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    FAQ/Walkthrough by SomaAddict/FireFlite

    Version: 1.0 | Updated: 11/12/99 | Printable Version | Search This Guide

    Resident Evil 3: Nemesis
    BioHazard 3: Last Escape
    FAQ V. 1.0
    (c) 1999 by SomaAddict (Nixon Hazard) and FireFlite (Mikeee)
    valentine@nearmiss.com
    This FAQ will always be posted first on GameFaqs.com  Check back often.
    
    
    Table of Contents
    
    I.  What's New
    II.  Future Version Plans
    III.  Gunpowder and Herb Mixing
    
          1. Gunpowder Mixing
          2. Herb Mixing
          3. Jill's Heartbeat Meter
    
    IV.  Weapon Info
    V.  Monster Strategies
    VI.  Walkthrough
    
    
      Part 1: 24 hours before RE2
    
    
          Stage.1 Uptown
    
                1.The First Alleyway
                2.The Fat Guy
                3.Heading to the Bar
                4.The Bar
                5.Before the Police Station
    
    
          Stage.2 Police Station
    
                1.Police Station 1st floor
                2.Police Station 2nd floor
    
          Stage.3 Downtown
    
                1.The Path to Downtown
                2.Outside the Restaurant
                3.Restaurant
                4.Newspaper Office
                5.City Hall
                6.Cable Car
                7.Gas Station
                8.Substation
                9.Sales Office
               10.Escape from Downtown
    
          Stage.4 Clock Tower
    
                1.In the Clocktower
                2.Clocktower 2nd floor
                3.Clocktower Backroom
                4.Ringing the Bell
      
    
      Part 2:  24 hours after
    
    
          Stage.5 Hospital
    
                1.Before the hospital
                2.Hospital,1F
                3.Hospital,4F
                4.Hospital,B3
                5.Back to the Clocktower
    
          Stage.6 Park
    
                1.Before the Park
                2.Main Park area
                3.Western Park area
                4.Graveyard&Storage Shed
    
          Stage.7 Disused Plant
    
                1.Plant, 2nd floor
                2.Plant, 1st floor
                3.On to Nemesis...
    
          Stage.8 Last Escape
    
                1.Escape
                2.Helicopters and Missiles
                3.Last Escape
    
    VII.  Item Reference List
    
    VIII.  Mercenaries: Operation Mad Jackal
    
    IX.  Acknowledgements ,Submissions, and Tips
    
    X.  Characters in RE3
    
    XI.  Disclaimer
    
    
    
    
    .I.  What's New
    
    Well, after a month's vacation, we've finally got the new version out.  We
    added maps, (and spent alot of time doing it), clarified a few points, solved
    a few puzzles, and basically rewrote the entire thing (have you played a game
    too much when you can write an entire walkthrough from memory?).  All we
    really need now is for someone with the American version of the game to write
    down the text for all the notes and all the American item names (we're
    planning on doing a separate Bio Hazard 3 faq for all the importers out there)
    Plus the American item names would make the FAQ much clearer, as we won't be 
    getting our hands on an American copy for at least another month.  If you're
    interested in doing us this little favor, send an email to
    valentine@nearmiss.com   Thanks, and enjoy.
    
    P.S.  If you want some help in the game that the FAQ doesn't cover, or just
    want to talk about Resident Evil 3 or any of the other Resident Evil games,
    check out Resident Evil Realm on www.gamefaqs.com's message board.  
    
    SomaAddict
    FireFlite
    
    What's new as of 11/12/99:
    *Added maps
    *Corrected some of the information
    *Rewrote the walkthrough
    *Added the Item list
    *Added more character info 
    
    Criticism, hints, tips, and secrets are welcome to be sent to 
    valentine@nearmiss.com.  Acknowledgements will be given to any who contribute to 
    the growth of this FAQ.  Suggestions for improving the layout or clarity of the 
    FAQ are also welcome.  
    
    .II.  Future Version Plans
    
    *Minor fixes
    *Operation: Mad Jackal Walkthrough  
    
    .III.  Gunpowder and Herb Mixing
    
    
    1. Gunpowder mixing
    -------------------
    You'll find Various gunpowders scattered randomly throughout the gameworld.
    The reds are Gunpowder A's and the Yellow is Gunpowder B.  Use the reload tool
    (it's in your inventory when you start the game) on the gunpowders and they
    will yield various types of ammo.  Combine an A and B powder to create a C
    powder.  Here's a list of what the various combinations will provide when
    combined with the reload tool.  
    
    Powder Mix:    Type of Ammo:           Amount:      Power: (out of 50)
                                           
    Powder A   -   Handgun Bullets   -     30    -      11
    Powder B   -   Shotgun Shells    -     14    -      25
    Powder C   -   Grenade rounds    -     20    -      31 
    Powder A+C -   Fire Rounds       -     20    -      42
    Powder B+C -   Acid Rounds       -     20    -      36
    Powder C+C -   Cold Rounds       -     20    -      50
    Powder C+C+C - Magnum Rounds     -     48    -      36
    
                  Note that amounts are halved in Heavy mode
    
    When mixing shotgun and handgun rounds:  The amount of shotgun and handgun
    rounds created when mixing, as well as the type, depends on how many rounds 
    you've already made.  When making rounds for the 8th time, you'll be asked
    you want to make special rounds.  Select the first option for yes and the
    second for no.  
    
                 Handgun rounds                     Shotgun Rounds
                       
           Mix powder A    #R    #S           Mix powder B    #R    #S
             1-3 times:    15    --             1-3 times:     7    --
             4-6 times:    17    --             4-6 times:     8    --
               7 times:    20    --               7 times:     9    --
            8-11 times:    20 OR 17            8-11 times:     9 OR  8
           12 and over:    23 OR 20           12 and over:    11 OR  9
    
                                       Key:
                               #R:  Regular Rounds
                               #S:  Special Rounds
    
    
    2. Herb mixing
    --------------
    Herbs can be found growing in little pots all over Raccoon City.  You can
    either use these as they are, or combine them to do different things. 
    
    Green Herb - Heals 25% health
    Blue Herb  - Heals poison
    Red Herb   - Increases the strength of the green herb
    G+G Herb   - Heals 50% health
    G+B Herb   - Heals 25% health and heals poison
    G+R Herb   - Heals 100% health
    G+G+G Herb - Heals 100% health
    G+B+R Herb - Heals 100% health and heals poison
    
    
    3. Jill's heartbeat meter
    -------------------------
    Consult your inventory screen and the information below when deciding whether or
    not to use a herb:
    Jill's heartbeat registers 'fine'     (green): 50-100% health
    Jill's heartbeat registers 'caution' (yellow):  20-50% health
    Jill's heartbeat registers 'caution' (orange):  10-20% health
    Jill's heartbeat registers 'danger'     (red):   0-19% health
    Jill's heartbeat registers 'poison'  (purple): 10-100% health
    
    .IV.  Weapon Info
    
    1. Knife
          This 'weapon' will be stored in your inventory box when you start the
          game.  It's not even worth storing there
          POWER:                 6/50
          TIME TO READY:     0.4 secs
          NEXT HIT DELAY:    0.9 secs
          FOUND:             In your inventory box at the beginning of the game.
    
    2. M92F Custom (handgun)
          The standard weapon you start the game with.  Limited power and slow.
          POWER:                10/50
          (w/ special shots):   17/50
          MAX LOADABLE AMMO:       15
          TIME TO READY:     0.4 secs
          NEXT SHOT DELAY:   0.7 secs
          RELOAD TIME:       1.1 secs
          FOUND:             In your inventory at the start of the game.
    
    3. STI EAGLE 6.0 (upgraded handgun)
          Almost exactly the same as the regular handgun, but with much less delay
          between shots.  A nice weapon, but once you acquire it, the times it
          would have been useful are gone.  A nice benefit of this handgun is the
          'critical hit' feature, which destroys a zombie's head as by a shotgun
          or magnum. Unfortunately you can't use special ammo with this gun. 
          POWER:                10/50
          MAX LOADABLE AMMO:       15
          TIME TO READY:     0.4 secs
          NEXT SHOT DELAY:   0.4 secs
          RELOAD TIME:       0.6 secs
          FOUND:             The first time you kill Nemesis he will drop Parts A.
                             The second time he will drop Parts B.  Combine them to
                             make this weapon.
    
    4. Benelli M39 (shotgun)
          A very useful weapon against large groups of slow enemies.  Which means
          this weapon is at its best when attacking zombies.  Also a good
          all-around weapon, if you have the ammo for it.  Note that both this
          weapon and the western custom shotgun can shoot through your target and
          hit things behind it. 
          POWER:                21/50
          MAX LOADABLE AMMO:        7
          TIME TO READY:     0.5 secs
          NEXT SHOT DELAY:   1.2 secs
          RELOAD TIME:       1.6 secs
          FOUND:             Stage 1, section 3, map 1.2 (5)
    
    5. Western Custom M37 (upgraded shotgun)
          A much better weapon than the regular shotgun, the Western Custom reloads
          much faster.  With alot of ammo and the right moves, this baby can even
          be deadly against bosses.  Note that both this weapon and the regular
          shotgun can shoot through your target and hit things behind it.
          Unfortunately you can't use special ammo with this gun.
          POWER:                21/50
          MAX LOADABLE AMMO:        6
          TIME TO READY:     0.4 secs
          NEXT SHOT DELAY:   1.0 secs
          RELOAD TIME:       1.5 secs
          FOUND:             The fourth and fifth times you kill Nemesis he will
                             drop parts A and B respectively.
          
    6. S&W M629C (Magnum)
          An extremely powerful weapon against bosses and some of the larger
          regular enemies.  Can take most 'obstacles' out in one shot, and will do
          significant damage to bosses.
          POWER:                36/50
          MAX LOADABLE AMMO:        6
          TIME TO READY:     0.6 secs
          NEXT SHOT DELAY:   1.0 secs
          RELOAD TIME:       1.3 secs
          FOUND:             Stage 2, section 2, map 1, (5) OR
                             Stage 3, section 8, map 1, (5)
    
    7. M4A1 Assault Rifle
          A great weapon for large amounts of zombies or larger enemies.  I
          wouldn't recommend it against bosses or dogs though.  
          POWER:                 5/50
          MAX LOADABLE AMMO:     100%
          TIME TO READY:     0.5 secs
          SHOT DELAY (AUTO): 0.1 secs
                   (MANUAL): 0.4 secs
          RELOAD TIME:       1.6 secs
          MAGAZINE OUT TIME: 180 secs
          FOUND:             When you begin the game in easy mode, and when you
                             control Carlos in both modes.
    
    8. Hk-p Grenade Launcher                                  
          This weapon can be fitted with different types of ammo for different power.
          Good for bosses, especially in the hard mode where you have little other
          choice.  If you have alot of ammo with regular grenade rounds, this can also
          be used against regular enemies.
          POWER (REGULAR):      31/50
                   (FIRE):      42/50
                   (ACID):      36/50
                   (COLD):      50/50
          MAX LOADABLE AMMO:      250
          TIME TO READY:     0.6 secs
          NEXT SHOT DELAY:   1.4 secs
          RELOAD TIME:            N/A
          FOUND:             Stage 2, section 2, map 1, (5)
                             Stage 3, section 8, map 1, (5)
    
    9. Mine Thrower
          This is one of the coolest new weapons in the game.  It has two different 
          types of ammo.  One shoots small grenades that stick in a target, wait 
          3 seconds, then explode. The other explodes on impact and but is heat-seeking
          and it goes through enemies.  Meaning it will hit one zombie and then make a
          60% turn to hit another zombie.  FireFlite has been able to kill 5 zombies 
          with one shot.  Useful against very large groups of zombies because of its
          area of effect and homing properties.  Dangerous against very close enemies for 
          the same reason(it hurts you too).
          POWER:                28/50
          MAX LOADABLE AMMO:        6
          TIME TO READY:     0.5 secs
          NEXT SHOT DELAY:   0.9 secs
          RELOAD TIME:            N/A
          FOUND:             Stage 4, section 1, map 1.3, (2)
    
    10. M66 Rocket Launcher
           Probably the most powerful weapon in the game, albeit the slowest.
           Perfect against Nemesis.
           POWER:               250/50
           MAX LOADABLE AMMO:        8
           TIME TO READY:     0.9 secs
           NEXT SHOT DELAY:   1.4 secs
           FOUND:             Stage 8, section 1
    
    11. Gatling Gun
           Basically an uber-assault rifle.  You don't have to aim up or down
           with this weapon, because Jill fires it in a circle.
           TIME TO READY:     0.5 secs
           SPIN UP DELAY:     0.6 secs
           NEXT SHOT DELAY:   .05 secs
           FOUND:             Can be acquired from the Mercenaries game only.  ($3000)
    
    
    .V.  Monster strategies
    
    All enemies:  Most enemies can grab hold of you and start gnawing.  Just hit
    the L and R buttons and cancel button frantically until they let go.  Try
    twirling the control pad too.
    
    Zombie
    Zombies are everywhere.  While they're fairly easy to kill, some are faster than 
    others and some don't die quite as easily.  If using a handgun, just shoot until 
    they're dead.  If using a shotgun, wait until they are close, point up and 
    shoot.  This will blow their heads off (instant death, though they still walk 
    around for awhile).  Sometimes you'll knock a zombie down and he'll still be 
    alive.  To make sure he's dead, look for either the distinguishing big red 
    blotch under him or make sure that he's twitching.  If a zombie is motionless 
    and clean, he's still alive.
    
    Dogs
    Dogs are fast, but easy to kill.  I suggest the handgun.  Once you knock them 
    down, you can't shoot them until they get back up, but they'll growl at you 
    before attacking again so you'll have plenty of warning.  If facing multiple 
    dogs, try to get them all on one side of you so you can shoot them all without 
    having to worry about your back. 
    Dogs sometimes won't attack you if you walk around them and do not touch them.  
    
    Crows
    Annoyances.  In large packs they can take down quite a bit of life.  If you 
    can't run by them, use a handgun with regular bullets.  Crows rarely attack 
    unless disturbed.  When they're on the ground, don't run by them and don't touch 
    them and they probably won't attack.  
    
    Giant Spider
    Their regular attack does minimal damage.  These things can be taken out with a 
    shotgun shell or two.  The danger of this creature is when it shoots its poison 
    at you.  This will cause your character to limp around and slowly lose health 
    until (s)he uses a blue herb on him(her)self.  
    
    Baby Spider
    Kill a Giant spider, and now you have to deal with its offspring.  These will 
    usually appear in groups of 5-7 after you kill a giant spider.  Not really 
    dangerous enough to justify killing, and too annoying to ignore, these things 
    can best be described as 'a thorn in the side.'
    
    Drain Deimos
    These are humanoid mutants who crawl on 4 legs like a spider.  Though they're 
    fast, they're not too hard to kill if you have a shotgun.  Two shots should take 
    them out, and you can dodge when they attack.  
    
    Brain Sucker
    These are similar to the Drain Deimos except they rise up and grab your head.  
    Use a shotgun or magnum.
    
    Hunter B
    When you first see one of these baddies, he is busy decapitating a zombie.  He is
    not to hard on his own, but in groups he can be a real pain in the ass.  
    Use a shotgun, though a regular grenade round or two could save you some time.  
    
    Hunter Y
    These are big frog-looking things.  You first see them inside some test tubes in 
    the hospital.  Use a strategy similar to the Hunter B.  Don't let them get too 
    close to you, as they can eat you whole (literally, even if you have full 
    health). 
    
    Sliding Worm
    Annoying more than deadly, though if you don't kill them quickly they can 
    overwhelm you in large numbers.  Just point down with a shotgun or handgun and 
    fire away.  If one grabs hold of you, just move the control pad in circles until 
    Jill throws it off.  Run in zigzags and they'll have trouble latching on.  
    
    Grave Digger (White and Red)        
    A large worm that you encounter twice in the game.  If you stay in the middle of 
    the room while it's attacking it usually can't reach you.  Refer to the 
    walkthrough for individual strategies. The first time you fight him (White),
    run and hit both of the switches, then run towards the ladder (if you're fast
    you can make it without having to kill him).  If you don't make it in time, go
    to the prerender scene right before you can see the ladder.  Move to the edge of
    this scene and you'll hear the worm scream and see the floor shake.  When you
    see/hear that move back a ways and start capping him with whatever you've got
    (shotgun and magnum work well).  If you hit the next prerender you know you've
    gone too far.  Keep doing that until he's dead.  The second time (Red).  Just 
    run back and forth, and shoot him when you can.
    
    Nemesis
    Run.  Though you it is possible to stop Nemesis each time he attacks you, it's a 
    bit of a waste of ammo if you're just trying to finish the game.  Run around and 
    stay away from him.  If he has a rocket launcher, make sure to change your 
    position in between shots.  If he knocks you down, keep hitting the L+R buttons 
    and cancel until you get up.  If you've already finished the game and want 
    revenge, here's a chart of Nemesis's weaknesses to each weapon.  Nemesis is dead 
    when there's a purple blood stain below him.  
    
                   Mutation Stage 1:     Mutation Stage 2:
    
    Knife                 - 82 times            - 116 times
    Handgun               - 48   "              - 70    "
    Handgun w/Ex. Bullets - 30   "              - 38    "
    Shotgun               - 24   "              - 28    "
    Shotgun w/Ex. Bullets - 18   "              - 20    "
    Grenade rounds        - 16   "              - 18    "
    Acid rounds           - 14   "              - 16    "
    Fire rounds           - 12   "              - 14    "
    Ice rounds            - 10   "              - 12    "
    Magnum                - 14   "              - 18    "
    Assault Rifle         - 100  "              - 128   "
    Mine thrower          - 18   "              - 24    "
    Rocket Launcher       -  2   "              -  2    "
    
    Note:  This is mostly approximation.  Your results may vary :).
    If you are fighting Nemesis in Heavy mode and you kill him, he will drop various
    items each time.  Here's a list:
    
    1.  Eagle Parts A
    2.  Eagle Parts B 
    3.  F. Aid Spray Pack
    4.  M37 Parts A
    5.  M37 Parts B
    6.  F. Aid Spray Pack
    7.  Unlimited Ammo Pack
    
    Note that you get these items in order each time you fight and kill Nemesis.  
    For example if you fought and killed him at the Police Station and got Eagle 
    Parts A, then decided to run the next few times you encounter him, and then 
    killed him again at the clock tower, you'd still only get Eagle Parts B.  
    
    
    
    .VI.  Walkthrough
    
                               
    Map Keys:
             = 
    ===  OR  =   - door              
             =
    
             *
    ***  OR  *   - locked door
             *
    
    (#)          - Item or special point.  See 
                   corresponding number on sidebar.
    big C        - Crate (climbable)
    @            - Obstruction
    O            - Starting point in map
    
       N
      /\
    W<  >E       - Compass, pay attention to it!
      \/ 
       S               
    
    big S        - Storage Box
    big T        - Typewriter
    big B        - Barrel
    SMALL b      - Bomb (attached to the wall)
    
    Monsters:
    
    z - Zombie
    d - Dog
    dr- Drain Deimos
    s - Giant Spider
    sw- Sliding Worm
    
    
    
    *********************    
    *  STAGE 1: Uptown  *
    *********************
    
    
    
    Section 1.The first Alleyway
    
    When you start the game, there's an explosion, and Jill rolls out from 
    it.  You gain control of Jill at point O.  Run forward, trying to 
    ignore as many zombies as possible, get up on the crate, and jump 
    back down.  There'll be some scenes, and then you'll be in area 2.    
    
              
    
    MAP1:     N
             /\
           W<  >E
             \/                           (1) If you don't want to kill this 
              S                               zombie, wait on the right side of
       |    |              | z z |            the alley and run to his left as
       |z  z|              |     |            he comes closer (through the
       |    |______________|     |_____       little indent in the cars). Don't
       | (2)|C|    z (1)      O   { zz        worry about the other ones, 
       |    |@@@@@@@@@@@@@@@      { zz        they're too slow to bother with.
    <-<*    |--------------------------       
       | z z|                             (2) As soon as you're down from the    
       |    |                                 crate, zombies will attack you
       |    |                                 from both sides. Jill will break 
                                              through the door, and run through
                                              another into a storage room. 
    
                                           
    
    Section 2.The fat guy
    
    As soon as Jill is through the door, there will be a brief conversation 
    with the Fat Guy, after which he will lock himself in the truck (1).  
    When you regain control, go to the second floor and grab the key on the wall
    (4).  Use the key on the (7) door (select the first option to throw the key
    away), run through the alleyway, and out the door.  
    
                                            
    MAP2:                    
                       
    2F:                          1F:
                                  _______________________________________________
     _____________(4)_____       |  __________            |          |          ||                   
    |  ___(6)|        =   |      | |(3)       |           |  Truck   |          ||         
    |_|               =   |      | |          |           |   (1)    |          ||
    |S|               ||  |      | |          |           |__________|   O      ||
    |_|               ||  |      | |          |                      |          ||
    |                 ||  |      | |          |                      |          ||
    |                 ||  |      | |          |                      |          ||
    |                 ||  |      | |          |                      |          ||
    |(5)______________||  |      | |          |______________________|          ||
    |__________________|  |      | |                                            ||
    |                     |      | |                                            ||
    |    _________________|      | |(2)                                         ||
    |   |                        |  \                                           ||
    |   |                        |   \                                          ||
    TO 1F >>>>>>>>>>>>>><<<<<<<<<<<TO \                                         ||
                                 | 2F  \                                        ||
     (1) Where the Fat Guy       |   |  \__________________|     |______________||
         hides, later in the     |   |___\_________________|     |______________||
         game there will be      |                                               |
         a note here.            |                                     (7)       |
                                 |_____________________________________***_______|
     (2) F. Aid Spray         TO =                                               |  
                              MAP=                                               |  
     (3) Handgun Bullets       3 =_______________________________________________| 
                                                  
     (4) Key #1   (5) 2 Gunpowder A's   (6) Type Ribbon and   (7) Use key #1 (4)
                                            Typewriter            to open this 
                                                                  door
                                                                                                                                              
    Section 3.Heading to the Bar
    NECESSARY ITEMS TO GET:  Lighter Oil (4)
    
    You start at point O.  Head to door (2) any way you choose.  If the door
    doesn't open, open it yourself.  Make sure to get the lighter fluid (4).
    Leave the basement and head straight into the alley and through the door
    to get to MAP4.
    
    MAP 1.                                                          N 
                                                                   /\
        Map 1.2                                         Map 3.1  W<  >E   
                                                                   \/   
                                                                    S 
    
        ___________________                                    \__________________
                        b  \>>>>                        TO  <<<                 
          (1)          ____ \>>>TO--->              <---3.2<<<                     
        __  z  _______|____|_\>>3.1                         \__________          _
          |   |                                                        |        |
          |   |                                                        |        |
          |z  |                             _______                    |   z    |    
          |   |                            (5)----||                   |__      | 
          |   |                            |      ||                   |  |     |
          |   |                            |      ||                   |  |  z  |
          |   |                    ________|_   (4)|                   |__|     |         
          |   |                   | |  (3)        ||                   | z      |
       ___|   |                   |_|__    _______||                   |        | 
      ->      |________________________====_______                     |        |                   
      ->__    =                        (2)        >>> TO->             |        =        
          |   =______________________     ________>>> 3.1             _|      O =                              
          |   |                      |   |                           |          |   
                                     |   |                           |_         |    
                                     |   |                       ______|        |    
        N    E                       |   |              <-TO <<</      =        |                 
          /\             ____________|   |                3.2<</_______=        |
         <  >       TO  =                |                             |        |          
          \/       MAP4 =________________|                             |        |
        W    S                                   
                                                                    
     (1) This car door will probably rattle   (2) Some times this door will break
         as you walk by, don't pay any            open automatically. If it doesn't,
         attention to it                          check it and it will. (Brad runs                                
                                                  out of it too)
                          
     (3) There are 4 zombies here             (4) Lighter Oil
     
     (5) Check this dead body for a shotgun                                            
                                                                    
                                    
    Section 4.The Bar
    NECESSARY ITEMS TO GET: Lighter (10)
    
    In this area, you need to get into the bar.  Head past (3) (where the zombies
    are eating a guy) and into the door then take the stairs on the right.  Brad
    runs off and leaves you with 2 zombies to kill.  Take care of them and then
    enter the back door of the bar.  At (7), you don't need to help Brad, he's
    a big boy.  After he's done talking to you, take the lighter (10) and exit
    through door (11) to get to Section 5.
    
    
    Map 1.
    
        Map 1.1
    
                       TO
                       4.2                         |       |____
        N/\E          |   |                        |         O =
        <  >          |   |                        |        ___=
        W\/S          |   |________________________|       |
                      |   =                        |       |
                      |___=                        |       | (7) A zombie attacks
                          |  (8)                   |       |     Brad here, you 
                          |  ||      (7)           |       |     don't need to 
                          |  ||                 (10)       |     waste ammo help-
              Boutique    |  ||_____________****___|  z    |     ing. Afterwards, 
                 \/       |   --------(9)|         |       |     he will talk to 
      __________=?=_______|____________|-|         |       |     you and leave
      \                                               z    |
    <TO\                                                   | (8) Clocktower 
    <4.2\_____      ______      ________ z    _____        |     postcard
              \----/      \----/        \----/     |       |
                                                             (9) Handgun Bullets
    
                                                            (10) Lighter
    
        Map 1.2
    
    (1) Uptown Map          (4) You'll briefly see 
                                brad shoot some zom-
    (2) 2 Green Herbs           bies here then run    (11)
                                away.  There are 2   |=====|
    (3) The body these zom-     left                 |     |
        bies are eating can                          |     |      N
        return to life      (5) This gate can be     |     |      /\
        after awhile.           opened with the reg- |     |    W<  >E
                                ular crank (item#17) |     |      \/
                    |     |                          |     |      S
                    |     |__________________________|     |
                    |        =                              \_
                    |        =                                \_
     ___________    |     |-----------|------|    |----\_       \_
    |    _TO 1F>>   |     |           |      |    |      \_       \_
    |           |   | (3) |           |           |        \_       \_
    |_________(2)   |     |           |    (4)    |          \_       \_
                    |     |           |           |            \_       \
             _____(1)     |           |    ___(5)_|              \_ (6)
      <<TO 2F____|C |     |           |   |
                 |__|     \_           TO
                    \_      \          4.1        (6) You can unlock this door if
                      \_   /TO                        you want to (leads to area3)
                        \ /4.1
    
    
    Section 5.Before the Police Station
    NEEDED ITEMS UPON ENTERING: Combined Lighter (item#04)
    
    At (1) the zombies will break through the barrier, shoot the red barrel to
    take them out.  Use your combined lighter (item#04) on the roped-off door (4)
    to pass.  In the next area you'll be attacked by 2 dogs.  Try to keep them
    on one side of you and shoot them with the handgun.  You can store your
    combined lighter in the save room, as you won't need it again until much
    later.  Head to door (9) to enter the Police Station. (STAGE 2)
    
    
    Map 1.
                                    (9)
    (1) Move forward a little    ___===___________________
        here, and the zombies   |                         \
        will break through the  |                          \
        grate. Run back next to |                           \
        the crate and shoot the |____________________        \
        barrel to take out most                      |        \
        of them.                                     |         \
                                     ___________     |          \
    (2) Picture A                   |T     |_S_||    |           \
                                    ||          |    |            \
    (3) 2 red herbs                 ||(5)       |    |             \
                                    |__|__   ___|    |              \
         _________________________________===____ ___|               \
        =       d (7)@@           d              =                    |
        =____________@@      (6)_________________=___                 |
                   /      __/                        |                |
                 _/      /                           |                |
                /       /             N               \               |
               /       /             /\                \              |
              /      _/            W<  >E               \             |
              |     |                \/                  \            |____    
              |     |                 S                   \              *(8)*
    __________|*(4)*|____________________________          \_______________*
    (2) z  z }          B
    (3) z  z }           (1)  ____       O          (4) Use the combined lighter
    ____z____}_______________|__C_|______===_____       (item#04) on the rope to
                                                        open this door.
    (5) 1 gunpowder A and 1 B
                                                    (8) Use your lockpick                                                    
    (6) Use the hose (item#08) here                     (item#07) to open this
        to put out the fire (7)                         door
                                            
    
    
    ***************************
    * STAGE 2: Police Station *
    ***************************
    
    
    Section 1.Police Station 1st Floor
    REQUIRED ITEMS TO GET IN THIS AREA: Blue Jewel (item#06)
    
    Upon entering the Police Station, you'll see an FMV in which Brad is killed.
    After this Nemesis will start coming after you.  This is your first Live
    Selection of the game.
    
    LIVE SELECTION:
    The screen colors will reverse for a second, and Nemesis will start walking
    towards you slowly.  Here are the choices:
    A:  Stay and fight the thing that killed Brad
    B:  Run away through the front door
    
    :A  If you choose A, then make sure to check Brad's body (2) for his card
        case to save yourself some time.  If Nemesis hurts you too badly, then
        you can escape through the door into the main hall of the Police Station.
    
    :B  Jill will run through the north door into the Main Hall of the Police
        Station.  You'll start at point O.
    
    If you didn't get the card case from Brad, head to map 2 and get item (9).
    If you did get the card case inspect it in the inventory screen to reveal
    Brad's S.T.A.R.S. card.  Once you have it use it on the S.T.A.R.S. computer
    (map 1.1 (5)) to get your unlock code for the evidence room (map 1.2 (4)).
    This code varies between 0131, 0513, 4312, and 4011.  Either way, remember
    it and go to the evidence room and use your code on the locker.  This will
    get you the S.T.A.R.S. key.  Head to the 2nd floor and open door (8).
                                                            
    Map 1.1
                                            _____________________________
    (1) Your first live selection of       |                             |
        the game.  The first option        |       _____________         |
        (a) is to fight Nemesis and      (7)      |     |-----(4)        |
        the second is to run away (b)      =      |     |(5)             |
                                           |      |     |(6)___          |
    (2) Brad's body.  If you choose to     |      |          T |         |
        fight Nemesis then check him       |      |            |         |
        for a card case. Inspect it in     |      |____________|         |
        your inventory for his            _|      ||          ||         |
        S.T.A.R.S. card                  |        ||          ||         |
                                         |_                              |
    (3) 3 Green Herbs                      |                             |
                                           |____________    _____________|_
    (4) Handgun Rounds                     |                               |
                                           |____________ O  _____(3)_______|
    (5) S.T.A.R.S. Computer.  Use your              ____====____
        S.T.A.R.S. card here once you              |            |
        get it                                 ____|            |________
                                              | |                     |  |
    (6) Police Station map           N        | |                     |  |
                                    /\        | |        (1)   (2)    |  |
                                  W<  >E      | |                     |  |
                                    \/        | |                     |  |
                                     S        |_|_______=====_________|__|
                                    
    
    Map 1.2
     _________________________      _______________
    |  z   z   z              |    |  z    >>TO 2F>>  (1) Marvin's Report
    | z  ______      ______   |    |    ___z___===_|
    | z |______|====|_(11)_|  |____|z  |(5) ___    |  (2) Shotgun Shells
    |   |                  |       =   |   |   |   |
    |   |                  |_______=   |   |  (6)  |  (3) Blue Jewel
    |   |__             ___|(4)_   |z  |   (7)_|   |
    |  (10)|_(9)       | _______|  |   |  _________|  (4) S.T.A.R.S. Room Key.
    |      |___|____   |(3)        =   |           |      Combination from 
    |      | |         |_===_______=___|___________|      S.T.A.R.S. computer
    |______| |__(8)____|    _______________    O =        (Map 1.5) required to 
           |___________|   |               |     =_       get it
                       |   |_______________|       |
             N         |        z     z            |  (5) Gunpowder A
            /\         |______      _______________|
          W<  >E       |  (2)_|    |                  (6) David's memo
            \/         |  |   (1)  |
             S         |__|________|                  (7) Ink Ribbon
    
    (8)  There may be shotgun rounds    (9)  Jill's S.T.A.R.S. card
         above this fireplace.
    
    (10) 2 Red Herbs                    (11) Ink Ribbon
    
    Section 2.Police Station 2nd Floor
    NEEDED ITEMS UPON ENTERING: S.T.A.R.S. Key
    NECESSARY ITEMS TO GET IN THIS AREA: Lockpick (item#07)
    
    Head to door (8) and use your S.T.A.R.S. key to open it.  Make sure to get
    the lockpick (1).  Upon exiting, you'll hear a transmission from Carlos.
    After listening, exit the room and head back to the first floor.  At the
    bottom of the stairs, you'll be attacked by Nemesis.  I don't suggest you try
    to kill him, he has a Rocket Launcher.  Run through the police station as
    quickly as you can and exit through the front door to be free of this area.  
    
    Map 1.
    
         N                              _____
        /\                             |   TO|
      W<  >E   ________________________|---1F|
        \/    |              z          z    |
         S    |            z                 |
        ______|             _________________|
       |      =          z |
       |      =____________|          (1) Lockpick
       |      |__|(3)     \|          
       |      |_     __    |          (2) H.G. Bullets
       |      |(4)  |__|   |          
       |      |_|     (2)__|          (3) Picture of S.T.A.R.S. Members    
       |   (8)*        |___|              (Cannot be filed)
       |      *            |          
       |      |        (1)_|          (4) Fax from the Kendo Gun Shop
       |      |_       |__ |          
       |      |(5)______(6)|          (5) Magnum or Grenade Launcher
       |      |_|__________|          
       |              (7)  |          (6) First Aid Spray
       |                   |
       |___________________|          (7) 2 Red Herbs
    
                                      (8) Use the S.T.A.R.S. Room key (item#09)
                                          to open this door
    
    NEEDED ITEMS UPON LEAVING THE POLICE STATION: Lockpick (item#07)
    
    *********************
    * STAGE 3: Downtown *
    *********************
    
    
    PRELUDE: Once out of the Police Station, head straight down the street and
             take the first left (the locked door, section 5, map 1, (8)).
             You'll then be in map 1.
    
    Section 1.The path to downtown
    
    You can pretty much go straight through this area.  As usual, try to get the
    dogs on one side of you so you can kill them more easily.  Exit through door
    number (6).
    
    Map 1
                                       _________________
    (1)  You will see a Drain         |(5)              | 
         Deimos crawl up the          |_______d         |
         wall here, do not worry      |       | d       =(6)
         about him.                   |       |      ___=
                                      |       |     |
    (2)  This body has Handgun        |       |     |
         Bullets and the              |_______|     |
         Mercenaries Diary.           \            /
                                       \    d     /
    (3)  The Hose, use your             \ __==__ /
         Wrench to pry it loose          |      |     
         (item#15)                       |      |          
                                         |(4)   |         
    (4)  3 green and 2 blue              |      |         
         herbs                           |      |    
                                         |      |         
    (5)  There are Gunpowder             |      |         
         B`s on this body                |      |    
                                         |      |         
             N              _____________|      |    
            /\             |(2)          =      |         
          W<  >E           |      _______=      |        
            \/             |     |       |      |         
             S             |     |       |      |         
                           |     |       |      |
            _______________|     |       |   ___|
           =O             (1)  B |       |      |
           =_____________________|       |(3)___|
           
    
    
    
    Section 2.Outside the Restaurant
    NEEDED ITEMS TO GET IN THIS AREA: Battery cables (1)
                                      Rusted crank (10)
    
    Don't forget the battery cables (1).  When heading through this area, you'll
    be attacked by your first Drain Deimos (3).  Exit through door (6) in the
    first area.  In the next section, choose whether you want to go to the
    Newspaper office (section 4) or the Restaurant (section 3) first. 
    
    Map 1.1                                   (6)
                                             _====_
                                            |      |
                               N            |      |
                              /\            |      |
                            W<  >E          |      |
               ________       \/            |      |
              |        |       S            |      |             ________
              |        |                    |      |            *(4)     |
              |        |____________________|      |            *_       |
              |        =   (2)                (3)  |              |      |
              |        =____________________       |              |      |
              |        |                    | (5)  |______________|      |
              |        |                    |               dr           |
              |        |                    |____________________________|
              |  d     |           
              |        |     (1) Sometimes a zombie will jump out of this car.  
              |        |         There are Grenade Rounds inside
              |        |
              |   d    |     (2) Downtown Map
         _____|        |__
        | d            |@@|  (3) When you first reach this point you will be 
        |   O       (1)|@@|      attacked by a Drain Deimos.
        |___==_________|@@|      Note: You can shoot the crate that is hanging 
                |@@@@@@|         above this area to kill something below it.
    
    (4) Elevator to the Sub-Station, you    (5) This body has a Gunpowder A
        will need a battery to operate it
    
    
    
    Map 1.2
    
                                    ___________________
               N                   |      =            |\_    
              /\                   |      =            |  \_
            W<  >E                 |      | Restaurant |    \_
              \/                   |      |            =      \_
               S                   |  z   |            |        \_
                                   |  z   |____________|          \_
                     ________      |  z   |            |            |
                    |(11)_|S |     |      |            |            |
                    | |   |__|     |      |            |            |
                    |T|      |     |      |            |            |
      ______________|(10)==__|_____|      |            |            |
     =       z                z           |            |            |
     =_____________________________       |            |            |
                                   |      |            |            |
                                   |      |            |            | 
                                   |      |            |            |
                                   |      |            |            |
                                   |      |            |      ______|
                         __________|__==__|____________|     |    __|
                        |                                (7) |   |  |
                        |                                    |___(9)| 
                        |_____________________====_____________(8)__|
    
        (7) The first time you reach this        (8) 2 green herbs
            point you will probably hear/see
            Carlos.                              
    
        (9) Place the book (item#14) in this     (10) Rusted Crank
            slot in order to recieve the
            plate (item#12)                      (11) Shotgun shells
        
    
    
    Section 3.Restaurant
    
    You'll either start in here at the east O or the west O, depending on where
    you entered from.  Use your lockpick at (3) to get the crowbar, then use it
    at (4).  If you came here first, Nemesis will attack you.
    
    LIVE SELECTION:
    Nemesis comes through the back door, and you're given a choice.
    A:  Escape down the ladder
    B:  Use the electric light on the gas
    
    :A  Jill and Carlos will escape down the ladder.  There's nothing to do at the
        bottom, so you'll be forced to go back and fight him
    
    :B  Jill will run into the main dining room of the Restaurant, and throw the
        electric light on the shelf at the leaking gas.  There's an explosion, and
        Nemesis is temporarily disabled
    
    If you went to the Newspaper office first, go down to B1 and get the Green
    Jewel (5).  Since there's nothing else to do here, either head to the
    Newspaper office to get the Green Jewel or, if you got the Green Jewel here,
    head to city hall (section 5).
    
    Map 1:
     ____
    |__(3)                                        (1) City Guide
    =O   |      N        _____________________
    =    |     /\       |____|_____|(2)____   |   (2) There may be Gunpowders on
    |    |   E<  >W     |                  |  |       this desk
    |    |     \/    TO |_____________     |  |
    |    |      S    B1 |   |    |    |    |  |   (3) Use the lockpick (item#07)
    |    |___________^^_|   |    |    |    |__|       here to get the crowbar
    |                ** |             |  z   O=
    |___________     (4)|             |     __=   (4) Use the crowbar here to open 
    |           |       |   |    |    |z   |  |       the hatch 
    |           |       |___|____|____|    |  |                   TO 1F
    |           |       ||                 |  |        _____________^^_
    |           |       ||                 |  |      (5)  _____________|
    |           |       ||                 |  |       |z |
    |           |            __(1)_________|  |       |z | (5) If you went to the
    |___________|___________|___|___|_________|       |z |     Newspaper Office
                                                      |  |     first, this body 
        Note:  There are only zombies here if you     |__|     will have the green
               go here before the Newspaper office             jewel
    
    
    
    Section 4.Newspaper Office
    
    Head straight to the Newspaper office.  Once inside, push the crate (7) to the
    left so you can reach the shutter switch (8).  Press it, climb back down, and
    open the shutter.  Climb to the top of the stairs and enter the door.  If you
    came here before the Restaurant there'll be a Live Selection.
    
    LIVE SELECTION:
    Jill and Carlos are interrupted by the voice of Nemesis, who is walking up the
    stairs.
    A:  Jump through the window
    B:  Hide from him
    
    :A  Jill and Carlos jump out of the window into the alleyway and land on some
        nice soft trash.  Now head for the Restaurant (section 3)
    
    :B  Jill and Carlos hide behind the window.  It looks like Nemesis is going to
        pass by but at the last second he breaks through the window and knocks
        himself unconscious.  If you choose this option be sure to grab the white
        thing he drops before running.  Yes, he can still get up. 
    
    If you went to the Restaurant first, grab the Green Jewel (13) and exit.  Now
    head to City Hall (section 5).  If you came here first, head to the Restaurant
    (section 3). 
    
    Map 1.1
    
                               ___________________
                N             |                   |
               /\             |                   |                          
             W<  >E           |  News Paper       |                 
               \/             |     Office        |                  
                S             |                   |                 
                              |                   |                 
             _________________|_____==__________=_|________                
            |@@@@@@@@@|                        (3)|@@@@@@@@|                         
            |@@@@@@@@/                ____________|@@@@@@@@|                          
            |@@@@@@@/        ________/@@@@@@@@@@@@@@@@@@@@@|                             
            |@@@@@@/        |                                                              
            |@@@@@/         |                                            
            |@@@@/          |       (1) Handgun Bullets                                              
            |@@@/           |                                          
            |@@/            |       (2) Use the Blue and Green Jewels                                   
            |@/             |           (items 06&13) to open the gate to                               
            |/              |           City Hall                             
            |               |                                       
            |               |       (3) The only way to open this door is to jump 
           /                |           out the window when Nemesis attacks you 
           |                |           upstairs. There's not really anything 
           |                |           valuable in here anyways.                               
           |(2)             |                                       
           *                |                                          
           *                |___                                          
           *                   O=                                 
           |                 ___=                                   
           |                |                                      
           |(1)_____________|
           |@@@@@@@@@@@@@@@@|                                 
                                                                                                                                                                       
    
    Map 1.2                                                                              
    
                    1st floor        Alleyway       2nd floor                                                                        
                    ______              ___         ________________                                                                                        
          N        |      |            |   |       |  |       __    |                                    
         /\        |  ||  |            |   |       |  |      |z (12)|                                           
       W<  >E      |  ||  |            |   |       |  |__(10)|  (13)|                                         
         \/        |  ||  |__          |   |       |  /   z         |                  
          S        |  ||     =         |   |       | / (11)         |                         
                   |  ||_____=         |   |      _|/__________   __|                                         
                   |**|                |   |     =                z |   
                   |(7)__________      |   |     =__________________|                                    
              __(8)|      |(4)_  |     |   |    
             | |               | |     |   |    
             | |         (7)  (5)|     |   |                                               
             | |       O     __| |     |(9)| 
             |(6)______==___|____|     |===|                                                            
                                        (3)                                       
       
    (4) First Aid Spray      (5) Ink Ribbon        (6) Picture B                                                                
                                                                                    
    (7) Ladder, push this as far to     (8) Shutter switch 
        the left as possible, climb         
        up, and turn on the switch
        on the north wall in order      (9) 2 Red herbs
        to open the shutter
    
    (10) Picture C         (11) Reporter's Notebook    (12) Gunpowder A
    
    (13) This is where the Green Jewel will be if you went to the Restaurant                                                                   
         first.                                                                   
    
    Section 5.City Hall
    NEEDED ITEMS UPON ENTERING THIS AREA:  Green Jewel (item#13)
                                           Blue Jewel (item#06)
    
    Place the Green and Blue Jewels in the panel next to the entrance to City
    Hall (section 4, map 1.1, (2)).  Once the door is open, go through and head
    for the southern exit.  Go through the door and through the next one to get to
    Section 6.  
    
    Map 1.1
    
                                                  ===
    (1) After going to the cable car,            |   |
        this door will be broken open            |   |               ____
        by 4 zombies                             |   |       _______|    | 
                                                 |   |      (3)      (2) |
    (2) This statue has the bronze book          |   |      |   _________|
        (item #14) in it                         |   |_______***___________
                                                /            (1)           =
    (3) 3 green herbs            N             /     ______________________=
                                /\            /     /
                              W<  >E         TO\   /
                                \/           1.2 \/
                                 S          .
                                           .
                                          .
    Map 1.2                              .
                                        .
                                     TO
                                     1.1
                                   |^^^^^|        N/\E
                                   |     |        <  >
                                   |     |        W\/S
                                   |     |
                ___________________|_===_|______
        __    _/  z              z
      _/  \__/
     /          z  _____________________________
    \_       z   _/
      \=       _/
        =_   _/
          \_/
    
    
    Section 6.Cable Car
    REQUIRED ITEMS TO GET IN THIS AREA:  Wrench (7)
    
    Head through the alley and through the door.  Then go up to the Cable Car.
    Watch all the scenes and take the wrench (7).  It might help if you unlocked
    (10), as it can only be unlocked from this side.  Exit this area and head to
    to the Gas Station to get to section 7.
              
    Map 1
         ___________________________________________
        /  ___________________|_(6)____________(5)  |
       |  /                   =                  |  |
       | |              (7)___=______           (4) |
       |_|__________***_|_____|______|___====____|__|________
       |            (10)                       z      z      |
       |                                              z  (3) |
       |                __________________________________B__|                                     
       |               |                             
       |               |          N
       |_______________|         /\             __________
       |@@@|  C   |@@@@|       W<  >E          |          =
       |@@@|______|@@@@|         \/            |    ______=
       |               |          S            |   |
        \              |                       |   |   (1) 2 green herbs
         \             |                       |   |
          \            |                       |   |   (2) This corpse has shotgun
           \           |_______________________|   |       shells
            \          =         (8)               |
             \  (9)    =________     ______________|   (3) This barrel is lying on
              \        |        |__(1)                     its side.  Don't des-
               \_(2)___|                                   troy it and Mikhael may
                                                           use it to kick some ass
                                                           later on
    
    (4) Use the Car cables (item#10),     (5) Memo
        Mixed oil (item #20), and the 
        fuse (item#17) here to start      (6) Mikhael
        the cable car
                                          (7) Wrench 
    
    (8) When heading to the cable car 
        for the last time, the floor
        will shake here and you'll 
        have to fight Gravedigger White
    
    
    
    Section 7.Gas Station
    REQUIRED ITEMS UPON ENTERING:  Wrench (item#15)
                                   Rusted Crank (item#11)
    REQUIRED ITEMS TO GET IN THIS AREA:  Machine oil (item#16)
    
    Go to the little wheel right next to the shutter and use your rusted crank on
    it.  It will snap.  Next, use your wrench to open the door.  Inside, solve
    the Light Puzzle (solution below) to get the machine oil.  After you get it,
    head towards the door and there will be an explosion.  Go outside, and as you
    exit this area the whole place will blow up.  Exit and head towards the
    Restaurant (continued in section 8).
    
    Map 1
    
     ________________________  (1) Light puzzle.  There are alot of different
    |(1)_(3)|                |     combinations to this one, but here are the 10
    |_________               |     most frequently used:   
    |_________|    ||        |      
    |              ||        |    If this          And these        
    |       _______||        | letter is lit:   buttons are lit:  The solution is:
    |      |       ||        |                   a   b   c   d
    |      |_______||        |             A:  | * | - | * | - |  B,A
    |              ||        |                 | * | * | - | * |  A,B,C
    |              ||        |                 | * | - | - | * |  B,A,D
    |_***__________||________|                 | - | - | * | * |  C,A
    |    (2)    |________                  
    |                    |                 B:  | * | * | * | - |  B,D,C
    |____________        |                     | - | * | - | * |  A,D,B
                 |       |    
     ____________|       |                 C:  | * | - | * | * |  B,C
    |                    |                     | - | * | * | - |  D,C
    |        ____________|
    |       |                              D:  | * | * | - | - |  D,B
    |       |__________________                | - | * | * | * |  B,C,D,A
    |                      O   |
    |_____________________===__|           | * | = lit      | - | = unlit
                                     
    (3) F. Aid Spray              (2) Use the rusted crank (item#11), then the 
                                      wrench (item#15) to open the shutter
    
    
    Section 8.SubStation
    
    Once out of the Gas Station area, take the first left and a door will break
    open (see section 5, map 1.1).  Kill the zombies and take the book from the
    statue.  Head to the area outside of the Restaurant.  See section 2, map 1.2.  
    Put the Book in the slot at (9) and take the bronze plate right next to it.
    Return to the statue just inside City Hall and place the bronze plate in the
    statue's hands.  The statue will turn around and you'll see a battery.  Take
    it and head towards the substation.  Put the battery in the elevator (section
    2, map 1.1, (4)) and ride it down (sorry about all the map-hopping).
    
    You're now in the Substation area.  Go down to the unlocked door and go
    through.  Enter the next door and you're inside the Substation.  Turn on
    switch (3) and go to (4).  The combination for the first door (115-125V) is
    down, up, down, up.  The second (15-25) is up, down, down, down.  Make sure
    to get the fuse (6).  After you enter the first room, zombies will attack.
    
    LIVE SELECTION:
    Jill exits the first of the locked shutters to find zombies pounding at the
    grated door.
    A:  Escape through the back door
    B:  Flip the electrical switch
    
    :A  Jill breaks open the back door (7) and runs back into the street.  Once
        outside, she's attacked by several zombies, but luckily Nemesis destroys
        them with his rocket launcher and comes down and attacks you.  Escape back
        into the Sub Station
    
    :B  Jill flips the electrical switch and zombie heads start exploding.
        Thereafter life returns to normal.
    
    TIMEOUT:  The zombies break through, and you have to waste precious ammo
              killing them.  I really don't recommend this option.  Especially
              since Nemesis will be waiting for you outside if you do choose it.
    
    After the selection is over, you can exit the substation if you have the fuse.
    From here, head back to uptown and the Sales office.  Make sure to take your
    wrench (item#15).
    
    Map 1
                      _______________________
                     =                  |    |     (1) Handgun Bullets                                     
                     =_____      (1)    |    |                                          
                           |            |    |     (2) 3 Gunpowder B's                                      
                           |            |    |                                          
                           |            |    |     (3) Turn this switch on to                                      
                           |            |    |         enable (4)                                 
                           |            |    |                                         
                           |   z   z    |    |     (4) Use codes from walkthrough                                     
                           |            |    |                                          
                           |  z   z     |    |     (5) Grenade Launcher or Magnum        
                           |            |    |                                         
                           |   z   z    |    |     (6) Fuse                                      
                           |            |    |                                          
                           |            \    |     (7) This door only opens if you                                     
                           b             \   |         choose to run away from the                                 
                           |              \  |         zombies in Live Selection                                 
                         __|  z            \ |         #8                                                                         
                        |                   \|  
                   _____|                    |                                          
                  |                          |                                          
                  |                          |                                          
                  |___===________________***_|                                          
                   _|________===_______|     |                                                                             
                  | |      |     |     |     |                                          
                  | |      *     |     |     |                                          
                  | |  (5)_|     |     |     |                                          
                  |_|___|__|     |(3)__| (7) |                                          
                  | |      |           |_***_|____                                          
                  | |      *                    (2)                              
                  | |    __|__        ____________|                              
                  | |  (6) | (4)     |                                                
                  |_|___|__|__|______|                                         
                                                          
    
    
    Section 9.Sales Office
    NEEDED ITEMS UPON ENTERING THIS AREA:  Wrench (item#15)
    NEEDED ITEMS TO GET IN THIS AREA:  Oil (item#19)
    
    On the way to the Sales Office, use your wrench on the hose at section 1,
    map 1, (3).  If you've already been to the gas station you can throw this
    away.  Use the hose on stage 1, section 5, map 1 (6).  This will put out the
    fire and allow you to get to the sales office.  In here, you'll meet up with
    Nicolai.  After he's done talking, check (5) for a report, then use the remote
    control on the TV.  Remember the product name, it's your password for the
    computer (6).  Use the password on the computer and hit enter to open the
    locked door.  Head to the back of the room and get item (9) (oil).  When you
    try and leave this room, zombies break into the office and trash stuff. Then
    they'll enter the back room where you are.  If you shoot one of the little
    wheels on the pipes it will release steam and kill most of the zombies for
    you.  Exit the sales office and head back to the cable car.  
    
    Map 1
                 _____
     ___________|_(9)_|
    |                 |    (1) 2 blue herbs     (2) Regular Crank
    |    _____________|
    |   |____(7)_     |____________________________
    |   |  ____  |(3)_|(2)_|=                    O =
    |   | |    |      |     =_____(1)______________=
    (8) |(4)  (6)     |     |
    |   | |    |   ___|     |  (3) Fax & First Aid Spray
    |   | |    |  |   |     |
    |   * |__(5)  |___|     |  (4) Ink Ribbon
    |___|             |     |
        |__________   |     |  (5) Report & Remote control
                 |    |     |
                 |_==_|     |  (6) Computer
                 |          |
                 |__________|  (7) 3 gunpowder A's 
     
    (8) Shoot these wheels to release steam (useful when zombies break in the
        room)
    
    (9) Oil
    
    
    
    
    Section 10.Escape from Downtown
    NEEDED ITEMS UPON ENTERING THIS AREA: Machine oil (item#16)
                                          Oil (item#19)
                                          Cables (item#10)
                                          Fuse (item#17)
    
    Combine the Machine oil and the Oil.  Now head back towards downtown. When
    going through the Parking Lot, the floor will start shaking and form a hole.  
    
    LIVE SELECTION:
    The floor shakes and a hole appears below Jill.  She grabs onto the ledge
    and....
    A:  Try and climb back up
    B:  Fall down
    
    :A  Jill climbs up just in time to miss the crates
    
    :B  Jill falls down, and finds herself in a sewer.  There's a large husk of
        a giant worm down here.  Climb back up the ladder on the other side to
        get out
    
    TIMEOUT:  The crates hit Jill, and she falls into the hole anyways.
    
    Head back to the cable car.  You'll be attacked by Nemesis in the area
    just below the Gas Station (section 5, map 1.1).  Then, in Lonsdale Yard
    (section 6, map 1.1, (8)) you'll be attacked by Gravedigger white.
    
    BOSS FIGHT: GraveDigger White
    The floor rumbles, and Jill is tossed into a hole with GraveDigger White.
    Don't hesitate, immediately run and hit switches 1 and 2 as fast as you can.
    Then quickly hit (3).  If you're fast, you can make it up the ladder without
    having to kill it. 
    
         __                      (1) Switch 1
        |  |
     __(1) |__________(3)_*_     (2) Switch 2
    |               (4)     |
    |________________    ___|    (3) Ladder control
                     | (2)
                     |__|        
    
    If you don't want to do it that way, go the area around (4).  This is a
    the edge of a prerender scene.  Walk to the very edge of it, then once you
    see shaking and hear some noises, get back as quickly as you can and then
    shoot GraveDigger with everything you've got.  If you do this correctly
    it will pop out for a few seconds and, unable to reach you, crawl back into
    his hole.  Keep doing this until he's dead.
    
    After GraveDigger is taken care of, you'll climb up the ladder and appear
    just below the Cable Car.  Head up to it and stick your Cables (item#10),
    Combined oil (item#20), and fuse into the broken panel (section 6, map 1, (4))
    After this, Carlos will start the Cable Car.  You'll hear some noises in the
    back of the car and then regain control of Jill.  Head back.
    
    BOSS FIGHT:  Nemesis: Mutation Stage 1
    
     ___________________________________
    |_________________________________  |  (1) Mikhael
    |(1)                              | |
    |                                 | |  (2) You
    |  (2)            (3)             | |
    |                                 | |  (3) Nemesis
    |____________                     | |
    |____________|____________________|_|
    
    This fight is actually pretty easy.  Just use the techniques you use when
    running from Nemesis (I assume you must be pretty good at it by now) except
    shoot him whenever he stops far enough away from you.  You only need to knock
    him down once.  After that, Mikhael takes over.
    
    LIVE SELECTION:
    Mikhael shoots Nemesis a bit, then blows up the back half of the Cable Car.
    Carlos tries the brakes and finds them dead.  
    A:  Jump out the window
    B:  Try the emergency brake
    
    :A  Jill and Carlos jump out the window of the cable car, and it crashes.
    
    :B  Jill hits the emergency brake, and the cable car crashes.
    
    TIMEOUT:  The cable car crashes.  (yes, it's inevitable)
    
    
    ***********************
    * STAGE 4: Clocktower *
    ***********************
    
    Section 1.In the Clocktower
    NEEDED ITEMS TO GET IN THIS AREA:  Clocktower key (combinable) (item#21)
                                       Clocktower key (item#22)
    
    Where you start here depends on what your choice was in the live selection.
    If you jumped out the window (path 2), you'll be at map 1.2.  If you hit the
    emergency brake, you'll be at map 1.1 (path 1). 
    
    Path A:  You start next to the burning wreckage of the Cable Car.  Head up and
             inspect the hanging picture for the clocktower key(item#22).  Exit
             through the west door.  Go through the west door in the main hall and
             head south to the chapel (map 1.2).  Get the key and go back to the
             main hall.  Go up the stairs.  
    
    Map 1.1
                    (5)
     _______________***___
    =                  |  |      (1) Inspect this Hanging picture for the 
    =                  |  |          Clocktower key (item#22)
    |         ___     (4) |      
    |     ___|   |     |__|      (2) 2 A & 2 B Gunpowders (scen. B only)
    |    (3)     |________|      
    |    |________________|      (3) Grenade Rounds in Scen. B
    |    |                       
    |    |                       (4) Goddess postcard & Ink Ribbon
    |****|________________       
    |      |_____   ______|      (5) Use the Mixed key (item#24) on this door to    
    |            |_|      |          open it
    |                     |
    |                     |
    |__      _____________|
    |S_|====|_T___________|
    |(2)          |                    N
    ||           (1)                  /\
    ||       _____|                 W<  >E
    ||      |_____|                   \/
    ||            |                    S
      \_          |
        \_         \_
          \_         \_
            \_         \_
              \_         \_
                \_         \_
                  \_         \_
                    \_    O  _/
                      \_____/
    
    Path B
    Jill finds herself in front of the Clocktower.  Exit through the west door and
    head down to the chapel.  Get the clocktower key (8) and use it on the locked
    door.  Head to map 1.1 and get the key from the hanging picture (1).  Now head
    back to the main hall and go up the stairs.  
    
    Map 1.2
    
                                ___________________===__________________
             _________==_______|  \_              |   |                 |
            ||                 |    \_____________|   |_____________    |
            ||                 =                                    |   |
            ||                 =              d                     |   |
            |                  |\_                                  |   |
            |(11)              |  \_             ____________       |   |
            ||                 |    \           |            |      |   |
            ||                 |    |   __      |            |      |   |
            |(11)          ____|    |  |  | d   |            |      |   |
            |             |    |    |  |__|_    |            |      |   |
            ||            |__  |    |  |    |   |            |      |   |
            ||               | |    |  |    |   |            |      |   |
            ||               | |    |  |    |   |____________|      |   |
            ||_______==______|_|    |  |    |                       |   |
            |T_|         |___  |    |  |    |                       |   |
            | S|             | |    |  |    |                       |   |
            |__|          ___| |    | (13)  |                       |   |
            |__|         |_____|    |d |    |                   /\ _|   |
            |____         _____|    | (12)  |                  /  \     |
            |____|       |_____|    |  |    |                 /    \    |
            |____         _____|    |  |____|                /      \   |
            |____|       |_____|    |  |_|                   \       \  |
            |__     __      ___|    |                         \       \ |
            |(8)   |__|    (9) |    |_____                     \        |
            |  |(10)_____  |___|          |                O    \       |
            |____________|_____|__________|______________________\______|
    
       (8) ClockTower Key #2 (Combinable)
    
       (9) 2 Gunpowder A`s (not in Scenario B)
    
       (10) 2 Gunpowder B`s (not in Scenario B)
    
       (11) After exiting the save room, 5 zombies will break through
            glass and attack you.   (12) 3 Green herbs   (13) 2 Blue herbs
    
       (14) In Scenario B, you meet up with Carlos here.
    
    Map 1.3
    
       (1) Blue herb bush   (2) Minethrower and a note   (3) ClockTower map
    
       (4) First Aid Spray   (5) Music Box (incorrect)   (6) Music Box (correct)
    
       (7) Grenade Rounds (not in Scenario B)
                                   _________________________
              N                   /    _    _    _  |    |(6)\
             /\                  /    |_|  |_|  |_| |    |    \
           W<  >E               /   _               | S  |     \
             \/                /   |_|              | T  |      \
              S               /              ______ | A  |       \
     ________________________|              |(3)(4)|| I  |        |
    |                        |     _                | R  |        |
    |     ______________     |    |_|     _________ | S  |        |
    |_   |              |    |           |         ||    |        |
    |(7) |              |    |       (2) |_________||====|        |
    |_|  |              |    |                                    |
    |    |______________|    =     _                              =
    |               (14)     =    |_|                             =
    |_____________    _______|                                    |
                  |  |       |                                    |
                  |==|       |_________(1)____     _______________|
                             |________________|   |_______________|
                                              |   |
                                               ===
    
    Section 2.Clocktower 2nd floor
    NEEDED ITEMS UPON ENTERING THIS AREA:  Clocktower key (combinable) (item#21)
                                           Clocktower key (item#22)
    NEEDED ITEMS TO GET IN THIS AREA:  Silver disk (item#25)
                                       Cronos key (item#23)
    
    Once up the stairs, head to the end of the hall and go out the door.  Use your
    Clocktower key on the ladder at (2) and enter the top room (map 1.2).  Grab
    the Silver Disk (map 1.2, (1)) and inspect the sound puzzle (4).  This is the
    only puzzle in the game which is truly 100% random, so we can't help you with
    it, sorry.  It's not terribly difficult, just listen to the six sound samples
    and select which ones are in tune (you're supposed to make the same music
    that you hear when you start the puzzle).  Once you solve it, you'll get the
    cronos key.  Combine it with the other one you have to make the Cronos 2 key.
    Upon leaving this area, Nemesis will attack you.
    
    LIVE SELECTION:
    Nemesis comes out of the door, and you're given a choice:
    A:  Shine the light in Nemesis' face
    B:  Throw the electric cable into the water
    
    :A  Nemesis will freak out and throw himself off the balcony
    
    :B  Nemesis will get electrocuted, and then fall down, temporarily stunned.
        Make sure to get the item box he drops if you select this option.
    
    Now that you have the combined Cronos key, go downstairs, exit through the
    east door, and then use it on the north door (section 1, map 1.1, (5)) to get
    to section 3. 
    
    Map 1.1   
         ____________________ 
        /                    \         
       /        s             \         
      |       _________   O  __\           (1) 2 Red Herbs  
      |  s   /         |    |
      |     /           ====               (2) Use the ClockTower #1 Key here
      |    |   
      |    |_           N                  (3) Here, you will encounter Nemesis, 
     /|      |         /\                      not when you enter the outside
    |B| s    |       W<  >E                    balcony but only when you try
     \|     _|         \/                      to leave.  
      |    |            S
      |    |_  
      |      |
      |_==___|_____________________  
      \        |__| (2) |__|  (1) /
       \   (7)                   /  
        \_______________________/
    
    
    Map 1.2
      _________________________________
     |              |_____________(6)__|     (1) Silver Disk
     |             (5)                 |
     |              |                  |     (2) 2 Gunpowder A`s (not 
     |              |__________        |         in Scenario B)
     |                 | S   | |       |
     |                 |_____| |       |     (3) Ink Ribbon
     |                         |       |
     |                         |       |     (4) Sound Puzzle (Cronos Key)
     |                         |       |
     |_________________________|       |     (5) Place the Silver/Gold Disk
     |  |                           ___|         into this machine to start the
     |  |                          |(1)|         ClockTower.
     (4)|                    ______|(2)|
     |  |          O        |(3)T  |   |     (6) MineThrower Ammo
     |__|__________==_______|______|___|     
    
    
    Section 3.Clocktower back room
    NEEDED ITEMS UPON ENTERING THIS AREA:  Combined Cronos Key (item#23)
    
    In this area, you have a puzzle to solve.  Make sure there are at least 3
    spaces in your inventory and take items (5), (6), and (7).  You have to make
    the middle clock (9) read 12:00 in order to solve this one.
    
    Here's the solution:
    --------------------
    If your clock reads:|Past picture (8)|Present picture (9)|Future picture (10)
                        |----------------|-------------------|-------------------
                   7:00 |    Black       |     Silver        |    Gold
                  11:00 |    Gold        |     Black         |    Silver
                   9:00 |    Black       |     Gold          |    Silver
                   5:00 |    Silver      |     Black         |    Gold
    
    When it's solved, take the golden disc that appears and head back to the top
    of the clocktower (section 2, map 1.2) to get to section 4.
    
    Map 1
     ____________________________
    =  | |  |____________________|______   (1) Grenade Rounds
    =  | |  |(5)                 =      |
    |  | |  |(6)                 =      |  (2) You can try to push this big bell,
    |(2)_|  |(7)                 |      |      but Jill's not strong enough, you
    |    |(3)                    |      |      have to use Carlos (what a sexist
    |_                           |  s   |      game) :P
    |_|________(10)_(9)_(8)____(4)      |_____________
                                 |                  (1) (3) Minethrower Bullets
    (5) Blue Stone        N      |  s                 |
                         /\      |______________   s  | (4) There's a note here      
    (6) Black Stone    W<  >E                   |     |
                         \/                     |     |
    (7) Yellow Stone      S                     |=====|
    
    (8), (9), and (10) The goddess of past, present, and future, respecively
    
    Section 4.Ringing the bell
    NEEDED ITEMS UPON ENTERING THIS AREA:  Silver Disk (item#22)
                                           Golden Disk (item#24)
    
    Combine the Silver and Gold Disks to make the combined gear.  Go to the top of
    the clocktower and use the gear on the clock gears (section 2, map 1.2, (5).
    At this point, the clocktower bell will start ringing.  Now just exit the
    clocktower.
    
    BOSS FIGHT: Nemesis: 2nd Mutation Stage
    A chopper comes to rescue Jill, and then Nemesis goes and blows the darn thing
    up!  After this, he infects Jill with the zombie virus.  Nemesis is alot
    harder this time, use your best grenade rounds and magnums to kill him.  Try
    and stay as far away as possible too, he has a much longer reach.
    
    
    
    
    
    *********************
    * STAGE 5: Hospital *
    *********************
    
    Section 1.Before the hospital
    Jill is infected with the zombie virus, and now Carlos has to rescue her.
    Bring along all the ammo you can, it's kindof sparse in the hospital.  Once
    you gain control of Carlos, go back to the room with the three goddess puzzle
    and push the big bell at the back of the room (section 3, map 1, (2)) and go
    through the door which is now open.  Take the west door into the hospital. 
    
    Map 1
    
        |________   |
     ___|        |  |           N
    =            |  |          /\
    =___         |__|        W<  >E
        |           |          \/            |****|
        |           |           S            |    |
        |___         \_                      |    |
        |   \_         \_                    |    |
         \_   \_         \__________***______|    |____
           \_   \_                                    /
             \_   \_                                 /
               \_   \_            B   ______________/
                 \_   \              |
                   \_/____      _____|_________________
                          |    |
                          |    |
                          |    |
                          |====|
    
    
    Section 2.Hospital, 1F
    
    Enter the hospital, and make your way to (10).  On the way you'll see your
    first Hunter B.  Magnums are very useful against these creatures.  Once at
    (10), decide whether you want to go to B3 (section 4) or 4F (section 3)
    first.
    
    
                              ____
     ________________________|    |   (1) Hunter B's first appearance, be careful,
    |      _____________     =(10)|       there are 2 of them
    |     |             |    |____|________________
    (9)   (6)___________|  (5)_____________|_S_|__ |    (2) 2 red herbs
    |_     _                 =      __________   (3)
    | |   | |___(8)________  =     |          |   ||    (3) F. Aid Spray
    | |   |                | |_    |___T_(4)__|   ||
    |(7)__|________________|_| |___               ||    (4) Ink Ribbon
                       |     |_____|___===________||__
    (9) Hospital Map   |                         _    | (5) Blue Herb
                       | (2) _________          |_|   |
    (10) Elevator      |____|         |               | (6) Tape Recorder
                            |         |    (1)        |
             N              |         |               = (7) Handgun Bullets
            /\              |         |               =
          W<  >E            |         |     __________| (8) There is a diary next
            \/              |_________|____|                to this dead body
             S
    
    Section 3.Hospital, 4F
    REQUIRED ITEMS TO GET IN THIS AREA:  Blue Vaccine (item #26)
    
    Exit the elevator and enter the room at the end of the hall on your right.
    If you came here first you'll meet up with Nicolai.  Get the hospital room
    key (2) and exit this room.  Enter the unlocked door and check the doctor for
    his note (1).  Write this code down and enter the locked door.  In here, you
    have to push the crate (4) to one of the four corners of the room.  There's
    2 ways to figure out which corner.  One is to look at where the crate is in
    the first room (with the doctor's note) and push it to the opposite side in
    this room (EX: if the crate in the doctor's room is in the northeast corner,
    push the crate in this room to the northwest corner).  The easiest way is to
    look at the code you got from the doctor and push the crate accordingly.
    If your code is 325, push it to the southwest corner.  If it's 104, push it to
    the southeast corner.  If it's 531, push it to the northwest corner.  And if
    your code is 253, push it to the northeast corner.  If you get it wrong, exit
    the room and reenter to reset the crate.  Once you have the crate in the
    correct position, a combination box will appear (5).  Put in the code you got
    from the doctor (1) to get the blue vaccine.  If you came here second, leave
    the hospital, if you came here first, head to 3F (section 4).
    
    Map 1                               N
                    ___________        /\
                   |      =    |     W<  >E        (1) Doctor's Note
                   |      =____|       \/
     ______________|      |             S          (2) Hospital Room Key
    |__   __(3)(2) |      |
    |  | |        ||      |_____________________   (3) Picture D
    |  | |   _____||                            |
    |  | |  |_____ |       ___===________***____|  (4) Push this crate to one of  
    |  | |        ||      | (1)      |          |      the four corners (see 
    |  | |        ||      |          |         (5)     walkthrough)
    |  | |     ___||      |    ______|_____     |
    |  | |    |____|      |   |      |     |    |  (5) After pushing the crate,
    |  |(6)        |      |   |______|_____|    |      input your combination from
    |              |      |  swx6    |(4)       |      the doctor (1) to get the
    |          ____|______|__________|__________|      blue vaccine
    |_________|____|
                                             (6) There may be handgun bullets here            
    
    Section 4.Hospital, B3
    REQUIRED ITEMS TO GET IN THIS AREA:  Red Vaccine (item#27)
    
    In this room, go through the south door.  If you came here first you'll meet
    up with Tyrell Patrick.  Go through the north door and take the Vase (3) from
    the shelf.  Go to 5 and drain the tanks that contain the Hunter Y's.  Use the
    vase (5) on (8) to get to the puzzle.  This puzzle is always constant.  All
    you have to do is press I, III, and A.  Take the Red Vaccine.  When you leave
    this room, the Hunter Y's will break out of the tanks and attack you, there's
    no time to escape so make sure you have your assault rifle ready.  If you came
    here first go to 4F and get the blue vaccine (item#26).  If you came here
    second exit the hospital.
    
    Map 1
              ____
             |    |____           _______________  (1) There may be 2 green herbs
             |    =    |         |  _________    |     here
             |    =____|_________|(4)        |   |
             |    |________________|        (8)  | (2) There may be Handgun 
             |    |(3)                       |   |     bullets here
             |    |      ___________________(5)  |
             |    |     |       (7)   (6)        | (3) Vase
     _b______|    |     |____________________    |
    |             |                          |   | (4) Manual
    |    _________|__________===_____________|___|
    |   |  ______|                b                (5) Turn on the power to drain
    |   | |______           __    |      N              tanks (6)&(7)
    |   |________|         |  |   |     /\
    |   |                  |  |   |   W<  >E       (6)&(7) Hunter Y's are encaged
    |   =                  |  |   |     \/             here
    |   =    ___________(1)|  |   |      S
    |___|___|_________________|(2)|                (8) Use the vase (3) here for 
                                                       puzzle #X
    
    Section 5.Back to the Clocktower
    NEEDED ITEMS UPON ENTERING THIS AREA:  Blue Vaccine (item#26)
                                           Red Vaccine (item#27)
    
    In the front entrance of the hospital, a bomb has been set to explode.  In
    heavy mode you have 7 seconds, in light you have 20.  There's nothing in here
    anyways, so just leave as soon as you can.  After going out the door there
    will be an FMV and the Hospital will explode.  Go back into the clocktower to
    the chapel.  You'll hear alot of shaking and Nemesis will appear.  I wouldn't
    recommend fighting him because he won't drop any items while you are Carlos.
    Go to the chapel.  Combine the blue and red vaccines and give them to Jill to
    wake her up.
    
    
    *****************
    * STAGE 6: Park * 
    *****************
    
    Section 1.Before the park
    NEEDED ITEMS UPON ENTERING THIS AREA:  Lockpick (item#07)
    NECESSARY ITEMS TO GET IN THIS AREA:  Park Key (item#29)
    
    Back as Jill again, run back towards the hospital and use your lockpick on the
    first locked door.  Get the park key, exit, and take the other locked door to
    enter the park.  
    
           _______________________   (1) Picture E
          |__________(4)_|        |          
          |                     (2)  (2) Park Key
          |       __________     _|        
          |      |(1) (3) T |   | |  (3) Ink Ribbon
          |      |________(5)   |_|
          |                     |S|  (4) MineThrower Ammo
          |____===______________|_|
                                     (5) MineThrower Ammo
        
    Section 2.Main Park area
    
    Run through the east door in map 1.1.  Take the key (2) in map 1.2 and head
    back to 1.1.  Now take the west door to get to section 3.
    
     _______________________________
    |                               |  (1) You can shoot down the lanterns in the 
    |           ___(1)___           |      park from this point
    |______|   |         |   |______|
    =          |         |          =
    =______    |         |    ______=
    |      |   |_________|   |      |   Note: You may encounter either zombies or
    |      |                 |      |         sliding worms in this area.
    |      |     _______     |      |
    |      |    |       |    |      |
    |      |    |       |    |      |         N
    |      |    |       |    |      |        /\
    |      |    |       |    |      |      W<  >E
    |      |    |       |    |      |        \/
    |      |    |       |    |      |         S
    |      |    |       |    |      |
    |      |    |_______|    |      |
    |      |                 |      |
    |______|______=====______|______|
    
    Map 1.2
                                                                _________
                                     __________                |         |
                                    |B      (2)|               |         |
                                    |          |_______________|         |
                                    |                                (4) *
                                    |        __________________          *
                    ________________|       |                  |         |
           N       |                        |                  |         |
          /\       |_     __________________|                  |______(3)|
        W<  >E       |===|                  
          \/         |   |  (1) There will either be zombies or Hunter Y's on this
           S         |   |      bridge
                     |   |
                     |   |  (2) Park Key and Memo
                     |   |
     ________________|   |  (3) Magnum Rounds
    =             (1)    |
    =____________________|  (4) Use key #X to open this locked grate
    
    Section 3.Western park area
    
    Use the solution below on (1) to drain the tank.  Drop into the water at (5)
    and head down the ladder.  Go up the ladder at the end of the sewer to get
    to section 4.
    
    
    Map 1
          _______________________
         |             (4)       | (1) Puzzle solution: Push 2,3,5,2,4,1,Start
         |     ____________===___|         
         |    |                                            
         |    |                                   1   2   3    
         |    |                                   0   0   0    
         |    |                                     0   0      
         |    |                                     4   5     
      TO =    |                           
      1F =    |     N
      \/ |____|    /\
                 W<  >E
      ^^           \/
      TO            S
     _B1_______________
    | ** |     |(5)_ (1)    (1) Water puzzle 
    |    |     |    |  |
    |    |_____|    |  |    (2) 3 green herbs
    |               |  |
    |_______________|  |    (3) 2 blue herbs
    (2)                =
    |                  =    (4) You'll hear GraveDigger here, and some sliding 
    (3)            ____|        worms will appear
    |_____________|    |    
    |__________________|    (5) You can climb into the water from this point
    
    
    
    Section 4.Graveyard & Storage shed
    NECESSARY ITEMS UPON ENTERING THIS AREA:  Park key #2 (item#30)
    
    Go through this area and use the park key on (2).  Get your lighter out of
    the storage box and take the pipe (6).  Use your lighter on (7), then use the
    pipe in the same place.  Go through the newly formed hole and take the key
    (10).  Try to exit this area and you'll hear a transmission.  Exit through the
    hole and you'll be confronted by Nicolai.  After the conversation, exit this
    room.  Outside, the floor will shake and you'll be attacked by GraveDigger
    Red.
    
                       _______________
                      | (11)        | |
           N          |   _____     | |
          /\          | (10)   |   _|_|____________________________
        W<  >E        |  |     |(9)                       =      |S|
          \/          |  |   (8)  |       ___________     |     (4)|
           S          |  |     |  |      |           |    |______| |
                      |  |_____|  (7)    |_(5)___(3)_|    |________|
                      |           |         _             |
                      |_(12)______|        | |___(6)______|
                                  |____    |______________|
                                       |===|
     __________________________________|(2)|___
    | ===== |                          |   |   |  (1) 2 Red Herbs
    |   O   |     ___________          |   |   |
    |       |    |         (1)         |   |   |  (2) Use the Park key on this 
    |       |    |    _______|         |   |   |      door
    |       |    |   |                 |   |   |
    |       |    |   |                 |   |   |  (3) 2 gunpowder A's
    |       |    |   |                 |   |   |
    |       |    |   |                 |   |   |  (4) F. Aid Spray
    |       |    |   |                 |   |   |
    |       |____|   |                 |   |   |  (5) 2 gunpowder B's
    |                |                 |   |   |
    |        ____    |                 |   |   |  (6) Pipe
    |       |    |   |_________________|   |   |
    |_______|    |                         |   |  (7) Use the lighter, then the 
    |       |    |                         |   |      pipe to open the fireplace
    |_______|____|_________________________|___|
                                                  (8) Memo
    
    (9) Ink Ribbon          (10) Park Key      (11) Fax    (12) Grenade Rounds
    
    
    BOSS FIGHT: GraveDigger Red
                                 ______     It's hard to give a good strategy for
      ______                    |      |    Gravedigger.  Just DON'T stay still. 
     |=(1)  | (1) Exit through  |      |    Make sure you have alot of ammo when 
     |=     |     here          |      |    entering here too.  GraveDigger can 
     |      |                   |  O   |    take alot of hits.  Keep moving and 
     |      |                   |      |    twirl and attack him once or twice 
     |      |                   |      |    when he pops out of the ground.
     |      |                   |      |    Good luck.
     |      |                  /       |   
     |       \     _____      /  GDR  /    
     |        \___/     \____/       |     
     |                               |     
     |                             _/      
      \                          _/        
       \________________________/          
    
    
    Once done with GraveDigger, head to the far western end of the park (section 2
    map 1.2, (4)).  Use your key on this door and exit to be free of the park.
    
    **************************
    * Stage 7: Disused Plant *
    **************************
    
    Once you exit out of the park, you'll begin to cross a bridge.  When you do,
    Nemesis will attack you.
    
    LIVE SELECTION:
    Nemesis starts sticking his tentacles through the bridge, and then he jumps up
    in front of you.
    A:  Trick Nemesis and knock him off the bridge
    B:  Jump off the bridge
    
    :A  Jill dodges Nemesis and knocks him off the bridge, then runs into the
        entrance to the disused plant. (section 1.)
    
    :B  Jill jumps off the bridge herself and lands in the sewers.  From here,
        climb into the pipe and take the ladder to enter the disused plant.
        (section 2.)
    
    TIMEOUT:  Nemesis knocks Jill off the bridge, and she lands on the nice soft
              rocks (section 2.)  Note: This will hurt you.
    
    
    Section 1.Plant, 2nd Floor
    
    Scenario A:
    Enter the save room and get the key (6).  Enter the room to the right of this
    and solve the Steam Puzzle.  (see below for solution, it's really not that
    hard).  After solving it and using the computer, go through door (13), take
    the system disk (4), and go down the elevator to get to section 2.  
    
    Scenario B:
    Exit the elevator, and take the system disk on the desk (4).  Unlock the door
    and enter the north door in the next section.  Take the key (6) and enter the
    room on the right.  Solve the Steam puzzle (see below).  Now exit through
    door (2) to get to section 3.  
    
    Map 1
                                                 _______________________________
                                                |  |(14)| |                     |  
                                                |         |___________          |
                                                |                     |         |
                        ________________________|                     |         |
                       |_|    |_(8)__T___|      |                     |         |
                       |S |                     =      ______(d)(e)___|         |
                       |__|                     =     |                         |
                       | |                      |     |                         |
                       | |     ________         |     |                  _______|
                       | |    |(10)    |        |     |                 | (f)   |
                       | |    |(11)    |        |     |                 |       |
                       | |    |        |        |     |                 |       |
                       | |    |        |        |     |                 |(c)    |
                       |(7)   |        |        |     |_________________|(b)    |
                       | |    |        |        |        (a)                    |
          N            | |____|        |        |                               |
         /\            |___(6)_________|_  _____|_______________________________| 
       W<  >E          |                 ==     |@@@@@@@@|        |@@@@@@@@|    |
         \/            |                        |@@@@@@@@|        |@@@@@@@@| (2)=
          S            |                        |@@@@@@@@|        |@@@@@@@@|    =
                       |      _===______________|@@@@@@@@|========|@@@@@@@@|    |
                       |     | (13)                          O                  |
                       |     |(7)                                         z     |
                       |     |    ___________      __________________________(1)|
                       |     |   |           |    |
                       |     |   |           |    |  Solution to the SwitchPuzzle:
       ________________|     |   |           |    |     
      =                      |z  |           |    |  a, b, c, a, e, d, a, c; 
      = O                    |   |           |    |     
      =__________________***_|   |(4)        |    |  Then use the computer (f)
                         (12)|   |           |    |
                             |   |___________|z   |  To exit:
                             |               z    |
                             |             z   (3)|  b, a
                             |____________________|    
    
    (1) Blue Bush                    (7) First Aid Spray
        
    (2) Solve the sound and steam    (8) Memo and Ink Ribbon
        puzzles to open this door
        
    (3) 3 Green herbs                (9) 2 Blue herbs
    
    (4) System Disk                  (10) 2 GunPowder B`s (Scenario A only)
    
    (5) Disused Plant map            (11) 2 GunPowder A`s (Scenario A only)
    
    (6) Key                          (12) Locked door.  Use the Umbrella Card
                                          Key open this door
            
    (13) Locked door.  Use the (6) key to open it or open it from the
         inside, depending on which scenario you choose (A or B)
        
    (14) Elevator.  Use your Umbrella Card Key to operate it 
    
    
    Section 2.Plant, 1st Floor
    
    Scenario A
    
    Once you exit the elevator you need to be careful, sometimes there are
    Drain Deimos's in this room, and they can poison you.  Exit the room through
    the south door, jump down into the sewer water and head west.  Hop up onto
    the concrete and enter the save room.   Get the sample(2).  For the next
    room you will need the key(6 from the second floor) so remember to get that
    from the storage box if you do not have it on you.  Once you are ready exit
    through the east door and down the stairs.  Use the sample(2) on the machine
    along the far east wall.  Inspect the machine again for the sound/sample
    puzzle(see below for solution).  The machine to the right of the
    sound/sample machine can be used to imprint the key((6) from upstairs),
    just use the key(6) on it and make sure to inspect the machine again inorder
    to retrieve the key from it.  Now return to the elevator and go back up to
    the 2nd floor.  Go open the now fully unlocked door and go through to get to
    Section 3.
                                                                          
    Scenario B
    
    Once Jill recovers from her fall from the bridge move towards the sewer
    entrance and enter.  Once inside move toward the ladder and climb over the
    grate.   Hop up onto the concrete just to your left and head through the
    door and into the save room.  Get the sample(2).  Exit through the east
    door and down the stairs.  Use the sample(2) on the machine along the far
    east wall.  Inspect the machine again for the sound/sample puzzle(see below
    for solution). Note: The machine to the right of the sound/sample machine
    can be used to imprint the key((6) from upstairs), return to this machine
    once you obtain that key.  Once you have finished this puzzle then you can
    head back to the sewer and exit through the other door.  Head towards the
    elevator and go up to the 2nd floor.
    
    Sound/Sample Puzzle Solution:
    
               If your sample is this:      The solution is:
    
              |  |  |= |  |= |  |  |  |     A: Right 4 spaces
    Sample 1: |= |  |==|= |==|= |  |= |     B: Right 2 spaces
              |= |= |==|= |==|= |= |==|     C: Left  2 spaces
    
    
              |  |  |= |  |  |= |  |  |     A: Right 1 space
    Sample 2: |= |  |= |= |= |= |  |= |     B: Right 3 spaces
              |==|==|= |= |==|==|= |==|     C: Right 4 spaces
    
    
              |= |  |  |  |  |  |= |  |     A: Left  1 space
    Sample 3: |= |  |= |= |  |= |= |= |     B: Left  2 spaces
              |==|= |==|= |= |==|==|==|     C: Right 2 spaces
    
    
              |= |  |= |  |  |= |  |  |     A: Right 1 space
    Sample 4: |= |= |= |  |= |= |  |= |     B: Right 1 space
              |= |==|==|==|==|= |  |==|     C: Left  2 spaces
    
    Map 1
                                    _______
                                   |       |    (1) Ink Ribbon
                                   |  (9)  |
                                   |_     _|    (2) Manual 
                    _________________|===|___
                   |                         |  (3) Sample
          N        |     ______       _______|         
         /\        |      B    |     |          (4) 3 Gunpowder A's (scen B only)
       W<  >E      |           |     |       
         \/        |           |     |          (5) 3 Gunpowder B's (scen B only)
          S        |           |     |       
                   |           |     |          (6) First Aid Spray
                   |_______    |(8)__|    
     ______________________|===|_____|     ________________    (7) Sound Puzzle
    | O                              |    |           ||  (7) 
    |________     ___________________|____|  (5)____  (4)  |   (8) 2 boxes of 
             |   |S|_T|  |        =          |      |      |       Shotgun Shells
             |   | (1)|  |        =_______   |______| (6)  |
             |   |    |  |        |       |           ||   |   (9) Elevator
             |   |    |  |        |       |___________||(10)   
             |   |    |__|        |                            (10) Machine used 
             |   =              (2)                                 imprint key(6)
             |___=______________(3)
    
    
    
    Section 3.On to Nemesis....
    NEEDED ITEMS UPON ENTERING THIS AREA:  System Disk (item#32)
    NECESSARY ITEMS TO GET IN THIS AREA:  Umbrella Card Key (item#34)
    
    Go insert your System disk in (1).  Then exit through this door.
    
    
        __________________________                 (1) Insert the System
       =                          |                    Disk here to open
       = O                        |                    The door.
       |                          |____________
       |                                       |             N 
       |                                       |            /\     
       |_______________________________        |          W<  >E      
                                       |    (1)|            \/    
                                       |       |             S    
                                       |__===__|
    
    
    BOSS FIGHT: Nemesis: 2nd Mutation Stage
    Nemesis appears, and starts walking towards you.  He backs Jill into a corner
    and swipes with his tentacle.  Jill ducks, and Nemesis hits a pipe.  The
    corrosive liquid sprays all over him, and he loses a few limbs.  Then the
    fight starts.
    
                             __________|__===__|__________
    (1) After killing       |     |           (2) |    |  | (2) Use the Umbrella
        Nemesis, this dead  |     |               |    |  |     Card Key(2) here
        scientist will drop |     |               |____|  |     inorder to open
        the umbrella card   |     |                       |     this door.
        key.                |     |              _____    |
                            |     |             |     |   |
              N             |     |             |     |   |
             /\             |     |             |     |   |
           W<  >E           |__(1)|             |     |   |
             \/             |                   |     |   |
              S             |                   |     |   |
                            |                   |     |   |
                            |___________________|_____|___|
    
    Use your regular strategies here, except multiply your efforts 10-fold.
    Note that the pipe Nemesis hit the first time can be shot again to do more
    damage.  Good luck.
    
    ****************************
    * FINAL STAGE: Last Escape *
    ****************************
    
    Section 1.Escape
    After getting out of the area where you fight Nemesis, a missile warning will
    appear.  Don't worry about it yet, it doesn't start counting down until you
    get the radar.
    
    ------------------------------------------------------------------------------
    IF YOU WANT TO GET THE ROCKET LAUNCHER:  Go back to the steam puzzle room
    (make sure you got your key imprinted at (Stage 6, section 2, map 1, (10)).
    and use your umbrella card key on the elevator.  Go down and use your 
    imprinted key on (2) to get it.  
    
      __==______________ 
     |  O     |         |       (1) 2 Grenade Rounds
     |      (1)         |
     |        |         |       (2) Rocket Launcher
     |        |         |           Note: You must take your key for the Control
     |        |         |           Room(the key that has a little plastic ID card
     |        |         |           attached to it) and insert it into the 
     |        |         |           machine just to the right of the sound/sample
     |       _|_________|           puzzle in order to get it imprinted.  Once 
     |______|                       that is done you must take the key from the 
     | (2)  |                       machine and use it to open this gun locker.
     |______|                 
    ------------------------------------------------------------------------------
    
    Go to the locked shutter (stage 6, section1, map 1, (12)) and use your
    umbrella card to open it.  If Nicolai wasn't killed before the Nemesis fight
    he will appear here with a helicopter when you try and take the radar(4).
    
    LIVE SELECTION:
    Nicolai appears in his helicopter and starts shooting stuff.  You're given an
    option:
    A:  Try and talk Nicolai out of it
    B:  Fight the helicopter
    
    :A  After a brief conversation, Nicolai leaves you to die.  The Missile timer
        will start up.
    :B  You fight the helicopter, it takes about 6 magnum rounds.  Not too hard.
        I wouldn't recommend using your Rocket Launcher, you'll need all four
        shots soon
    
    With the live selection over, try to open the hatch(5) in the middle of the
    room.  If the timer hasn't already started, it should now.  You'll have 10
    minutes total to do everything else you need to.  9 minutes for the green
    timer and 1 minute for the red.  Go down the hatch to get to section 2.
    
    Map 1
                      ==       
                     | O|                
                     |  |
                     |  | 
                     |  |                 N
                     |  |                /\
                     |  |              W<  >E
                     |  |                \/
                     |  |                 S
                     (1)|       
           __________|  |__________
          |  (3)___|  ==         | |    (1) 2 Green herbs
          | |                    | |
          | |      ________      | |    (2) First Aid Spray
          |_|     |        |     | |
          |       |        |     | |    (3) Magnum Rounds
          |       |        |     | | 
          |       |__(5)___|    (2)|    (4) Radar
          |                      | |   
          |     _________________| |    (5) Hatch
          |____|(4)________________|  
    
    Section 2.Helicopters and Missiles
    NEEDED ITEMS UPON ENTERING:  Your biggest guns and your best healing items
    
    At the bottom of the shutter, exit through the east door.  Do the same in the
    next area to get to section 3.
    
    Map 1
    
     _________________________________________________________
    | S|                    |        _(2)___|                 |      N
    |__|                    |_______|       |                 |     /\
    |             _______                   =                 |   W<  >E
    |   ===      |       |                  =                 |     \/
    |______(1)___|_______|__________________|_______          |      S
                                                    |         |
    (1) Manual                                      |         |
                                                    |         |
    (2) Shotgun Shells X2                           |         |____________
                                                    |          (3)         |
    (3) Railgun picture (last note of the game)     |                      =
                                                    |                      =
                                                    |                      =
                                                    |______________________|
    
    Section 3.Last Escape
    
    This is the last battle room.  Go turn on the computer at (5).  Then go push
    battery #1 (2) in.  Nemesis will appear.
                                                      N
        ________________________________________     /\
       |   (1)        |             |(3)|       |  W<  >E (1) Tyrant and Mr. X`s
       |              |             |___|       |    \/       T-01 Pod
       |              |             |         __|___  S
       |              |             |        =  (7) |     (2) Battery #1
       |              |             |     ___=______|__
       |            (2)             |    |             |  (3) Battery #3
       |            |               |    |    (6)      |
       = O          |               |    |             |  (4) Battery #2
       =            |               |    |_____________|
       |            |               |             |    |  (5) Check this system
       |            |_______________|             |    |      then go and push
       |                                         (5)   |      Battery #1 into its
       |                                          |    |      slot.
       |                                          |    |
       |                                        __|    |  (6) Railgun
       |_______________________________________(4)|____|
    
    
    BOSS FIGHT:  Nemesis: Final Mutation Stage
    Nemesis appears where Tyrant is laying, and mutates into a big....thing.
    Shoot it with your rocket launcher, grenades, magnums, and anything else.
    Don't let him back you into a corner.  He can attack from afar, but it
    doesnt do a terribly large amount of damage.  When he retreats back into the
    corner, push the remaining 2 batteries (3)&(4) in.  This will charge the
    railgun.  It will shoot twice (unfortunately you can't suicide by standing
    in front of it) and Nemesis will be in little pieces.  Head to the elevator
    (7).  Nemesis will crawl to you one last time.
    
    LIVE SELECTION:
    A:  Finish Nemesis off
    B:  Escape through the door
    
    :A  Jill will grab a magnum lying by a dead guy's hand, and shoot Nemesis
        several times.  Then she'll say something cheesy and shoot him some more.
        After she's done, head out through the elevator door and ride it to the
        top.
    
    :B  Jill will run through the elevator door.  Go up it.
    
    You're done.
    
    
    
    
    .VII.  Item Reference List
    
    
    01. Key #1
        Found:  Stage 1, section 2, map 1 (4)
    02. Lighter oil 
        Found:  Stage 1, section 3, map 1 (4)
    03. Lighter 
        Found:  Stage 1, section 4, map 1 (10)
    04. Combined lighter 
        Found:  Created when you combine the Lighter (item 3) and the lighter oil
               (item 2)
    05. S.T.A.R.S. Card 
        Found (1):  Inspect Brad's body (stage 2, section 1, map 1.1, (2)) during
                   your first fight with Nemesis, then inspect the card case you
                   recieve in your inventory for a card.
        Found (2):  Stage 2, section 1, map 1.2 (9)
    06. Blue Jewel 
        Found: Stage 2, section 1, map 1.2 (3)
    07. Lockpick
        Found: Stage 2, section 2, map 1 (1)
    08. Hose
        Found: Stage 3, section 1, map 1 (3)
    09. Battery Cables
        Found: Stage 3, section 2, map 1.1 (1)
    10. Rusted Crank
        Found: Stage 3, section 2, map 1.2 (10)
    11. Plate
        Found: Stage 3, section 2, map 1.2, (9)
    12. Green Jewel
        Found (1): Stage 3, section 3, map 1, (5)
        Found (2): Stage 3, section 4, map 1.2, (13)
    13. Bronze book
        Found: Stage 3, section 5, map 1.1, (2)
    14. Wrench
        Found: Stage 3, section 6, map 1, (7)
    15. Machine Oil
        Found: Stage 3, section 7, map 1, (1)
    16. Fuse
        Found: Stage 3, section 8, map 1, (6)
    17. Regular Crank
        Found: Stage 3, section 9, map 1, (2)
    18. Oil
        Found: Stage 3, section 9, map 1, (9)
    19. Clocktower key (combinable)
        Found: Stage 4, section 1, map 1.1, (1)
    20. Clocktower key 
        Found: Stage 4, section 1, map 1.2, (8)
    21. Cronos key
        Found: Stage 4, section 2, map 1.2, (4)
    22. Silver Gear
        Found: Stage 4, section 2, map 1.2 (1)
    23. Combined Cronos key
        Found: Items 19+21 combined
    24. Golden Gear
        Found: Stage 4, section 3, map 1, (9)
    25. Combined Gear
        Found: Items 24+22 combined
    26. Blue Vaccine
        Found: Stage 5, section 3, map 1, (5)
    27. Red Vaccine
        Found: Stage 5, section 4, map 1, (8)
    28. Purple Vaccine
        Found: Items 27+28 combined
    29. Park key
        Found: Stage 6, section 1, map 1 (2)
    30. Park key #2
        Found: Stage 6, section 2, map 1.2, (2)
    31. Park key #3
        Found: Stage 6, section 4, map 1, (10)
    32. System Disk
        Found: Stage 7, section 1, map 1, (4)
    33. Imprint Key
        Found: Stage 7, section 1, map 1, (6)
    34. Umbrella Card Key
        Found: Stage 7, section 3, map 2, (2)
    
    
    
    
    .VIII.  Mercenaries: Operation Mad Jackal
    
    In the Mercenaries mini-game, you start as one of the mercenaries in the game.  
    Carlos, Mikhael, or Nikolai.  You start at the cable car in downtown and you go 
    to where the game began.  You have a 2 minute time limit, although you can gain 
    more time by killing monsters.  
    
    Monster Name       Extra Time Added
    Crow               +1 sec
    Sliding Worm       +1 sec
    Zombie             +3 sec        
    Dog                +4 sec
    Spider             +4 sec
    Drain Deimos       +5 sec
    Brain Sucker       +6 sec
    Hunter B           +6 sec
    Hunter Y           +7 sec
    Nemesis            +10 secs for taking him down, +20 for the kill
    Standing Evasion   +1 sec
    Knock Down         +2 sec
    
    If you kill monsters consecutively, the time allotted for monster kills 
    increases.  Try to take out a lot of monsters at one time with either the 
    shotgun or the red barrels (Fire got 92 extra seconds in one shot).  Using this 
    method, you can save ammo and acquire a lot more time.  If you are using Nicolai 
    as your character, using the knife to kill enemies will multiply the above times 
    eightfold (EX: Killing a crow with the knife will give 8 seconds instead of 1).
    This also works if you only just have the knife equipped and a monster dies.  
    Stepping on heads and letting Nemesis shoot zombies with the knife equipped also 
    multiplies the recieved time by 8.  Try to shoot zombies with 3 or 4 handgun 
    shots and then take them out with the knife to gain quite a bit of extra time.  
    
    Characters
    
                    Carlos 
    Weapons:     Machine gun at 100% 
                 Desert Eagle w/ 105 rounds
                 3 fully mixed herbs (RGB) 
    
    Difficulty:  Easy.  Carlos has the best healing and the most
                 straightforward weaponry, though he doesn't have much of
                 a defense against Nemesis. 
    
                       Mikhail
    Weapons:     Shotgun w/ 28 rounds
                 Magnum w/ 24 rounds
                 Rocket Launcher w/ 8 rounds
                 1 fully mixed herb (RGB) 
    
    Difficulty:  Medium.  A variety of weapons ranks him as a harder 
                 character to use.  But Soma thinks he's the easiest
                 because the shotgun can do damage to multiple targets and 
                 the Rocket launcher takes down Nemesis in one hit.  
    
                        Nicholai
    Weapons:     Handgun w/ 15 rounds
                 Knife
                 Blue herb
                 First Aid Spray x3
    
    Difficulty:  Hard.  The lack of much real ammo makes him a much more
                 strategic player.  You'll spend most of your time dodging 
                 enemies as opposed to fighting them with this one.  
    
    The money recieved from the mini-game can then be exchanged for the machine gun 
    for $2000, the gatling gun (cool) for $3000, and the rocket launcher for $4000.  
    Once purchased, they can all be used in the regular game (though only in the 
    difficulty you selected for the first game) and all have infinite ammo.  The 
    fourth, for $9999, has infinite ammo for all the regular weapons (the infinite 
    symbol takes the place of the ammo amount).   
    
    
    Scenario info
    
    In order to get the full amount of money for each character, you have to rescue 
    the survivors.  Their placement and item info varies for each character, but 
    keep in mind you recieve +20 seconds for each character you save.
    
    *Carlos*
    
    Character:     Location:               Time Bonus:   Item:         Limit:
    
    Fat guy        Gas Station             +20           60 HG rounds  50 secs
    Girl           Newspaper Office        +20           F. Aid Spray  always
    Brad           Below the Restaurant    +20           60 HG rounds  90 secs
    Marvin(cop)    Sub Station             +20           60 HG rounds  always
    Nikolai        Sales Office            +20           60 HG rounds  always
    Mikhail        Bar                     +20           F. Aid Spray  always
    
    *Mikhail*
    
    Character:     Location:               Time Bonus:   Item:         Limit:
    
    Fat guy        Gas Station             +20           14 SG shells  50 secs
    Girl           Newspaper Office        +20           14 SG shells  always
    Brad           Below the Restaurant    +20           12 Mag Rnds   90 secs
    Marvin(cop)    Sub Station             +20           F. Aid Spray  always
    Nikolai        Sales Office            +20           F. Aid Spray  always
    Carlos         Bar                     +20           14 Spc SG Sh  always
    
    *Nikolai*
    
    Character:     Location:               Time Bonus:   Item:         Limit:
    
    Fat guy        Gas Station             +20           60 HG rounds  50 secs
    Girl           Newspaper Office        +20           60 Spc HG Rn  always
    Brad           Below the Restaurant    +20           60 HG rounds  90 secs
    Marvin(cop)    Sub Station             +20           60 HG rounds  always
    Mikhail        Sales Office            +20           60 Spc HG Rn  always
    Carlos         Bar                     +20           60 HG rounds  always
    
    These times aren't necessarily correct, we have a theory that the 
    placement of the fat guy and Brad depend on how much time it takes 
    you to get there, total, as well as how many F. Aid Sprays you use. 
     We plan to have fully correct information, as well as walkthroughs 
    for all the characters, in the next version.  
    
    HG-  Handgun Rounds
    Spc- Special * Rounds
    SG-  Shotgun Rounds
    
    Notes on Nikolai:  Watch out for the Hunter Y's in the Sales Office, in close
    combat they can swallow you whole (even with full life).  Also, if you equip the 
    knife, you might want to purposefully attack the zombies laying on the ground, 
    they don't do much damage to your leg and you get 24 extra seconds for smashing 
    their heads.  In the alley after the bus, equip your knife and Nemesis may kill 
    a few Zombies for you.  
    
    
    Note that the 'limit' means that you have to enter the room that the character 
    is in by the time indicated on the right.  F. Aid Sprays may also take a part in 
    whether or not a character is there.  Also, if you get to the room connecting 
    uptown and downtown (with a big wrecked bus in it) with 2 or more minutes 
    remaining, Nemesis will appear in his mutated form.  If you kill him here, you 
    will recieve a 120 second bonus.  He's not a problem for Mikhail's Rocket 
    Launcher, but Carlos and Nikolai will definitely have troubles.  If you insist 
    on fighting him with one of these two characters, try to lure Nemesis to the 
    barrels scattered around the area and blow them up with your handgun (this is
    very difficult, you'll need an almost direct hit with him right next to the
    barrels). 
    
     
    .IX. Tips & Acknowledgements
    
    *The stars on the save game screen represent the costumes and weapons you get 
    from completing the game with good scores and winning the mercenaries game 
    respectively.  The top row is weapons, though the first is the Mercenaries game 
    itself.  In order, the next are the assault rifle, gatling gun, rocket launcher, 
    and infinite ammo pack.  The bottom row is costumes. 
    
    *Various items can be destroyed around the game world.  The most obvious are 
    barrels, but you can also see bombs stuck on walls around the city which act 
    much the same as the barrels.  There's also a crate hanging at one point in 
    the game that can be destroyed.  Also, in the main area of the park, if you 
    climb up the stairs in the back center, you can shoot down the little 
    Japanese lanterns.  Not really useful, but fun :)
    
    
    New Submissions:
    
    We didn't get any, come on guys, don't ya love us anymore? :(
    
    Acknowledgements:
    
    Adrian Soh
    Help with MANY of the puzzles and pretty much every other aspect of the game.  
    Thanks Adrian!
    
    Paul Mark Bautista
    Revealed that killing Nemesis every time he appeared gave new weapons and ammo.
    
    Banan
    Submitted the Nemesis 120 second secret in Mercenaries
    
    Yujing Fun
    Help with various game completion info
    
    Zachary Alexander
    For helping us get that last note we could never find
    
    LAFY (Rafy Riquelme), for his generous kanji mistranslations.  LAFY, I hope you 
    have many happy comes throughout the rest of your life.  Remember, Japan is 
    definitely a cold season without you.      
    
    dlrs (Jason Phillips), your blue hair has provided endless amusement for us 
    while writing this, both in front of and behind your back.  
    
    yukijirushi brand coffee, for allowing us to proceed with the making of this FAQ 
    with only a fraction of the sleep normally required.
    
    Famitsu weekly, for various gun  and character information. 
    
    
    
    .X.  Characters in RE3
    
    Jill Valentine
    Height: 5'5"  Weight: 108 lbs.  Age: 23  Blood Type: B
    Occupation:  Former S.T.A.R.S. Member
    Info:  You control Jill through most of the game.  She enjoys long walks along 
    dark alleys, and shooting things.
    Memorable quote: Jill - "The monsters have overtaken the city"
    Japanese Subtitle   - "The screams of the living have grown silent in the city"
    
    Carlos Oliviera
    Height: 5'11"  Weight: 182 lbs.  Age: 21  Blood Type: O
    Occupation: Mercenary
    Info:  Carlos is a controllable character.  His turn-ons are cheesy dialog and 
    avoiding clarity.
    Memorable quote:  "All the foxy ladies love my accent, it drives 'em crazy!"
    
    Mikhail Victor
    Height: 5'10"  Weight: 216 lbs.  Age: 45  Blood Type: A
    Occupation: Mercenary
    Info: Mikhail spends his days getting injured, as he can only survive in a 
    delirious state.
    Memorable quote:  "They're coming...  They're coming!...  Fire, FIRE!..  STICK 
    TOGETHER!"
    
    Nikolai Ginovaef
    Height: 6'2"  Weight: 224 lbs.  Age: 35  Blood Type: A
    Occupation: Mercenary, Supervisor..and that's all you need to know!
    Info: Nikolai waits at doors until Jill is just about to enter, then shoots an 
    innocent, screaming victim in order to advance the plot.
    Memorable quote:  "Not now, I'm BUSY!"
    
    Brad Vickers
    Height: 6'0"  Weight: 187 lbs.  Age: 38  Blood Type: O 
    Occupation: S.T.A.R.S. member
    Info:  The helicopter pilot from RE1.  Brad's purpose is obvious foreshadowing 
    and nostalgia.
    Memorable quote:  "AAAAA!"
    
    Fat Guy
    Occupation: Whining
    Info: The fat guy appears at the beginning of the game and disappears after 
    doing something stupid
    Memorable quote:  "I'd rather be eating one of those undead zombies!"  
                                            Note: This may be a misquote.
    
    Nemesis
    Occupation: Growing larger
    Info:  Nemesis spends his time chasing a beautiful woman, who is unattracted to 
    him due to his repetitive dialog.
    Memorable quote:  "S.T.A.R.S."  
    
    .XI.  Disclaimer
    This FAQ is meant for personal use only.  It cannot be altered and it can be 
    reproduced in electronic form only.  It cannot be published in magazines, 
    articles or by any other form of commercial reproduction. The FAQ is not meant 
    for sale.  This FAQ is made by SomaAddict ( Nixon Hazard ) and FireFlite (Mikeee 
    ). If you want to use this FAQ for your website or webpage, please seek the 
    author's permission. 
    
    Soma&Fire
    November 12, 1999 
    10:52 PM JST