are partying behind a fence and want you to join... badly. Wait for
    them to pop the fence, then hurry over to stab the two crawlers a few times.
    Once the gang's close enough, hide behind the oil cannister and let them get
    stuck behind it. You may now freely stab forward for loads of damage, but
    sooner or later, the crawlers will come around.
    
    Dispose of them now and mount the stacked bars in the back of the area. The
    walkers that are still alive will join you there, but can't do a thing besides
    dropping acid (which is pretty harmless as you now know). Keep'em at the front
    of the stacked bars, step back and use downward stabs for the kill. This is
    taking full advantage of your surroundings, folks.
    
    Claim your prize, a set of Red Herbs, which can be combined to form 2 Red-Green
    mixtures. You'll be needing them soon enough. Now head to the vine-wrapped exit
    gate.
    
    Combine: empty Lighter, Lighter Oil
    Use: Lighter
    
    109   Garbage Collection Point   1
    NULL
    Zombie Dog(Lassie)[2x]
    
    ______/Zombie Dog Fact Sheet\______________
    
    Appearance: Think 'evil German shepherd'
    HP: 69-129
    Speed: Fast
    
    Attack         Damage
    Bite           12
    
    Knife damage:  10HP
    
    ______/Zombie Dog Combat File\_____________
    
    They're pretty easy. Predictable, too. Once in Active Mode, they'll just run
    around and bite you. However, if you hit'em once (forward/downward swipe),
    they'll drop like a potato bag. Your opportunity to home in for the kill.
    
    When there're two or more coming at once, try to group them in a tight pack and
    mow them down simultaneously. If that's too risky for you, focus on a single
    kill while the others take bites (for relatively low damage), then exit/reenter
    for the rest. Of course, if you can take one out while the others are minding
    their own business, do so.
    
    Rule of thumb: one is a charm, two is okay, three watch your back.
                          _____________
    _____________________/
    
    Run up to the junction, then slowly walk until the burning dog jumps out of the
    fire. He'll run to the back, which is your cue to follow. You'll find two dogs
    nicely bundled together and with one simple swing, both drop in close vicinity
    to eachother. A few double-swipes later, they're history.
    
    118   Storeroom on Back Lane   0
    NULL
    NULL
    
    How is Jill's health? Still above 150HP? Then SAVE here using an Ink Ribbon. In
    this game, saving a lot is HIGHLY recommended, if only for easier monster
    configs (using the reload trick).
    
    Inventory check: Combat Knife - Red-Green[2x] - Ink Ribbon [5x]
    
    110   Street in front of Police Station Main Gate   0
    NULL
    NULL
    
    Nothing there, so you might as well train your running skills by following the
    shortest path to the Police Station (straight lines). Ahh, the calm before the
    storm...
    
    201   Police Station Main Entrance   8
    STARS Card(Brad)
    Nemesis type I
    
    Hold Select to end the FMV.
    
    First-time knifers want to do this:
    
    LIVE SELECTION 1 -> Fight the Monster
    
    Do a 180 and dash for the exit. Do it quickly or Nemesis will catch up and hurt
    you with his overhead punch. You don't want to moonwalk (failed 180) here.
    
    Veteran players may try to take on their very first Nemesis kill, so... *Insert
    favorite warcry here* (and be prepared to see the YOU DIE! screen lots of
    times).
    
    _______/Nemesis type I Fact Sheet\_________________
    
    Appearance: Nemesis in overcoat, biped
    HP: 900
    Speed: Faster than you
    
    Attack            Damage
    Grab                05   (attack is lethal if your HP is below 40)
    Punch               20
    Running punch       25
    Rocket launcher   40-60!
    
    Knife damage:       10
    
    _______/Nemesis type I Combat File\________________
    
    Fact: Nemesis type I is EXTREME. He's a cold merciless killer who will
    obliterate you when you make too many mistakes. He is the hardest challenge the
    game can throw at you, so if you have a friend who says "DOOD I DO N3M3515 W17H
    KN1F3 34SY!", he's lying to you. Trust me: there is NO cheap tootpick trick,
    solely due to the fact that your cuttlery is so darn slow, and Nemesis type I
    is so darn fast. You WILL need Jill at nearly full health and two full healing
    items to survive him, and ultimately the game.
    
    Look at the statistics: you need 90 stabs before he drops! That means you'll be
    spending an awful lot of time with him. During this time, you'll start to feel
    the adrenalin. Do not let it get the best of you! If you lose nerves, he'll
    have a much easier time slaughtering you.
    
    Nemesis type I comes in two flavors: Vanilla before he drops (after about 40
    stabs), and Lemon after the drop. I personally like Vanilla, but Lemon's just
    too darn sour.
    
    Nemesis Vanilla is 'acceptable' at best. The strategy to follow here is to lure
    him into grabbing you, then run away (not too soon and not too far!) and stab
    (pray that he doesn't connect a punch afterwards). Repeat about 40 times for
    his first drop. It won't be easy, but you should manage. If Nemmy comes too
    close during your recovery phase, get ready to Dodge; it's your only safeguard.
    
    After that comes Nemesis Lemon, and he has a very effective counterstrategy to
    your lure/stab scheme: if you give him enough time to think, he'll punch before
    grabbing, allowing him to do a nice 20HP damage bonus, and the fun part is that
    it's uncounterable (the animation takes only a few frames).
    
    The key to beating him is to not give him the time to think. Stick close, stick
    to the old plan, but do it fast and accurate. About 50 stabs later, you may
    call yourself a true badass.
    
    A very important requirement for all this is space. Nemesis will pulverise you
    in a tight corridor, so let him follow you to an open place (a moderately sized
    square will do) and do your thing there. And the fun part is: there are six
    incarnations to wreck (type I)! So much fun, yes sirree.
                                _________________
    ___________________________/
    
    The reason why this gets an 8, even though this is actually the easiest Nemesis
    fight in the game, is because this might be your FIRST Nemesis fight... you'll
    spend quite a lot of time figuring him out here.
    
    202   Hall in Police Station   0
    NULL
    NULL
    
    203   West Side Office   1.5
    NULL
    5 Zombies
    
    (scenario 1)
    
    Jill looks dead ahead as she enters. All zombies are stacked in a room and will
    be heading towards your general direction. It's pretty easy to isolate one of
    the critters and have some words with it, then leave/reenter to clear the room.
    
    (scenario 2)
    
    Jill looks to the left as a zombie is near. Killing it asap is your highest
    priority, and it's best to leave-reenter should he be too fast. Once he's gone,
    leave/reenter to eradicate the nearby sleeper zombie. With him gone, others
    will have closed in, but you should have enough room to take out one other
    zombie, preferably the one behind the sleeper.
    
    If you kill him, you can run around the office desks and attack the remaining
    undead from the back to finish the room.
    
    204   Storehouse for Seized Object   0
    Blue Gem - Emblem Key
    NULL
    
    Pick up: Blue Gem
    Pick up: Emblem Key (after entering passcode)
    
    I hear the entire survivalhorror community screaming at me.
    "YOU FORGOT BRAD'S STARS CARD! YOU DIDN'T CHECK THE COMPUTER!
     YOU DON'T HAVE THE PASSWORD! YOU'RE DOOMED! GO HOME!"
    
    No sweat then, mind if I take a lucky guess?
    
    The are only four codes: 0131 - 4011 - 0513 - 4312
    
    I always enter them in this sequence as 0131 is the fastest to enter, so if
    it's the right guess, I'm out fast. But you could try the long 4312 from the
    start, if you feel that Lady Luck's at yo' crib.
    
    205   Corridor in front of Darkroom   1
    NULL
    4 Zombies
    
    Press up and run to get the female zombie to notice you (which, unlike real
    life, will succeed ;). You do this to check whether she's a speed zombie or
    not. In the latter case, commence stabbing and get to her before her two male
    companions get too close.
    
    leave/reenter upon success, then work on the aforementioned duo; they should be
    a snap. There's one hidden Zombie as you follow the corridor parallel to the
    staircase.
    
    209   Corridor in front of Conference Room   2
    Red Herb[2x][R]
    6 Zombies
    
    A tight corridor with a pack of zombies in the back. Why bother coming here?
    Well, for one, this hones your mad Zombie knifing skills, as the Zombies are
    packed together and secondly, they may guard two Red Herbs, which you really,
    really need.
    
    Don't bother visiting the Conference Room; there's nothing of intrest there.
    
    205   Corridor in front of Darkroom   0
    
    206   Corridor with Stone Statue   1
    NULL
    4 Zombies
    
    (scenario 1)
    
    You see three Zombies as you go up the stairs. The perspective is tricky, but
    you need to cut in behind the first and escape diagonally. Run on to surprise
    the fat Zombie near the statue. The other Zombies should be close once you
    dealt with him, so pick one out and work it. The remainder is handled as usual.
    
    (scenario 2)
    
    You see nothing as you go up. The fat zombie's here and the three previous
    zombies are now at the statue. Proceed as above - fat cop first, then the
    others.
    
    207   Corridor in front of S.T.A.R.S. Office   0
    Red Herb[2x][R]
    
    You should have enough ingredients to make two Mixed Herbs. Make it so.
    
    208   S.T.A.R.S. Office   0
    
    Pick up: Lockpick, First Aid Spray (Rebecca's desk)
    
    Tap Select when you hear the first beep from the communications panel (happens
    when you exit). You shouldn't hear the second echo beep.
    
    207   Corridor in front of S.T.A.R.S. Office
    206   Corridor with Stone Statue
    
    205   Corridor in front of Darkroom   0
    Nemesis type I
    
    Nemmy will surprise you here and look - he brought his friend Ronny the Rocket
    Launcher. You better not fight him here, as there's not sufficient room (and
    the staircase'll make things hard. Retreat.
    
    210   Darkroom   0
    
    Save your game.
    
    205   Corridor in front of Darkroom   0
    
    206   Corridor with Stone Statue   8
    Nemesis type I
    
    First run all the way to the Stone Statue. Nemesis will follow you up and
    because you're sooo far away, he'll send a few rockets your way (even Nemmy
    gets a little lazy now and again). Of course, you can easily evade them, do so
    until your favorite foe's supply expires (he has 5 missiles) and is forced to
    drop Ronny, following up with The Pose.
    
    Quickly join him at the little square right in front of the staircase and kill
    him in the exact same way as you did in front of the police building. You don't
    have as much space here, obviously, but the square diagonal is just about the
    right size to play the stab-move game (and here, it's easy to stick close,
    which makes Lemon Nemmy "manageable").
    
    Time to move on.
    
    205   Corridor in front of Darkroom
    204   Storehouse for seized Object
    203   West-side Office
    202   Hall in Police Station
    201   Police Station Main Entrance
    
    110   Street in front of Police Station Main Gate
    
    The Lockpick comes in handy here.
    
    111   Shopping Street Side Road   0
    112   Lane in back of Shopping Street   0
    
    113   Street in front of Car Park   1
    NULL
    Zombie Dog[3x]
    
    It's easy knifing the doggies, as they attack you separately (unless you
    kamikazed Jill straight to the exit door).
    
    301   Car Park   2
    Blue Herb[infinite supply] - Power Cable
    Zombie Dog[2x]
    
    Run to the Car Park Office and reenter to facilitate the kill.
    
    302   Car Park Office   0
    NULL
    NULL
    
    303   Street in front of exclusive Hotel   4
    NULL
    Zombie Dog[3x]
    
    Run left. Two dogs behind you. Keep on running to the left until a third dog
    jumps and misses, then go for the exit. Enjoy the doggy parade. Now reenter and
    immediately start stabbing the nearby dog. Make sure it's dead before its
    compatriots arrive or when when they do, keep focussing on that one dog. Leave
    as soon as it's gone, then reenter to finish the two others.
    
    304   Construction Site   4
    NULL
    Drain Deimos[1x]
    
    Run along until the game introduces you to a new creature: the Drain Deimos.
    
    _______/Drain Deimos Fact Sheet\_________________
    
    Appearance: giant centipede-like bug
    HP: 84-140
    Speed: slow/average/fast (depends on attack)
    
    Attack             Damage
    Left Claw            15
    Right Claw           10
    Embrace              30
    Poison Attack      near: 10 far: 05
    Egg                  01
    
    Knife damage: 10
    
    _______/Drain Deimos Combat File\_________________
    
    As you can see above, you don't want to fall victim to the Deimos' Embrace
    attack. And you certainly DON'T want to be Embrace-locked by two Drain Deimos,
    as it's instant game over. Ignore the difference in claw damage - just count 15
    for each blow.
    
    Now, the key to defeating these annoying pests is to fight them one by one. If
    a second or even third Deimos cares to join the party, leave/reenter. Be
    prepared for a very boring fight, where you and the Deimos trade punches until
    one of you dies (preferably the Deimos).
    
    I tried flanking the monsters (ie. stick to its right side), but your opponent
    turns much too fast to effectively use this tactic. So we're stuck at trading
    punches, but fear not: now and then, the Deimos is tempted to use its Embrace
    attack, which you can dodge easily (you'll see it try getting up). After the
    dodge, you get a couple of free stabs due to the Deimos' slow recovery time.
    
    Try to ignore them as much as you can (until right before a major plot twist),
    because you'll need your healing items for more important matters (Nemesis
    being one of them). Be assured, fighting two of these critters will always cost
    you one full recovery item, so by doing the maths, you know whether you want to
    fight them or not.
                                _________________
    ___________________________/
    
    Only one Drain Deimos here, which is an excellent practice opportunity.
    
    305   Street in front of Restaurant   0
    Green Herb[2x] - Bronze Compass
    
    Carlos is shooting some rotten flesh. Ignore him and go to the T Junction.
    
    306   T junction behind Restaurant   1
    Null
    Zombies[6x]
    
    Just pick off one zombie at a time and you should be fine here.
    
    308   Shopping Street Storeroom   0
    Rusted Crank
    NULL
    
    Pick up: Rusted Crank
    
    306   T junction behind Restaurant
    
    309   Street in front of City Office   0
    NULL
    NULL
    
    310   Raccoon Press 1F   0
    First Aid Spray
    NULL
    
    Pick up: First Aid Spray
    
    Shove the stepladder to the high-up switch. Climb up, press the switch, then
    unlock the shutter.
    
    311   Raccoon Press 3F   0
    NULL
    NULL
    
    Walk into the office to find Carlos conveniently tucked away behind some office
    desks. After some brief conversation, Nemmy feels it's time for his theme
    music.
    
    LIVE SELECTION 2 -> Jump out of the window
    
    323   Raccoon Press Fire Escape   0
    Red Herb[2x]
    NULL
    
    You just followed the only story thread giving you access to this room. Why you
    want to be here? Well...
    
    Pick up: Red Herb[2x]
    
    309   Street in front of City Office
    306   T junction behind Restaurant
    
    307   Restaurant   1
    NULL
    Zombie[5x]
    
    Use: Lockpick (on nearby locker)
    Receive: Fire Hook
    
    Once the Hook's yours, feel free to pick away at the residing zombies. They're
    absolute cheese by now.
    
    Use: Fire Hook (on basement hatch)
    
    324   Basement of Restaurant   2
    Green Gem
    Zombie[3x]
    
    The cramped space makes it a little more difficult here. Watch your aim or you
    might end up stabbing the wall, which is pure torture for your cuttlery - as
    well as leaving Jill open to attacks. Still, after a few kill-climb-ladder
    repeats, you should be able to move on.
    
    Pick up: Green Gem
    
    307   Restaurant
    306   T junction behind Restaurant
    
    308   Shopping Street Storeroom
    
    Update health items if necessary and save the game.
    
    306   T junction behind Restaurant
    
    309   Street in front of City Office   7
    NULL
    Nemesis Type I[1x]
    
    This is one of the most important fights in the game. One, it's against Nemmy
    (but luckily, there's a lot of room to deal with him here - as was at the RPD)
    and two, he's going to drop a First Aid Box here. The FAB is fab (OK corny, but
    it was too tempting to pass up :) because it contains 3 FAS helpings and is
    rechargeable with other FAS to boot! This means no more FAS clogging up your
    inventory. So go get Nemmy here and claim your prize.
    
    Receive: FAB
    Use: Green Gem, Blue Gem
    
    312   City Office   0
    Green Herb[3x][R]
    NULL
    
    313   Street in front of Pumping Station   1
    NULL
    Zombie-[3x]
    Zombie+[4x]
    
    Lots of zombies playing dead, but nothing difficult.
    
    314   Street in front of a Monument   0
    Green Herb[2x]
    
    315   Cable Car Stop   2 (+) 3(-)
    NULL
    Zombie-[7x][R]
    Zombie Dog+[3x][R]
    
    Wait a moment, then press R2 to shoot the barrell. Oops, wait a minute, wrong
    walkthrough. Just knife anything that comes your way, be it zombies or dogs. It
    might be a good idea to step up the crate for additional leverage and safety...
    
    316   Back of Cable Car   0
    NULL
    NULL
    
    Tap Select to avoid conversation with both Nicholai and Mikhail.
    
    
    Chapter 2: Let's get this piece of junk moving
    ----------------------------------------------
    
    317   Front of Cable Car   0
    Wrench
    NULL
    
    All babes dig Carlos' accent. Except Jill. She's a tough cookie, so mr.
    Oliveira decides to soften her up with gifts. Well, those extra two inventory
    slots do come in handy.
    
    Pick up: Wrench
    
    Unlock the nearby door.
    
    315   Cable Car Stop
    314   Street in front of a Monument
    
    313   Street in front of Pumping Station   1
    NULL
    Zombie-[2x]
    Zombie+[1x]
    
    There's a surprise runner bursting out of the car, so exit/reenter to calm him
    down. At the back of the lane is number two.
    
    312   City Office
    
    318   Street in front of Gas Station   0
    Red Herb[2x][R]
    NULL
    
    Use: Rusted Crank, Wrench
    
    319   Gas Station   0
    
    Pick up: First Aid Spray, Machine Oil (after solving puzzle)
    
    The puzzle's easy, here's the general strategy:
    
    Call AB the 'left side', CD the 'right side'. Suppose you have to solve for A.
    Well, reduce the puzzle so you leave a single light at the left side, then use
    the A switch if necessary. Same goes for the right side, except that you need
    to use the D switch.
    
    Reducing the puzzle to such a case is often very easy. I could list a table,
    but a keen eyesight and logical mind is usually faster than looking up the
    solution.
    
    318   Street in front of Gas Station
    
    312   City Office   1
    Zombie[4x]
    
    It's time for The Knife! Destroy the four surprise zombies.
    
    Pick up: Bronze Book.
    
    309   Street in front of City Office
    
    In case you're wondering, there are no respawns at the Press building nor at
    the Restaurant, so no dilly-dallying there.
    
    306   T junction behind Restaurant
    
    Follow Carlos on his way out. Zombies, what zombies?
    
    305   Street in front of Restaurant
    
    Use: Bronze Book
    Pick up: Bronze Compass
    
    306   T junction behind Restaurant   0
    NULL
    Zombie[6x]
    
    Oh, *those* zombies. Well, since they're in the exact same positions as the
    last time, I don't expect you'll have any trouble.
    
    309   Street in front of City Office   1 or 3
    NULL
    Zombie Dog-[3x][R]
    Crow+[5x][R]
    
    If you meet the dogs, exit/reenter to calm'em down, then pick them apart, one
    after the other.
    
    If you meet the crows however...
    
    _______/Crow Fact Sheet\_________________
    
    Appearance: Medium sized black birdlike creature
    HP: 5
    Speed: Fast
    
    Attack             Damage
    Beak                 05
    
    Knife damage: 10
    
    _______/Combat File\_________________
    
    What's there to say? Pathetic HP, pathetic attack... these birds are obviously
    put in as a Hitchcock reference and marginal shock value, but that's about it.
    Still, it's pretty annoying if you get caught in a mass attack and go into
    pecklock.
    
    An efficient way to get rid of these pests is to simply run away and not bother
    at all. If you want them dead anyway, the exit/reeenter trick works wonders.
    You'll find the crows resting on the ground, simply walk into range and let
    them have it.
                                _________________
    ___________________________/
    
    312   City Office   0
    Battery
    NULL
    
    Use: Bronze Compass
    Pick up: Battery
    
    309   Street in front of City Office   0
    306   T junction behind Restaurant   0
    305   Street in front of Restaurant   0
    
    304   Construction Site   4
    NULL
    Drain Deimos+[2x][R]
    Brain Sucker-[2x][R]
    
    Make sure you've got a full recovery item to spare. No regrets afterwards,
    okay? Now, in case ya haven't heard of Brain Suckers before...
    
    _______/Brain Sucker Fact Sheet\_________________
    
    Appearance: fat centipede-like creature, long 'whiskers' on 'forehead'
    HP: 84-140
    Speed: slow/medium/fast (depends on attack)
    
    Attack             Damage
    Right Claw           10
    Left Claw            15
    Brain Suck           30
    Poison Attack      near:10 far:05
    Egg                  01
    
    Knife damage: 10
    
    _______/Brain Sucker Combat File\_________________
    
    This thing look almost exactly like a Drain Deimos, and behaves in exactly the
    same way. Therefore, I refer you to the Deimos Fact Sheet instead of having to
    repeat myself twice.
                                _________________
    ___________________________/
    
    Use: Battery
    
    320   Street in front of Electrical Substation   2
    NULL
    Zombie+[4x][R]
    Zombie-[6x][R]
    
    Zombies are pushovers, even here. They tend to cramp up in groups, yes, but
    they'll always use an acid attack when closing in on Jill. This makes it easy
    for you to deal with them.
    
    321   Entrance to Electrical Substation   0
    Red Herb[2x]R]
    NULL
    
    322   Electrical Substation   4
    Fuse
    Zombie[4x]
    
    First, put the transformer in Manual Mode, then activate the console. Press Red
    - Blue - Blue - Blue to open the left shutter.
    
    Pick up: Fuse
    
    Start tapping Select as you get out of the left shutter room.
    
    LIVE SELECTION 3 -> Do NOTHING!
    
    As you do nothing, 4 zombies burst through the gate, which then magicallly
    closes itself before the remaining two zombies make it in. Man, if we could use
    gates like that at a night club instead of bouncers ;)
    
    Anyway, run into the opened alcove and wait for the zombies to rear their ugly
    heads in the opening, then let them have it. You might have bad luck and have a
    few Runners online, but hey, this is still a LOT easier than having to fight 6
    of'em outside the substation.
    
    321   Entrance to Electrical Substation   3
    NULL (because you picked those random Red Herbs earlier, right?)
    Zombie[2x]
    
    Okay, the space is cramped, but if you use the exit/reenter trick long enough,
    you should end up with two very slow zombies, which IS manageable, trust me.
    Just move to the back while stabbing the closeby zombie three-four times until
    he drops, then drop the other zombie. This gives you enough leeway to take away
    the rest of their HP...
    
    320   Street in front of Electrical Substation   8
    NULL
    Nemesis Type I[1x]
    
    Nemesis must be a big Pokemon fan, but he didn't get the slogan right:
    "STARS - gatta catch'em all". There's nothing to stop him from getting Jill. No
    zombies will hurt his trophy, so he uses Ronny to remove them. Say "Thank you
    Nemmy!".
    
    Once they're gone, Big Dude aims his Ronny at Jill, so let him have some target
    practice and miss you time after time (he's a very bad gunman :) until his
    rockets are depleted. Now get him to jump off the building by running towards
    the exit.
    
    As he gets down, you get down with him. The area's nice and large, so you
    should have no problem repeating the RPD debacle.
    
    304   Construction Site   0
    
    303   Street in front of exclusive Hotel   0
    302   Car Park Office   0
    301   Car Park   0
    113   Street in front of Car Park   0
    
    112   Lane in back of Shopping Street   0
    Fire Hose
    NULL
    
    Use: Wrench (Discard afterwards)
    Pick up: Fire Hose
    
    111   Shopping Street Side Road    4
    NULL
    Drain Deimos[2x]
    
    110   Street in front of Police Station Main Gate   2(+)3(-)
    NULL
    Zombie+[6x]
    Zombie Dog-[3x]
    
    109   Garbage Collection Point   0
    
    Use: Fire Hose
    
    ATTENTION: If you want a 100% kill, proceed to the Street where the Policemen
    were slain and all uptown areas beyond that point. You should meet a lot of
    zombie meat (some crows tag along for fun) on the way, but they're absolute
    t-o-a-s-t because you're a mad knifing dervish by now.
    
    Once you're finished with these areas, return here and continue the
    walkthrough. The reason I'm not going into detail here is because (a) the areas
    are all cheese and (b) there is nothing of intrest to be found, storywise.
    anyway, on with the good stuff.
    
    114   Alley from Garbage Collection Point   0
    Blue Herb[2x] (wanna make Red-Blue-Green mixtures?)
    
    115   Lane in front of Office   4
    Drain Deimos+[2x]
    Brain Sucker-[2x]
    
    You know the drill.
    
    116   Pharmaceutical Company Sales Office   0
    FAS
    NULL
    
    Tap Select, then perform a 180 and activate the computer to enter the password.
    "HEY! YOU FORGOT TO USE THE REMOTE FOR THE PASSCO.. Ohh.. 'Lucky guess' again?"
    
    Yup. There are three possible codes (ADRAVIL, AQUACURE and SAFSPRIN), so I'll
    take the gamble. The keyboard wraps and I foresee every next letter I have to
    input, so the codes are quickly inserted.
    
    117   Pharmaceutical Storeroom   1
    Oil Additive
    Zombie[6x]
    
    Pick up: Oil Additive
    
    As you retreat to exit, hold Select for the surprise FMV, then enjoy the zombie
    parade. Use the pipes to steam them (run up three steps, then aim with R2. Yes,
    the knife works on those valves) and finish the remainder with the knife.
    
    116   Pharmaceutical Company Sales Office   3
    
    Wrap around the table, then try to run inbetween two zombies guarding the
    entrance hall - don't pay attention to the fast female zombie closing in from
    the back. Let Jill stumble them if she gets hurt, then leave. The solitary
    entrance hall zombie's no biggie. Exit/reenter to have an easy time dealing
    with the undead.
    
    115   Lane in front of Office
    114   Alley from Garbage Collection Point
    109   Garbage Collection Point
    110   Street in front of Police Station Main Gate
    111   Shopping Street Side Road
    112   Lane in back of Shopping Street
    
    113   Street in front of Car Park   1
    NULL
    Crow[6x]
    
    301   Car Park
    Power Cable
    
    Pick up: Power Cable
    
    LIVE SELECTION 4 -> Climb up
    
    Tap Select, then leave zze reum.
    
    302   Car Park Office
    
    303   Street in front of exclusive Hotel   4
    NULL
    Drain Deimos+[2x]
    Brain Sucker-[2x]
    
    304   Construction Site
    305   Street in front of Restaurant
    306   T junction behind Restaurant
    309   Street in front of City Office
    
    312   City Office   9
    NULL
    Nemesis Type I[1x]
    
    Make no mistake, this is the hardest Nemesis Type I battle. You have to fight
    him girlo-a-Nemeso in what has to be the smallest crawlspace imaginable. And
    you can't get him to spawn anywhere else.
    
    Luckily, we've got a (be it marginally small) trick up our sleeves - the Y
    Junction point! It's possible to trap Nemesis at the grassy patch; simply lure
    him to either the City Office or Cable Car, then hook onto the grassy patch
    visible at the junction camera point. When done correctly, Nemmy should get
    stuck, leaving him open to your attacks.
    
    Beware: if Nemesis switches to a running attack, he'll get free, and you'll
    have to retrap him.
    
    Now, if all that is too hard for you, or you don't have the patience for it,
    you'll be forced to take him on directly. Again, use the junction point to your
    advantage and move from one extremity of the Y to the other. Good luck!
    
    313   Street in front of Pumping Station   0
    
    314   Street in front of a Monument   0
    
    Tap Select as soon as Jill starts to shake.
    
    323   Tunnel below Street in front of a Monument   7
    NULL
    Grave Digger[1x]
    
    [V]"Hello mr. Digger, care to introduce yourself?"
    [mr. Digger]"Why yes V, don't mind if I do!"
    
    _______/Grave Digger Portfolio\_________________
    
    Appearance: I sometimes wear brown, but usually white clothing. People
    sometimes call me a disgusting giant worm, but I prefer the term "cylindrically
    challenged".
    HP: 600HP, but my brown suit is actually a magical armor, granting me an
    additional 300HP (which gives 900HP total).
    Speed: Fast
    
    Attack             Damage
    Slide Bite           35
    Grave Bite           50
    Devour               99
    Jaw (white cloth)    30
    
    Please, understand. I am a pacifist at heart, but don't enter my turf, or I'll
    bite the **** out of you! Also, my Devour attack is lethal, as I kinda eat you,
    so try to be tasty at least.
    
    Knife damage: 10
    
    _______/Grave Digger Personals\_________________
    
    Ooh, what to put here? Well, I kinda attack really fast and since I'm about 10
    times a human's size, my attacks hurt. The only way you could possibly beat me
    is by pinning me down, so that you know where I'll surface and land a
    counterhit, but I'm not telling you how to do that! :P
                                _________________
    ___________________________/
    
    As soon as Jill's under your control, do a 180, then walk backwards into the
    alcove perpendicular to the place Grave Digger got out of. Wait for him to come
    out (the ground shakes, strange noises can be heard), then run to the other
    alcove along the walkway.
    
    It's not bad if you bump into the walls here. You need a perfect position to
    hit the switchboard. If you do, press the Action button, then wait again for
    the maggot to rear its ugly head. Now run back to the first alcove (the one you
    walked into) and press the switchboard there.
    
    Now to get mr. Digger out of the way. Run to the camera perspective right
    before the spot where the ladder is going to pop out. See that neon light? See
    the little rocks it illuminates? That's your offset position. From there, do
    the following:
    
      1 - walk a few steps forward until you hear mr. Digger banzai
      2 - return to offset position and stab downwards
      3 - repeat steps 1-2 until mr. Digger gives up
    
    And that's all there is to it. Note that the Digger won't use his Devour attack
    at this stage, so you're safe for the time being.
    
    I won't tell ya that this simple procedure takes up to 30 minutes before it's
    over as that's a big secret. Sorry. Now pop out the ladder and exit.
    
    315   Cable Car Stop   0
    316   Back of Cable Car   0
    
    Combine: Oil Additive, Machine Oil -> Oil Mixture
    Use: Oil Mixture, Fuse, Power Cable, First Aid Spray (if necessary)
    
    After this, a small cut-scene begins in which Carlos offers Jill some Flame
    Rounds. Let's get him to think he's lost his romantic touch, so say no. Jill
    must be the ice queen.
    
    317   Front of Cable Car   0
    
    Tap Select, then run back to see if Mikhail's all right.
    
    316   Back of Cable Car   0
    NULL
    Nemesis Type I
    
    Oh look, Nemesis dropped by for tea, biscuits and a good chat with Mikhail.
    It's better to leave them alone philosophizing about the stars, so turn around,
    Action button, tap Select, hold Select.
    
    Btw, I'm not chickening out. you don't get any reward from taking Nemmy on
    here, plus you don't get to kill him anyway - Mikhail always butts in at
    midtime. Therefore, this cannot be counted as a kill, and we're still set for
    our 100%.
    
    ([RE community]"C-H-I-C-K-E-N!")
    ([V]"Oh, **** up!")
    ([RE community]"CLUCK! CLUCK CLUCK A DOODLE-DEE-CLUCK!")
    ([V]"Fine, YOU go kill him, then..")
    ([RE community]".......")
    ([V]"Well?")
    ([RE community]"But ahh, well, technically, we can't kill him unhh...")
    ([V]"Continue with the guide?")
    ([RE community]"Yes, that would be great.")
    
    317   Front of Cable Car   0
    
    LIVE SELECTION 5 -> Jump out of the window
    
    
    Chapter 3: Clock Tower and why I love RE3
    -----------------------------------------
    
    401   Clock Tower Bedroom   1
    Clock T. Key (#1)
    Zombie[4x]
    
    Pick up: Clock T. Key (#1)
    
    same old same old... exit/reenter, then pick the zombies apart, one after the
    other. It's particularly easy here, as all zombies are in Sleeper mode, so you
    can wake them up one by one.
    
    402   Clock Tower Living Room   0
    
    Use: Clock T. Key (#1) (automatically)
    
    403  Clock Tower Study   0
    NULL
    NULL
    
    Rumble rumble... who's making that noise? Oh, it's Carlos. Still not giving up,
    he now offers Jill a box of Freeze Rounds. Tempting as they are, refuse
    (because, umm, you kinda don't need them). Carlos'll give up. It's no time for
    romance anyway.
    
    404   Atrium-style Entrance   0
    FAS
    NULL
    
    Why I love RE3... for this piece of music alone. It's not 'music', more a
    collection of noises, but god, it's so brilliant! This kicks any music score
    I've ever heard. This kind of music is why I think Capcom is the best game
    company out there. More, please!
    
    405   Dining Room   0
    NULL
    Zombie[3x]
    
    Two crawlers, one guy playing dead, nicely spread around... sing with me
    people: p-i-e-c-e-o-f-c-a-k-e! Praise!
    
    406   Dance Room   0
    NULL
    NULL
    
    For a 100% kill, go outside (Clock Tower Courtyard) and have some fun poking 8
    little crows to death. Peanuts.
    
    407   Clock Tower Chapel   0
    Clock T. Key (#2)
    NULL
    
    Pick up: Clock T. Key (#2).
    
    406   Dance Room   2
    NULL
    Zombie[5x]
    
    The perspective is misleading. After the small zombie cut-scene, press upper
    left and the Run button to turn around and head outside (Clock Tower
    Courtyard). Immediately return to rip your assailants to kibbles and bits.
    Focus on the nearby zombie first (in Sleeper mode), once he's down the rest's
    all yours.
    
    405   Dining Room   0
    404   Atrium-style Entrance   0
    
    408   2F Corridor in Clock Tower   0
    NULL
    Giant Spider[3x]
    
    _______/Giant Spider Fact Sheet\_________________
    
    Appearance: 8 legs, hairy, scares the ladies
    HP: 83-116
    Speed: moderate
    
    Attack             Damage
    Tackle               20
    Poison             near:10 far:05
    
    Knife damage: 10
    
    _______/Giant Spider Combat File\_________________
    
    These nasty fellows have been dethroned by the Suckers and Deimos of this
    world, who are faster, have higher HP and carry a little more variation when it
    comes to attack possibilities.
    
    To kill them effectively, go one on one and try to flank your opponent. Once
    he/she bought it, exit/reenter, as its offspring is bound to drop by. Apart
    from that, not a lot to tell about Giant Spiders. I never used to attack them,
    not even in prior Resident Evils, but I guess it has to be done for that
    ominous 100% kill rank...
                                _________________
    ___________________________/
    
    409   Clock Tower Balcony   0
    Red Herb[2x]
    NULL
    
    Use: Clock T. Key (#2)
    
    410   Clock Tower Mechanical Room   0
    Chronos Chain - Silver Wheel
    NULL
    
    Activate the Music Clock. In order to receive the Chronos Chain, you'll have to
    reproduce the short jingle by placing pins at the right position.
    
    Pick up: Chronos Chain (after solving the puzzle)
    Combine: Clock T. Key (#1), Chronos Chain -> Chronos Key
    
    This is a random puzzle with a total of 64 possibilities and unluckily, the
    odds are not in your favor, as 65% of the time, you'll place three or more pins
    incorrectly. How I got that percentage? Simple.
    
    As said, there are 64 possibilities (2^6) in all. A possibility has a number of
    correctly placed pins and a number of incorrectly placed pins. So, we could ask
    ourselves: "How many possibilities have m pins correctly placed (and thus 6-m
    incorrectly)?"
    
    Well, the answer turns out to be: 6! / [ (6-m)! * m! ]
    
    (this is an instance of the general combinatorial formula: m out of n equals n!
    / [ (n-m)! * m! ])
    
    (note: n! = 1 * 2 * 3 * ... * n. 0! = 1)
    
    Thus,
    
    0 pins correctly placed: 6! / ( 0! * 6! ) = 1  possibility
    1 pin correctly placed : 6! / ( 5! * 1! ) = 6  possibilities
    2 pins correctly placed: 6! / ( 4! * 2! ) = 15 possibilities
    3 pins correctly placed: 6! / ( 3! * 3! ) = 20 possibilities
    4 pins correctly placed: 6! / ( 2! * 4! ) = 15 possibilities
    5 pins correctly placed: 6! / ( 1! * 5! ) = 6  possibilities
    6 pins correctly placed: 6! / ( 6! * 0! ) = 1  possibility
    
    Add up these possibilities and you'll get 64. Anyway, you can see now that
    there are 42 possibilities where you have only 3 pins or less placed correctly.
    And 42 out of 64 is about 2 out of 3 - approximately 65%. Sucks, huh?
    
    Why I bothered writing this down? To differ a little from the Handgun
    walkthrough, I guess :).
    
    409   Clock Tower Balcony   0
    
    LIVE SELECTION 6 -> Use the Light
    
    408   2F Corridor in Clock Tower   0
    404   Atrium-style Entrance   0
    403   Clock Tower Study   0
    
    Use: Chronos Key (automatically)
    
    411   Clock Tower Corridor   4
    NULL
    Giant Spider[3x]
    
    Focus on the closest spider first, then try to separate the other two.
    It could be that you get poisoned from the spiders here. Use the Blue herbs in
    the Atrium-style entrance if that happens. Be fast - every hitpoint you lose is
    one less against Nemesis...
    
    412   Clock Tower Closet   0
    Amber Stone - Obsidian Stone - Crystal Stone - Gold Wheel
    NULL
    
    Pick up: Amber Stone, Obsidian Stone, Crystal Stone
    Use: Amber Stone, Obsidian Stone, Crystal Stone (time puzzle)
    Pick up: Gold Wheel (after solving time puzzle)
    
    Time Puzzle: What's the time you say? I dunno, check the clock, then
                 use the table to determine in what sequence you have to
                 put the three stones. Looking it up is faster than trying
                 to figure out the sequence by sheer calculation.
    
    Time			  Stone Sequence (past - present - future)
    
    11 o'clock               Amber - Obsidian - Crystal
    10 o'clock               Amber - Crystal - Obsidian
    9  o'clock               Obsidian - Amber - Crystal
    7  o'clock               Obsidian - Crystal - Amber
    6  o'clock               Crystal - Amber - Obsidian
    5  o'clock               Crystal - Obsidian - Amber
    
    411   Clock Tower Corridor   0
    
    403   Clock Tower Study
    404   Atrium-style Entrance
    408   2F Corridor in Clock Tower
    409   Clock Tower Balcony
    
    410   Clock Tower Mechanical Room   0
    Silver Wheel
    NULL
    
    Pick up: Silver Wheel
    Combine: Silver Wheel, Gold Wheel -> Chronos Wheel
    Use: Chronos Wheel (DWONG! DWONG!)
    
    Prepare yourself for the upcoming fight against Nemesis.
    
    409   Clock Tower Balcony   0
    
    Once you're through the door, hold Select for the FMV.
    
    413   Clock Tower Courtyard    8
    NULL
    Nemesis Type I[1x]
    
    Well, it's Nemmy with Rocket Launcher in a big wide open space. Give him the
    usual (he'll give you the usual as well ;).
    
    
    Chapter 4: The Carlos Connection
    --------------------------------
    
    407   Clock Tower Chapel   0
    
    You're now in control of Carlos. By the way, he ain't using his Assault Rifle.
    This is a true Knife guide, so
    
    Equip: Combat Knife (item box)
    
    It's important to know that during Carlos' adventure, you'll only find one FAS
    and two Red-Green herb mixtures (which are hard to get). Therefore, save at
    every occasion and should you feel at a disadvantage, start over... did I
    mention that he only has 2 Ink Ribbons available? Ouch. We'll get 100% kill
    eventually, but be prepared to suffer long and hard. And to help out, I'm going
    to use all the tricks in the book to make life as easy as possible.
    
    406   Dance Room   2
    NULL
    Zombie[4x]
    
    ALL zombie encounters have to be done scoring perfect (no successful bites). We
    need the HP for nightmares to come.
    
    405   Dining Room   5
    NULL
    Zombie+[5x]
    Brain Sucker-[2x]
    
    This room's tough, so make sure you get the zombie config (you don't want Brain
    Suckers). The zombies are placed at awkward places, which makes it hard to
    kill. You'll have to be very careful here, and reload as soon as you get hit
    more than once.
    
    404   Atrium-style Entrance   0
    
    403   Clock Tower Study   0(+) 2(-)
    NULL
    Zombie-[4x]
    Baby Spider+[5x]
    
    With some luck, you get baby spiders. Boy, do you need those.
    
    402   Clock Tower Living Room
    
    401   Clock Tower Bedroom   3
    NULL
    Zombie Dog[2x]
    
    Thankfully, there're only 2 doggies, so you should get a perfect score here.
    They're packed together, so it would be a good idea to smack'em simultaneously,
    then multiswipe as they're on the floor.
    
    402   Clock Tower Living Room
    403   Clock Tower Study
    
    411   Clock Tower Corridor   7
    Brain Sucker-[3x]
    Giant Spider+[3x]
    
    This place is a nightmare. It's best to skip it for now and take them on once
    you get back - and have at least one full recovery item left.
    
    412   Clock Tower Closet   0 (+) 2(-)
    NULL
    NULL
    
    601   Park Street   2
    NULL
    Zombie[4x]
    
    501   Hall in Hospital   0
    Red Herb[2x]
    Hunter[2x]
    
    _______/Hunter Fact Sheet\_________________
    
    Appearance: naked giant gorillas or frogs with razorsharp claws
    HP: 82-130
    Speed: extremely fast
    
    Attack             Damage
    Claw                 15
    Aerial               25
    Head Hunter/Devour   70*
    
    *: if the attack is successful, Jill/Carlos dies on the spot.
    
    Knife damage: 10
    
    _______/Hunter Combat File\_________________
    
    Hurray, the Hunters are back! And they're still you very worst nightmare... the
    only reason why Nemmy is 'better' than these murder machines is that he has
    much more HP before he drops.
    
    They usually appear in twos or threes and you really have no other option than
    to keep them separated at all costs! If they combo up, you're dead, no matter
    how skilled you are. You should be fine as long as they're on their own.
    
    Killing a single Hunter is "easy" - just stay behind it (it turns around very
    slowly) and cut away. The problem is that soon enough, other patrolling Hunters
    see you and join in, which is... well, just try and watch how a 200HP
    Jill/Carlos gets slaughtered in just a few seconds...
    
    And that's it - no cheap tricks, no uberskills necessary, just keep'em
    separated and kill very, very FAST or you'll be sorry. One last tip: count your
    HP very carefully and refill if you drop below 70. Hunters are smart - I've
    seen a character at 80HP die because Hunter 2 did a Head Hunter at the same
    time as Hunter 1 did a claw swipe. That was outright scary.
                                _________________
    ___________________________/
    
    Anyway here, you SHOULD dispatch these two Hunters, as they guard two Red
    Herbs, which are pretty essential to Carlos. But we WON'T, as they get killed
    by the game later on, so all we need to do is get those Herbs. How?
    
    Exit to the Office and reenter. You'll see one Hunter to the left of the
    screen, a pillar on the right. Wait for the Hunter to activate, then curl
    around the pillar. If you did it correctly, you'll have caught Hunter One AND
    Two in the dead merc area and you're safe to get ONE Red Herb. Exit to the
    Office and repeat. If one of the two Hunters isn't caught, immediately exit.
    
    502   Office in Hospital   0
    FAS, Ink Ribbon
    NULL
    
    Pick up: FAS, Ink Ribbon
    
    Now, as a Hunter practice run, before doing anything else, go outside to 601
    Park Street - your cleaning of 4 Zombies there caused a respawn of... 2
    Hunters. Lucky for you, Park Street is nice, wide and as a bonus, the Hunters
    are largely separated, meaning you can take them on one at a time. Find out how
    they work and practice until you're able to off them quick and efficiently,
    then return to 502 Office In Hospital. Of course, your foes are also part of
    the 100% kill.
    
    There, SAVE the game! We'll need Lady Luck on our side during the trials ahead,
    so when she decides to give us the axe: reload.
    
    503   Doctor Station in Hospital   0
    Tape Recorder
    NULL
    
    Pick up: Tape Recorder
    Initiate Voice Control Panel
    Use: Tape Recorder
    
    Once the elevator's up and ready, proceed to the 3th floor basement.
    
    508   B3 Corridor in Hospital   0
    NULL
    NULL
    
    You want to see nothing here. If you get zombies, reload.
    
    509   Laboratory in Hospital   0
    Green Herb[2x][R]
    NULL
    
    Bla, bla, bla, BOOM!
    
    If the Green Herbs are here, combine them to get two full recovery mixtures.
    
    510   Study in Hospital   10
    Medium Base
    Hunter[2x]
    
    The following battle is INSANE and you may only use ONE recovery item, so get
    ready for some crazy ****.
    
    Pick up: Medium Base
    
    Drain the water from the Hunter Gamma capsules.
    
    Use: Medium Base
    
    Turn off valve I, III and A
    
    Pick up: Vaccine Medium
    
    Now, when you run back out, the Hunter Gammas will break loose. Exit, take two
    quick breaths and say the following:
    
    "I will CRUSH the Hunter standing near the door and then exit, no matter what
    the cost."
    
    Repeat until you've got it memorized, then reenter the Study. Once you
    succeeded, exit/reenter and go get number two. You deserved it. Let me repeat:
    this battle is INSANE. You'll find out why, trust me, and unfortunately,
    there's no way to prevent this fight.
    
    Tip: delay this fight until you covered everything else and got a chance to
    save the game.
    
    509   Laboratory in Hospital   0
    
    508   B3 Corridor in Hospital   0
    
    Move on to the 4th floor.
    
    504   4F Corridor in Hospital   0
    
    You do NOT want to see zombies here.
    
    505   Reference Room in Hospital   7
    Sickroom Key
    Hunter[2x]
    
    You were going to see these two Hunters, no matter what. At least this is the
    fairest place to fight them. Run around the bookcases to kill Hunter One, then
    exit/reenter for number Two, who's guarding the Sickroom Key.
    
    Pick up: Sickroom Key.
    
    504  4F Corridor in Hospital   0
    
    506  Room 401 in Hospital   1 (+) 3(-)
    Green Herb[2x][R]
    Sliding Worm+[5x]
    Zombie-[2x] (two Sleepers)
    
    Search the doctor's corpse for a passcode and look for a metallic cabinet.
    Memorize its position, and get those Green Herbs if they're here!
    
    Oh, in case you're seeing worms...
    
    _______/Sliding Worm Fact Sheet\_________________
    
    Appearance: Worms sized too big for their own good
    HP: 1
    Speed: fast
    
    Attack             Damage
    Bite                 01
    
    Knife damage: 10
    
    _______/Sliding Worm Combat File\_________________
    
    Entertainment value only. Simply aim down, wait for them to get in range, then
    stab. You might have a harder time fighting the adult versions of these things
    (Grave Diggers).
                                _________________
    ___________________________/
    
    504   4F Corridor in Hospital   0
    
    507   Room 402 in Hospital   0
    
    Place the metallic cabinet in this room opposite to the position of the cabinet
    in the other room. It's 'height' must be the same, tho'.
    
    Enter: Passcode
    Pick up: Vaccine Base
    
    504   4F Corridor in Hospital   6
    NULL
    Hunter[2x]
    
    As you haven't seen any zombies up 'til now, you MUST a couple of nicely spread
    Hunters here. They're the easiest to beat in this place, so do a little skill
    tuning.
    
    503   Doctor Station in Hospital   3
    NULL
    Zombie[6x]
    
    Finally, zombies! Let them bite you to escape from the tiny elevator, then
    exit/reenter via the Office to work your way down their ranks.
    
    502   Office in Hospital
    
    Save if you've got at least one recovery item left.
    
    501   Hall in Hospital
    NULL
    Hunter[2x]
    
    I think you get the general idea here: escape during countdown! What a  PITY
    that those Hunters had to die before you even got a chance to face them after
    all that practice (hehe ;). A shame, really.
    
    601   Park Street   0
    
    412   Clock Tower Closet   0
    NULL
    Sliding Worm+[8x]
    Female Zombie-[5x]
    
    The Female Zombie encounter is pretty cute (and females have less HP in this
    game overall, so they're easier to deal with).
    
    411   Clock Tower Corridor   5
    NULL
    Drain Deimos-[3x]
    Giant Spider+[3x]
    
    You'll HAVE to face them now. In the process, you're going to need your last
    recovery items.
    
    403   Clock Tower Study   0
    
    404   Atrium-style Entrance   0
    NULL
    Nemesis type II
    
    _______/Nemesis type II Fact Sheet\_________________
    
    Appearance: seems like Nemmy's had a clash with an octopus.
    HP: 900
    Speed: Very, very blimmin' fast
    
    Attack                       Damage
    Tentacle Throw                 51
    Tentacle Grab                  05
    Tentacle Punch                 15
    Sidewards Tentacle Punch       30
    Tentacle Jab                   40
    
    Knife damage: 07
    
    _______/Nemesis type II Combat File\_________________
    
    Look at the numbers. You scared yet? You need 129 knife stabs to get him down
    (129 * 7 = 903), during which Nemmy can play with you at leisure and hurt very,
    very HARD. Thankfully, you only need to fight him this way once in the entire
    game and to be honest, nobody's going to ridicule you if you opt not to fight
    him.
    
    However, with miles of patience, you'll get him. He's basically a Lemon Nemmy
    (all the time), and you need to stay far, far away from those tentacles (which
    are on his right side. Correct, Nemmy switched his handedness!). Once he
    launches an attack, you have just about enough time to stab him in the back -
    do so (backstabbing is good).
    
    Note that Nemmy no longer grabs you in the traditional sense. Thus you have a
    little more running freedom against this form, and by Jove, you need it. I must
    say, besting him was a tremendous experience, although I'm not very likely to
    repeat it 24/7, you know? :)
                                _________________
    ___________________________/
    
    This looks bad... and almost no health left! Since Carlos can't kill this guy
    (he goes blank at midterm drop), it's better to leave this guy to Jill, once
    everyone's fave merc wakes her up... run.
    
    405   Dining Room
    406   Dance Room
    
    407   Clock Tower Chapel   0
    
    Combine: Vaccine Base, Vaccine Medium
    Use: Vaccine
    
    Switch-back to Jill. She's fully healed again. And she's going to need it. Load
    up on health recovery items (three at least) before leaving the room. Also,
    make sure to pack Jill's Lockpick and Lighter.
    
    
    Chapter 5: A stroll in the park
    -------------------------------
    
    406   Dance Room -> 405 Dining Room   0
    
    Nemesis will crush through the exit. Curve around his right side
    (surprise!) and GO RIGHT once through the small corridor. How often I
    panicked and had to run all the way round the dinner table...
    
    404   Atrium-style Entrance   10
    
    It's best to fight the big N here, where there's lots of nice room and places
    to hide when things get hairy. Let him do all the work and take large
    attack/recovery times, enabling you to slice him to pieces. Note the difficulty
    level... but it's pretty rewarding, as you'll get another fab prize!
    
    Receive: NOTHING!
    
    Heheh :)
    
    403   Clock Tower Study
    411   Clock Tower Corridor
    412   Clock Tower Closet
    
    601   Park Street   1
    NULL
    Zombie[4x]
    
    Use: Lockpick (automatically)
    
    After N2, these Zombies are a breath of fresh air - at least, as long as you
    stay out of odor range.
    
    602   Park Security Center   0
    
    Pick up: Park Key (#1)
    
    Save here. You might want to come across some "lucky" random monster configs in
    the next area.
    
    601   Park Street   0
    
    Use: Park Key (#1) (automatically)
    
    603   Park Central Plaza   0 (+) 6 (-)
    NULL
    Hunter-[2x]
    Sliding Worm+[6x]
    
    You want sliding worms, but hunters aren't impossible, either. Nicely spread
    out, those are.
    
    604   Passage next to Pond in Park   1 (+) 6 (-)
    NULL
    Hunter-[3x]
    Zombie+[4x]
    
    Hunters can be taken on one by one, which makes it easier (just don't run too
    far and activate another Hunter)... still, I prefer zombies for their general
    easiness and low attack damage.
    
    605   Path in Park   3 (+) 8 (-)
    Park Key (#2)
    Zombie Dog+[3x]
    Hunter-[3x]
    
    I'm falling in repeats here... Hunters NO, doggies GO!
    
    Pick up: Park Key (#2)
    
    After pickup, tap the Run button to abort reading the document.
    
    604   Passage next to Pond in Park   0
    603   Park Central Plaza   0
    
    606   Fountain in Park   0
    Green Herb[3x]
    Blue Herb [2x]
    NULL
    
    You have to drain the pool to open up a secret area. In order to do this, you
    need to solve a small cogwheel puzzle. Solution's pretty easy, have some fun
    doing all the fountain combinations as well... hey, you earned the fun, ya
    know?
    
    607   Underground Water Pipe in Park   0
    NULL
    Sliding Worm[infinite]
    
    Bit of a rumble here, then some sliding worms dropping down near the
    ladder. You can't kill them all, so have a little target practice before moving
    on. Okay, so this means we have 0% kill because we 'forgot' to kill an infinite
    amount of sliding worms in this area. Boo diddly hoo.
    
    608   Graveyard in Park   1
    Red Herb[2x]
    Zombie[5x]
    
    These zombies have to dig themselves up to get to you, one at a time. Know why?
    Because this is a graveyard and the Capcom execs hired them to play buried
    people. Scary shivers guaranteed! Everyone loves a cliche when they see one.
    
    Use: Park Key (#2) (automatically)
    
    609   Graveyard Shed + Storeroom in Park   0
    Iron Pipe, FAS (Storeroom)
    NULL
    
    Pick up: Iron Pipe
    Use: Lighter, Iron Pipe
    
    610   Strategy Room in Park   0
    Park Key (#3)
    NULL
    
    Pick-up: Park Key (#3)
    
    609   Graveyard Shed + Storeroom in Park   0
    
    "Well..." is all Nicholai can say, because you're tapping Select to end
    the cut-scene. Save at the storeroom.
    
    608   Graveyard in Park   2
    
    Hold Select to terminate the FMV, then keep up and the Run button pressed.
    
    Jill will barely pass the outcoming Grave Digger - and look, he's got his
    magical armor on, because you were just too strong for him in the sewers!
    Still, even with the armor, mr. Digger's all yours. How?
    
    There are two attack patterns this guy likes to perform.
    
    Pattern 1: mr. Digger comes out for a full frontal attack. He'll slide
    over the surface, jaws extended to hurt you. If he's in this mode, get
    close to stall him and run when he decides to charge. Once he goes down
    again, he'll switch to pattern two.
    
    Pattern 2: Grave Digger moves underground and leaps up for a short bite
    for a certain amount of times (pretty random, in my experience between
    2-6 times). After that, he'll revert to pattern one, which you can hear
    as the digging suddenly stops. You MUST run to the site where he emerges and
    stall/run.
    
    There's a great trick to outsmart the worm while he's in pattern two. Run to
    the place where you climbed the ladder to access the graveyard for the first
    time. For the moment nothing's there, except for a lot of dirt. Now position
    yourself about four-five steps before the track ends. Turn Jill around so you
    can see her bee-hind (ooohh..).
    
    Here, Grave Digger is unable to attack you from both sides, so he can only
    attack Jill from the back. When he does, simply run forward and he'll miss
    completely. Immediately return to base position. You can do this trick at the
    other side of the area too, but the perspective is awkward there.
    
    Anyway, let Diggy play a wittle with Jill. After a while, there'll be a
    cutscene where two lampposts get damaged and lo' and behold - they're hanging
    over an inviting puddle'o'water! Here's the fun bit: you can knock the
    lampposts down with the knife (R2 aim)! Knock'em both down and Digger gets down
    too - permanently. Hence the difficulty rating :)
    
    607   Underground Water Pipe in Park   4
    NULL
    Giant Spider[3x]
    
    It's best to lure them onto the dry patch near the ladder, where you can
    actually hit them. Watch out for poisonous attacks - there are some blue herbs
    for you to heal in the next area.
    
    606   Fountain in Park
    
    603   Park Central Plaza   1
    NULL
    Zombie[8x]
    
    LOTS of zombies, in awkward places, too. Better circle the area and pull the
    flock together like a shepherd's dog. Once they're in a nice little parade,
    pick them slowly apart. Immediately bail the procedure if one of the sheep is a
    Runner.
    
    At this point, you might think the Clock Tower has spawned new enemies, as
    we're now much further along the story. Alas no, so we'll continue to the
    Disused Plant Area.
    
    604   Passage next to Pond in Park
    605   Path in Park
    
    Use: Park Key (#3) (automatically)
    
    611   Bridge in Park   0
    NULL
    NULL
    
    Tap Select once you're on the bridge.
    
    LIVE SELECTION 7 -> Jump off the Bridge
    
    Just try the other options and you're going to LOVE me for telling you to jump
    off the bridge :). What's worse than two stacked hunters? Why, THREE stacked
    hunters, of course.
    
    613   Wastewater Area under Bridge   0
    NULL
    NULL
    
    Chapter 6: Disused Plant Area
    -----------------------------
    
    701   Wastewater Channel   0
    NULL
    NULL
    
    702   Sewage Monitor Room   0
    Water Sample
    NULL
    
    Pick up: Water Sample
    
    703   Water Testing Room   0
    FAS
    NULL
    
    Use: Water Sample
    
    Pass the Quality Control Test by using following table. There are four
    possible sample puzzles, where you have to use 3 reels (A,B,C) to recreate the
    Water Sample. A sample contains 16 measure points, with each taking on a
    certain reactivity level (Hi-Middle-Low-Null(nothing)).
    
    For each possible sample puzzle, it suffices that you identify the first two
    measure points. From that, you can use the table to solve the puzzle in the
    shortest possible time.
    
    Table: Quality Control Test
    ---------------------------
    
    Pattern to recreate (first 2 measure points)	Solution
    
    Hi-Null                                         Reel A: right(1x)
                                                    Reel B: right(1x)
                                                    Reel C: left (2x)
    
    Middle-Low                                      Reel A: right(1x)
                                                    Reel B: right(3x)
                                                    Reel C: left (3x)
    
    Middle-Null                                     Reel A: left (4x)
                                                    Reel B: right(2x)
                                                    Reel C: left (2x)
    
    Hi-Low                                          Reel A: left (1x)
                                                    Reel B: left (2x)
                                                    Reel C: right(2x)
    
    After this, lock 1 from a sealed area is released.
    
    702   Sewage Monitor Room
    
    Save the game here. Some random areas are coming up, and you want only the
    easiest for Jill. Poor, poor, Jill... having to relive this nightmare over and
    over and over... I wonder why she hasn't complained to the union yet.
    
    701   Wastewater Channel
    
    Tap Select the second you hear an unexpected noise; you'll end a cut-scene
    prematurely. It's this little cutscene which keeps you from having to fight 3
    Hunters here *phew*.
    
    704   Decomposition Pool   5
    NULL
    Hunter+[3x]
    Drain Deimos-[3x]
    
    I actually favor the hunters here, because fighting deimos is so *insert
    favorite curse here* boring. Simply let the get out of the pool, exit/reenter
    to find them at relatively easy and secluded positions.
    
    705   Decomposition Pool Elevator   0
    NULL
    NULL
    
    706   Waste Processing Control Room   1
    Green Herb[3x] - System Disk
    Zombie[5x]
    
    Cakewalk. Say it with me: C-A-K-E-W-A-L-K. They're all Sleepers here.
    
    707   Entrance to Waste Processing Plant   0
    NULL
    NULL
    
    Tap Select, then 180 to the next room. For those who'd like to get back to the
    park and clock tower to check on any respawns - the bridge is out. Sorry.
    
    708   Off-duty Room in Waste Processing Plant   0
    709   Power Supply Room   0
    
    There's a puzzle here, but as you may have noticed, I likes to cheat and gain
    precious seconds. Click the button so you get in reach of the
    terminal. You'll see two steam blasts, one up, the other down.
    Press both nearby buttons until only the low steam blast remains.
    
    Now position Jill carefully to the left of the steam blast -get close-
    and tap Action. She gets hit by the blast, but at the same time the game will
    think you effectively solved the entire puzzle and unlock the final lock of the
    sealed area. Bwahahahah.
    
    708   Off-duty Room in Waste Processing Plant   0
    
    Save here.
    
    Pick up: First Aid Spray (optional if you already have one)
    
    707   Entrance to Waste Processing Plant   4
    NULL
    Drain Deimos[2x]
    
    Go get'em, tiger! Grrrr!
    
    706   Waste Processing Control Room   0
    System Disk
    NULL
    
    Pick up: System Disk
    
    710   Passage in front of Waste Processing Room   0
    NULL
    NULL
    
    Use: System Disk
    
    711   Waste Processing Room   3
    Card Key
    Nemesis type II[1x]
    
    "It's dark in here. Smelly, too."
    
    "STAAAHHHHZZZZ...."
    
    "Whoopsie..."
    
    - jump -
    
    "Look - I'm sorry I chipped you to death on six separate counts and thus
    ridiculed you in front of the entire survival horror community. Can't we talk
    this over, like adults?"
    
    "MWAAHHHHH...."
    
    It's not looking good now, is it? Nemesis has more resilience than ever
    and you're still holding that toothpick. Plus there's a four minute
    countdown. You're never going to beat him in time, if you don't believe
    consider this: 129 stabs required, 4 minute countdown = 240 seconds. Thus you
    need to stab Nemmy every 1.86 seconds. This would be possible if Nemmy were an
    inanimate rag doll, but being the killing machine he is, this simply cannot be
    done.
    
    Luckily, your worst enemy actually shows you how to defeat him. Look at
    that valve... it opens, and lots of gooey stuff comes out. It seems to
    hurt Nemesis bad. Well, that's your strategy right there. And it only
    takes three simple stabs.
    
    Once Jill's back, run forward to the last valve in a sequence of three.
    Lure Nemesis to it -Jill's the bait-, then R2 aim and *whack*! You don't care
    if Jill gets hurt. What you care about is that he positions himself nicely in
    front of the valve.
    
    After a short delay, a shower of chemicals gushes out, hurting Nemmy type II
    hard. Repeat this at the next valve and watch how your foe literally loses its
    head, but still keeps going. Now do your trick near the third valve. This will
    be lethal for Nemesis.
    
    Say: 'Mwaahhhhh YOU, sucka!'
    Pick up: Card Key
    
    It's a good thing that that little earthquake shook the Card Key right out of a
    dead scientist's pockets... otherwise you had to search the entire area for the
    remainder of the countdown. Thank you, mr. Random Earthquake!
    
    Use: Card Key
    
    710   Passage in front of Waste Processing Room   0
    
    706   Waste Processing Control Room   3
    NULL
    Zombie[5x]
    
    There's a whole bunch of zombies here. Not for long :)
    
    Now go down the elevator and check the Decomposition Pool for respawns. This is
    vital to wrap up your 100% rating.
    
    707   Entrance to Waste Processing Plant   1
    Green Herb[2x]
    Zombie[3x]
    
    Use: Card Key
    
    Finish the small threesome.
    
    712   Control Room   0
    
    Pick up: Missile Radar
    
    Try to exit and tap Select once the screen goes to cut-scene mode.
    
    LIVE SELECTION 8 -> Negotiate with Nicholai
    
    Tap Select before Jill gets a chance to speak. There'll be a short
    sequence with Carlos running away in despair. Once Jill turns around,
    Select away and descend the ladder.
    
    No, you can't kill Nicholai. If you wonder why, have a go at him - good luck :)
    
    713   Back Door of Waste Processing Plant   1
    NULL
    Zombie[2x]
    
    Check your stats.
    
    You're the king of survival horror and have only your knife and a few health
    recovery items left. It's time to wrap this all up.
    
    There is an annoying sleeper and a solitary zombie here, which can
    be evaded without bloodshed (for both parties), but we didn't come this far to
    evade stuff without bloodshed :)
    
    714   Passage for Scrap   0
    NULL
    NULL
    
    Chapter 7: Roast, NE1?
    ----------------------
    
    715 Waste Incinerator
    NULL
    Paracelsus Sword[1x]
    Nemesis type III[1x]
    
    I still totally dig this part.
    
    Go to the control at the back to activate the Rail Cannon (Paracelsus Sword).
    It likes to smoke weed, so.. it's.. totally off.. it, man... it needs some
    energy so shove in battery one. Down comes Nemmy type III, all morphing and
    growing. Time for our final monster file...
    
    _______/Nemesis type II Fact Sheet\_________________
    
    Appearance: seems like a huge octopus had a clash with Nemmy.
    HP: 900
    Speed: Very, very blimmin' - slow
    
    Attack                       Damage
    Tentacle Back Attack           10
    Ribpunch                       101
    Tentacle Punch                 50
    Sidewards Tentacle Punch       30
    Poison Spit                    30
    Poison Rain                    05
    Poison Explosion               05
    Poison Puddle                  01
    
    Knife damage: 07
    
    _______/Nemesis type II Combat File\_________________
    
    You still need 129 knife stabs to get him down and as you can see, this mean
    mother has the most powerful attack in the game, which can theoretically kill
    you even in Fine condition. It's still 129 stabs for the kill.
    
    But you only have fight this guy once, and during this fight you get help from
    a gigantic rail cannon. So I say, "Let the machine do the job". You deserve a
    break after all the hard work. So simply follow the tactic outlined below and
    show this guy the ropes.
    
    Kudos to Oak for pointing this strategy out to me. I've been speed playing the
    game for so long that its very existence eluded me. I usually load up the
    grenade launcher with some fire rounds and let rip, which is faster than
    waiting for Paracelsus to fire a shot. Oh well, so much the better.
                                _________________
    ___________________________/
    
    Okay, tactic...
    
    Nemmy absorbed so much chemicals that he's now a walking vat of acid, but
    you're not going to die here. Shove in batteries two and three (and by Jove,
    they're painfully easy to find - just look around for objects standing off from
    the background), then retreat to where you saw a tyrant corpse, near battery
    one.
    
    Nemmy should be on top of the central framework by now... just wait for him to
    show his tentacles (Oooh :), then move out before his acid attack hits. By now,
    Paracelsus should have started his countdown and fires shot numero uno. After
    the white flash, Nemmy's trapped inside the opened framework.
    
    All you need to do is keep Nemmy there and no place else. Paracelsus will keep
    on hitting him hard and a few shots later, he's decimated. Game over, dude! :)
    
    LIVE SELECTION 9 -> Choose whatever you like
    
    If you do nothing, he'll still kill you.
    
    716   Elevator Room   0
    
    717   Scrap Site   0
    
    Just follow the pathway to start the final cut-scene and FMV.
    
    
    The End
    -------
    
    Yeehaw! That's it! Put a big smile on your face, now, cowboy. Congrats, you've
    become the King of RE Land. Turn off the PSX and get a
    drink. Is this boasting material, or what? Thanks for bearing with me, and
    don't let the bad ranking and time disappoint ya... it's what you *did* that
    counts.
    
    
    05 Disclaimer
    --.--.--.--.--
    
    Room Names & Game characters are (c)1999 by Capcom.
    This entire text was written by Vincent Merken, with an honorable mention to
    Oak for pointing out the Nemesis type III strategy.
    All rights reserved.
    
    This document is hosted by GameFAQs, thus only CJayC has the right to display
    it. You are not allowed to print out this document for any commercial purpose
    (such as putting it into a strategy guide or separate booklet with the
    intention to ask money for it). Selling printed copies of the text is
    prohibited.
    
    You are not allowed to ask money in exchange for viewing this document on your
    website. If GameFAQs and survivalhorror.com do it for free, why
    should you do otherwise?
    
    You may not, in any way, alter the text. Not one letter. Lots of work and many,
    MANY hours of play went into this and I don't want to see any other name saying
    its their walkthrough.
    
    If you want to see this document on your website, send me an e-mail
    telling your intentions. I'll generally concur, if you agree with the
    terms stated in this disclaimer.
    
    Sorry to be so strict, but I don't like reading about people who see their text
    appearing on websites they didn't give permission for. The Internet is a FREE
    information center for anyone and serves to make our lives a bit easier.
    Period.
    
    
    6 Secret Chapter: V TALKS
    ---[-[--[---[]---]--]-]---
    
    I hope you enjoyed reading this FAQ. If you have questions about it,
    comments or flames, e-mail (vip@padua.org). As with my other FAQS, I'll
    probably won't update it, since I prefer leaving the tuning to you guys.
    
    I'd like to finish off by greeting some people; Yo's to: My parents,
    brother and sister, Nadine, Frank, Tim, Stijn, Koen, Bart, Gert, Griet,
    Geert, Els, Jo, Frank Michlick, Frank Glaser, Joerg Kraut, Ives
    Brabant, Geert Verschueren, Fredrik, Marco, Yariv, my former
    colleague-students at KUL, my fraternities Filii Lamberti and Wina,
    JR Kerr, Aya Brea, Mermaid, Xbow, Deekay and Jeff.
    
    Lectori Salutem,
    
    
    Vincent.