Walkthrough
Uptown
All looks quiet around the area. Then, Jill bursts through
the explosion and
comes up on the clean side. There's not a whole lot you can
do in this room.
Just run forward and STUN, not kill, the zombie with 4-5
shots. Once the zombie
is on the ground, climb over the dumpster and then jump on
the other side. The
game will take over as zombies begin to surround Jill. Jill
breaks through a
door and runs through a door into the warehouse.
"September 28th. Daylight. The Monsters have overtaken
the city. Somehow...I'm
still alive..."
A brief cut scene will introduce us to Dario Rosso. Jill
tries to convince
Dario to escape, but he doesn't want to leave the warehouse
and get killed.
Dario throws a hissy fit and locks himself inside a closet.
Once you regain
control of Jill, turn around and go to where the staircase
it. From the
staircase, run right and pick up the First Aid Spray off the
shelf. Now, run
right from the First Aid Spray and you'll find a green
light. Examine the light
for some Handgun Bullets. Now run back up the stairs and
head up. Go up the
next staircase and open the door at the top. In this save
room, pick up the
Warehouse Key on the wall right next to you (if you examine
it, it turns into
the Backdoor Key). Also, turn around and go to the cabinet
in the corner of the
room. Pick up both Gunpowder As, and combine them with the
Reloading Tool to
create 30 Handgun Bullets. Now, drop the Reloading Tool and
First Aid Spray
into the item box, and then leave the room. Back in this
place, run down the
stairs and follow the walkway to the door. Use the Warehouse
Key on the door to
unlock it. Toss the key and then open the door.
There's nothing in this room. Just run down the stairs and
open the door at the
other side of the room. There's also nothing to do here.
Just run upward and
open the door you'll find on your right. In this room, run
up the stairs and
you'll come to a door on your left. When you try to open the
door (or if you go
near it, I don't know how often this happens), the door will
burst open with
Brad Vickers running away from the zombies. Now, these
zombies tend to be fast.
Turn around and kill each zombie one by one, trying not to
get bitten. Once all
of the zombies are dead, go over to the door where they came
out of. Head down
the stairs where you'll find another zombie. You don't need
to kill this one,
just stun him. Now pick up the Lighter Oil on top of the
shelf and then grab
the Shotgun from the dead guy's body. Now run back up the
stairs and run to
where Brad ran. Pick up both Green Herbs and follow this
path down a stairs to
a door. Open this door.
There are a few zombies here, but you don't have any need to
kill him. Run
downwards past the first zombie, and then run around the
second zombie. By now,
you'll hear a guy screaming as he gets killed. Continue to
run forward and
you'll find a stack up crates. Run up the stairs and grab
both Green Herbs on
the balcony. Then head back down the stairs and jump off the
crates (there is
an Uptown Map if you want it). Continue to follow this path
and you'll find a
few zombies eating the dead guy. Just run around these
zombies and follow this
path to a door and open it. Run forward in this room and
you'll get to a
staircase. You'll hear gunfire, so run down the stairs and
you'll find Brad
killing off one of the zombies. It's best to run around
these zombies and
follow Brad, but if you need to just stun one of the
zombies. Now run into the
opening he went into and then open the door at the end.
We find a cut-scene of Brad being bitten by a zombie. He
shakes it off and
starts shooting it. You can shoot it if you want, but it is
a waste of ammo.
Now, pick up the Clock Tower Postcard off the counter and
then run to Jill's
right. You'll find a register. Examine the register for
Handgun Bullets. Now
run back to the door. By now, Brad should have killed off
the zombie. After a
cut-scene where Brad tells us that we're both going to die,
go to where Brad
left the room. Your inventory should be this:
Handgun
Handgun Bullets
Shotgun
Lighter Oil
Green Herb
Green Herb
Green Herb
Green Herb
Combine two of your Green Herbs to make a double green herb
mixture (and to
create space). Pick up the Lighter near the payphone.
Combine the lighter with
the lighter oil. Now, instead of following Brad, turn around
and leave the Bar
the same way you came in. Back out here, run straight and then
run back up the
stairs. Head towards Jill's right and go down the long
passage. There is a
zombie here, but I'd recommend beheading it with your
Shotgun. Once you get to
a door, open it.
There are several zombies in this place trying to break down
the barricade. Run
to the other side of the room. Use the lighter on the door
to burn down the
rope. By now, the zombies will have broken through the
barricade. Sometimes,
they do break the barricade before you get a chance to use
your Lighter. Now,
back up, stay at a safe distance from the barrel and the
zombies (keep them all
on the same camera angle too). When they come close, fire
your Handgun at the
barrel. You will kill all but two of the zombies 9 times out
of 10. Most of the
time, there are two other zombies wandering around at the
far back. Finish them
off with your Shotgun if needed. But before heading through
the door, go to
where the zombies were. Pick up the two Red Herbs. Combine
them with the Green
Herbs to get Red/Green Herb mixtures. Also, search the dead
police for Photo A.
Now you can head through that door you just used the Lighter
on.
There are dogs in this room, but you'll never have to fight
them. Just run
forward and follow this path until you see a door on Jill's
left. Open this
door before the dogs have a chance to attack you. In this
tiny safe room, open
your item box and toss away the Lighter. Pull out your
Reloading Tool and pick
up the Gunpowder A from the shelf. Create Handgun Bullets
and then pull out the
Gunpowder B. Use it to create Shotgun Shells. Toss the
Shotgun Shells and
Reloading Tool into the item box, and then leave. Back out
here, run upward
towards the door and open it. The dogs will never get you.
In this room, head
out of the alcove and run upward. Follow this path to a gate
and then open it.
LIVE SELECTION CHOICE
Fight with the Monster.
Enter the Police Station.
If you choose to fight with the monster, you will take over
as Jill
immediately.
If you choose to enter the Police Station, Jill will dodge
the punch from
Nemesis and run to the police station.
FIGHT NEMESIS?
In the event you want to fight Nemesis, it's quite possible.
The second you
choose fight with the monster, Nemesis will immediately do a
running charge at
you.
Here are some basic tips:
1) Nemesis always punches with his left hand. That means run
around him on his
RIGHT side
2) As of now, Nemesis can throw a punch or grab Jill and
throw her. When this
happens, mash every button to get up.
3) While Jill is on the ground, Nemesis can pick her up
again and then do his
one-hit kill attack in where he infects Jill with the virus.
However, you can
break free of this by mashing every single button possible
on your controller,
but you need to be in Yellow Caution or higher to break
free.
4) Do NOT run away from Nemesis. He can outrun you and he
will catch up to you
with ease to deliver a cheap shot.
5) Never expect things to go as planned when fighting
Nemesis. There are times
where he'll run at you and then give you a punch. In the
event that Nemesis
does run at you, mash R1 and R2 just before he throws a
punch to dodge the
attack.
6) He can follow you from room to room, unless it's a save
room.
7) Keep the fight in one room.
The tip to dropping Nemesis in this room is to always be on
this camera angle
at all times. Now, as I said, run to his right side to avoid
the punch and then
get at a safe distance from him (not a far distance in where
he'll run at you).
Then, fire a few Handgun Bullets and then repeat by running
on his right. You
will most likely be going in circles in one part of the
room. After about 30
Handgun Bullets, Nemesis will fall to the ground, but the
battle isn't over
yet. Get behind Nemesis and fire down a "get up"
shot at him. When he gets up,
he will do his trademark pose, allowing you to fire 2-3 more
shots at him.
However, he will be running at you now, so be prepared to
hit R1 and R2 to
dodge. After another 30 shots, Nemesis will fall to the
ground for good.
If you are on Hard Mode, pick up the Eagle Part A.
Also, if you chose to fight with him, you can examine Brad
for a card case.
Check the card case in the inventory for Brad's S.T.A.R.S.
card. Now open the
double doors to go inside the Police Station.
Police Station
As you enter, Nemesis will be trying to break through the
doors behind you,
provided you didn't kill him. He won't ever get through
though, so don't worry.
If you fought with him and dropped him, well then you have
nothing to worry
about. :)
But wow, doesn't this place look a whole familiar! But two
of the three doors
are barricaded, so we can't do a whole lot. Pick up at least
two of the three
Green Herbs next to the double doors though. Now run up the
right ramp and
you'll find a counter area. If you have Brad's S.T.A.R.S
Card, you can use it
on the computer here and it will give you one of four
passwords. Also, pick up
the Handgun Bullets off the counter. Now, go to the other
side of the room and
open the solo door.
Here is where we met Marvin in Resident Evil 2. Sometimes,
the zombies will be
scattered around the place. Other times, they will be in a
group. If they are
in a group, kill them with your Shotgun. Otherwise, pick
them off one by one
with your Handgun. Now, go to the other side of the room and
enter the office.
We'll find Marvin playing dead. Examine him to get Marvin's
Report. Now, you
may see Shotgun Shells on the desk. If you have the space,
pick them up. If
there aren't any Shotgun Shells, then I'll show you where
they are. Turn around
and open the door across from you.
Here is the Evidence Room. Chances are that you're stacked
in your item
inventory, so skip this room and then open the door leading
to the next room.
In this hallway, kill each zombie one by one with your
Handgun. Once all of
them are dead, go to the stairwell and then open the door at
the bottom of the
stairs. In this save room, open up your item box and drop in
Brad's S.T.A.R.S
Card if you have it. Take out your Reloading Tool and also,
drop in the Eagle
Parts A if you have them. Now go to where the lockers are
and open them for
some Gunpowder A. Combine them with the Reloading Tool for
some Handgun
Bullets. Pick up David's Memo that is behind the typewriter.
Put the Reloading
Toll back in the item box, and make sure you have the two
Green Herbs on you.
Leave this place.
Back out here, run forward, but do not go up the stairs.
Instead, go to the
other door that we haven't opened yet. In this hallway will
either be zombies
or dogs. Kill all of them with your Shotgun. Once they are
all dead, follow
this hallway until you get to a dead end. There may or may
not be Red Herbs
here. If they are here, pick them up and combine them with
your Green Herbs to
make two Green/Red Herb combos.
Did you find the Shotgun Shells in Marvin's Office?
If you did, then go back to the stairwell.
If not, then open the double doors in this hallway and we'll
be in the briefing
room. If you want Jill's S.T.A.R.S card, pick it up. It's on
the table near the
podium across from you. Enter the back room and pick up the
Shotgun Shells off
the fireplace. Now leave this room and go back to the
stairwell.
Reload your Shotgun and go back to the save room. Dump in
the Shotgun Shells
and Jill's S.T.A.R.S card if you picked it up. Now leave
this room and head
back to the evidence room. Open the bin with the red light
across from you for
the Blue Gem (if you examine it, it gets re-named to the
Sapphire). Now, go to
the other side of the room where you'll find another cabinet
with a red light.
It will ask you for a four digit password. It is either:
0131
4011
4312
0513
Once you find the correct one, it will open, revealing the
Emblem Key, so pick
it up (checking it renames it to the S.T.A.R.S Key). Now, go
back to the save
room and dump in the Blue Gem. Go back to the stairwell. NOW
we can head up the
stairs. Up here, only kill the zombies that get in your way.
Run to the other
side of this hallway and open the door at the end.
Did you find the Red Herbs in the other hallway?
If you did, then just go to the door in this hallway.
If not, follow this hallway to a dead end and you'll find
the herbs near a
barricaded door. Combine them with your Green Herbs to
create two Green/Red
Herb Mixtures.
Unlock the door with the S.T.A.R.S Key in this hallway. Toss
the key and then
open the door. Hey look, the S.T.A.R.S office! Get the Fax
from Kendo from the
printer. Also, grab the Handgun Bullets off of Barry's desk.
Now, open the
cabinet next to the communication system. Inside will either
be a Magnum or a
Grenade Launcher. I have heard that the weapon you get
depends on the live
selection choice you had with Nemesis, but I have always
fought him and the
weapon I get is random. Also, grab the Lockpick off of
Jill's desk and then
leave. You'll get a message from the communication system
saying that they
didn't find any survivors. Now leave. Back in this hallway,
just open the door
to the next hallway. When you get near the staircase, you'll
hear a window
smash from downstairs. Uh-oh.
When you head down the stairs, run forward and Nemesis will
burst through the
window with his new friend, a Rocket Launcher. Just run into
the Evidence Room.
Nemesis won't follow you into this room unless you go near
where the S.T.A.R.S
Key was. Examine all the bins until you find a locked one.
Unlock it with your
Lockpick and then open it for Gunpowder B. Head into Marvin's
Office. Just RUN
to the other side of the room and go back to the Main Hall.
Nemesis will be on
you, but he won't catch you in the Main Hall.
FIGHT NEMESIS?
You can fight Nemesis from room to room, but I find Marvin's
Office to be the
best spot to do so. You'll find out very shortly.
Here are tips on dealing with the Rocket Launcher flavored
Nemesis:
1) He can take you down with 3-4 rockets if you are at
perfect health.
2) Hitting R1 and R2 will dodge the rockets he fires at you.
3) If he is close, he'll whack you with the Rocket Launcher.
Run on his right
side to avoid this.
4) After 5 rockets, Nemesis will toss away the Rocket
Launcher and come at you
bare-handed, giving you his trademark pose. Now you treat
him like Normal
Nemesis.
In Marvin's room, run forward and change camera angles once.
Nemesis will be in
the room now chasing you. Here's a fun trick.
Run and lure Nemesis into Marvin's office. See the bookshelf
next to Marvin?
When Nemesis runs after you, he will get caught in the
bookshelf trying to walk
at you. This will give you all the free time in the world to
fire at him. Like
last time, it takes 30 Handgun bullets to drop him, another
30 to drop him for
good.
However, there is a chance that he breaks free from being
stuck on the
bookshelf. In this event, he just walks around it and then
proceeds to attack.
When he breaks free, run out of the room and to Jill's left.
Nemesis will aim
up his Rocket Launcher, but won't fire it with you out of
his sight. He'll come
running like mad at you and then will try to whack you with
the Rocket
Launcher. Now, here's a trick: stall at the entrance to the
office so Nemesis
loads up his Rocket Launcher. Now run into the office and go
to your corner.
Nemesis will once again charge at you and may get stuck in
the bookshelf.
Other times, Nemesis will be standing outside the office
waiting to fire a
rocket. When this happens, stand right next to the desk so
Nemesis can't fire
through the opening.
If you happen to run out of Handgun Bullets before you drop
him a second time,
then switch to your next weapon. The Shotgun may or may not
be enough to drop
him at close range. If not, then use the weapon you got from
the S.T.A.R.S
office to finish him off.
Once you drop him, pick up the Eagle Parts B. Run back to
the save room near
the stairwell and combine them with Eagle Parts A to get the
Eagle 6.0. Yay!
Sometimes, things can go completely wrong in this fight and
you'll have to use
all your healing items. It isn't fun, believe me.
Before leaving the save room, make sure you have your
Handgun, Handgun Bullets,
one healing item, the Shotgun, and the Lockpick. And oh
yeah, use the Reloading
Tool to create Shotgun Shells from the Gunpowder B you got
in the Evidence
Room. Head back to the main hall.
Back in the Main Hall, pick up the last Green Herb if you
haven't done so, and
then leave through the double doors. Brad's body is gone,
suspiciously, so just
enter through the gates.
Uptown
Did anyone happen to notice that it's dark out and that fire
hydrant isn't
releasing water anymore? Just follow this path until you get
to another door.
Unlock the door with your Lockpick and then open it. This is
a narrow passage.
Follow it until you see a dead soldier lying down in the
corner. Examine him
for Handgun Bullets and the Merc's Diary. Also, you'll
notice a roach
suspiciously crawl out of the window behind you, but don't
worry about it.
Follow this passage to a door in open it.
There's nothing you can do here for now. There are two Blue
Herbs, but leave
them be. There may be three Green Herbs here too, so pick
them up if they are
there. Otherwise, open the door next to the Herbs. You'll
walk into this room
hearing gunfire and a soldier dying. Switch camera angles so
you can see two
dogs. Kill both of them with your Handgun and then run past
the bus, where the
third dog will attack you. Kill it and then examine the dead
soldier the dog
was eating for some Gunpowder B. From here, turn around and
enter the door
inside the opening.
Downtown
In the garage, walk forward and kill both of the dogs in
here. Check the open
car for the Power Cable and then follow the passage down to
another door and
open it. In this save room, pick up the Handgun Bullets next
to you. As strange
as it sounds, these are the last normal Handgun Bullets you
find in the game.
Open your item box and take out the Reloading Tool. Use it
to create Shotgun
Shells with your newly found Gunpowder B if you want.
Deposit in any Green
Herbs you may have found. Now, take these items with you:
Eagle 6.0
Handgun Bullets
Shotgun
Shotgun Shells
Reloading Tool
Lockpick
Grab the Ink Ribbon and save if you want to, and then open
the door next to the
item box in this room. There are three dogs here, but you'll
get severely hurt
if you try to attack them. Just RUN to the other side of the
room and get to
the door. In this passage, grab the Downtown Map off the
wall if you want it.
Now equip your Shotgun and walk up to the dead soldier. A
Drain Deimos will
jump down and attack you. Quickly kill it and then examine
the dead body for
Gunpowder A. Use it to create Handgun Bullets. Now run
downward towards the
mini-stairs and open the door. You'll hear gunfire in this
area. Ignore it for
now and run upward. Open the door that you find There are
plenty of zombies in
this area, so kill them all with your Shotgun. Run forward
until you come to a
staircase and an opening to your right. Go down the opening
and you'll see
another door to your right. Open it and you'll be in a tiny
save room.
Pick up the Shotgun Shells in the corner of this room. Also,
take the Rusted
Crank next to the typewriter. Deposit your Shotgun, Shotgun
Shells, and take
out any healing items you may have. Also, be sure to have
plenty of ammo for
your Eagle 6.0. Leave the save room.
IMPORTANT
You can continue playing this game through one of two ways.
You can either go
to the Restaurant or the Newspaper Building first. I will
guide you through
both of them. Both of them will be separated by
############, and both paths
will end at the panel near city hall.
GO TO THE RESTAURANT FIRST?
After you come out of the save room, head downward to where
all the zombies
were. Head up the staircase and open the door at the top.
Inside the
restaurant, open the cabinet next to you with the Lockpick
to get the Fire
Hook. Now, follow this passage into the restaurant area.
Pick up the City Guide
from one of the tables and keep following this passage until
you get to a set
of double doors. Go past the double doors into another area
with tables. One of
these tables may or may not have Gunpowder As. If they do,
use them both to
create Handgun Bullets. Now go back into the kitchen area
where you'll see a
lid. Use the Fire Hook on the lid and Jill will open it.
Just after that, a
soldier will come out from behind you. After a talk, you
find out that his name
is Carlos and he was sent to rescue the civilians. After,
Nemesis enters the
room and you are dealt with a selection.
LIVE SELECTION
Run into the basement.
Hide inside the kitchen.
If you choose to run into the basement, Jill and Carlos will
descent the ladder
down into the basement. However, something will break and
the basement will
start flooding. There is a vent on the other side of this
passage, so use it to
get outside of the Restaurant. Nemesis will still be on you
like a hawk for
quite some time, so beware.
If you choose to hide inside the kitchen, Jill and Carlos
will go into the
restaurant area. Jill will throw a lamp at a gas pipe,
causing the place to
ignite, knocking out Nemesis. Grab the free item that
Nemesis drops. If this is
your third time knocking out Nemesis, you will get a First
Aid Kit, an item
that comes with three First Aid Sprays! However, if you hang
around a little
longer, Nemesis will get back on his feet.
FIGHT NEMESIS?
If you stick around so Nemesis gets back on his feet, you
won't be able to get
another item. However, Carlos will be here to help you out.
He will start
firing at Nemesis with his Assault Rifle. But why the hell
is his Assault Rifle
on manual mode? I'm not going to give you any real strategy
here. Just use
Carlos to distract Nemesis. Nemesis will go over and start
punching the crap
out of Carlos. While he is doing that, just unload your
Eagle 6.0 or Handgun on
him until he knocks out. Even though you just lit Nemesis up
with an explosion,
you still have to drop him twice. Once he gets back up,
Carlos will continue to
fire at him, keeping Nemesis from attacking you. Just keep
firing and he'll
drop. You won't get an item, but believe me, it's best to
drop him here so he
won't bother you going to the Newspaper Building.
Once Nemesis is dropped, exit the place through the back
door.
Also, Carlos can take a lot of punishment here. However, you
can't let him
fight Nemesis on his own, as Nemesis will eventually kill
him, ending the game.
A few pointers:
1) If you ran into the basement, Carlos and Jill will have a
talk about
Umbrella at the front of the restaurant. From here, get to
the save room, but
watch out for Nemesis. If you want the item, you'll still
have to drop him. I'd
suggest fighting Nemesis right in front of the Restaurant or
the street in
front of the Newspaper Building.
2) If you hid in the kitchen, you have the luxury of picking
which way you want
to leave the restaurant. Leave through the back door, as I
said. Carlos and
Jill will have their talk about Umbrella. If you didn't
choose to finish off
Nemesis for good inside the restaurant, you'll hear a scary
sound coming from
the restaurant and Carlos will take off. If you did finish
off Nemesis, you'll
have nothing to worry about.
Whichever way you took, get back to the save room. Open your
item box and put
away your new First Aid Kit (if you got it, of course), your
Lockpick, and your
Handgun/Handgun Bullets. Now, take out the Shotgun, Shotgun
Shells Blue Jewel,
the Power Cable, and the Rusted Crank.
Now, from the save room, head up to the north up the stairs
and open the door
at the end. In this area, go to the door across from you. It
is locked, but
there is a panel next to you. Insert the Blue Gem into it to
free up space (we
still need one more jewel). Run up the street and then head
into the opening to
your right. Open the double doors to get inside the
Newspaper Building. In
here, get to the right of the ladder and push it to the
left. Eventually,
you'll push the ladder right in front of the panel. Get on
top of the ladder
and activate the panel up top. Also, grab Photo B from the
payphone, and then
go to the shutter. Activate the panel to open the shutter
and then head up the
stairs. While you're heading up the stairs, the glass on a
door will break
(makes me jump a lot). Continue heading up the stairs and
the door will
completely blow over by the fire. At the top of the stairs,
open the door.
There is a zombie across from you. Kill it and then enter
the office.
Kill the rest of the zombies here. If you didn't find the
Gunpowder A in the
Restaurant, they will be in this place. Use them to make
Handgun Bullets. Also,
grab the Green Gem off the table. Also, there are two files
here. Pick up the
Photo C on the desk, and take the Reporter's Notebook from
the corner of the
room. When you try to leave, Nemesis may enter the room if
you haven't taken
care of him. Open the door, head down the stairs, and leave
the Newspaper
Building. Go to the panel where the jewels are located.
HINT: If you were in a goose chase with Nemesis the whole
time, you can get rid
of him for good by going to the parking lot office near the
Power Cable. A
little trick I learned.
Ok, so maybe you want to go to the Newspaper Building first.
Use this
walkthrough.
GO TO THE NEWSPAPER BUILDING FIRST?
From the save room, head up north and open the door. If you
have the Blue Gem
on you, go to the panel across from you and insert it. Now,
head up the street
and into the opening to your right. Open the double doors to
get inside the
Newspaper Building.
In here, get to the right of the ladder and push it to the
left. Eventually,
you'll push the ladder right in front of the panel. Get on
top of the ladder
and activate the panel up top. Also, grab Photo B from the
payphone, and then
go to the shutter. Activate the panel to open the shutter
and then head up the
stairs. While you're heading up the stairs, the glass on a
door will break
(makes me jump a lot). Continue heading up the stairs and
the door will
completely blow over by the fire. At the top of the stairs,
open the door.
Run forward and then go into the bigger office in front of
you. Jill will
notice someone lying on the ground and will talk to him. We
find out that his
name is Carlos. After a chat about who they are, Jill hears
Nemesis coming up
the stairs.
LIVE SELECTION
Jump out the window.
Hide in the back.
If you choose to jump out the window, Jill and Carlos will
make a beeline
through the window and land on garbage. You'll both land in
a room that you CAN
ONLY ACCESS BY PICKING THIS OPTION. In this room are two Red
Herbs. You can't
get these any other way. Unlock the door and open it. You'll
be right next to
the Newspaper Building entrance, where Carlos and Jill will
have a chat.
If you choose to hide in the back, Jill and Carlos will go
back in the office.
Nemesis will enter the room. Just as he is about to enter
the office, the most
random of all explosions knocks out Nemesis, dropping a free
item. If this is
your third time dropping Nemesis, you'll get the First Aid
Kit. While Nemesis
is knocked out, pick up the Photo C from the big desk and
pick up the
Reporter's Notebook from the corner of the room. Also, there
may or may not be
Gunpowder As in this room. If there are, pick them up and
use them to create
Handgun Bullets. By now, Nemesis should be back on his feet.
FIGHT NEMESIS?
If you stick around so Nemesis gets back on his feet, you
won't be able to get
another item. However, Carlos will be here to help you out.
He will start
firing at Nemesis with his Assault Rifle. But why the hell
is his Assault Rifle
on manual mode? I'm not going to give you any real strategy
here. Just use
Carlos to distract Nemesis. Nemesis will go over and start
punching the crap
out of Carlos. While he is doing that, just unload your
Eagle 6.0 or Handgun on
him until he knocks out. Even though you just lit Nemesis up
with an explosion,
you still have to drop him twice. Once he gets back up,
Carlos will continue to
fire at him, keeping Nemesis from attacking you. Just keep
firing and he'll
drop. You won't get an item, but believe me, it's best to
drop him here so he
won't bother you going to the Restaurant.
Once Nemesis is dropped, exit the place, head down the
stairs, and leave the
Newspaper Building.
Also, Carlos can take a lot of punishment here. However, you
can't let him
fight Nemesis on his own, as Nemesis will eventually kill
him, ending the game.
A few pointers once we get out of the Newspaper Building:
1) Both scenarios you pick ultimately have you and Carlos
talking outside the
entrance of the Newspaper Building.
2) If you chose to jump out the window, you'll have to go
back inside to grab
the files, and the possible Gunpowder As you may have
missed. Try to avoid
Nemesis here.
3) If you chose to hide in the back, you won't have to worry
about Nemesis if
you completely finished him off with Carlos inside the
Newspaper Building. If
you didn't finish him off, you'll be on a wild high speed
chase with Nemesis
until you get to the City Hall.
4) If you did choose to Jump out the Window, you'll have to
fight Nemesis to
get the item he has. It's best to fight him on the street in
front of the
Newspaper Building.
After the conversation about Umbrella is over, run down the
street and open the
door leading back to the Restaurant Area. Go to the save
room and take the
Lockpick from your item box if you don't have it. Also, swap
out your Handgun
and Handgun Bullets in exchange for the Shotgun. Leave the
save room, head
downward, and then go up the stairs to your right. Open the
door at the top and
you'll be in the restaurant.
There are a few zombies in here. Use the Lockpick to open
the cabinet right
next to you. Get the Fire Hook and then follow this path to
the lid. If you
didn't find the Gunpowder As in the Newspaper Building, then
go into the
restaurant area and grab them off the table near the blue
double doors. Also,
be sure to grab the City Guide off the table near the lamp.
Now use the Fire
Hook to open the lid. It will reveal a ladder, so climb down
the ladder. Down
here, head downward. Kill the nearby zombies and then search
the dead body in
the corner for the Green Gem (also known as the Emerald when
checking it). Go
back up the ladder, leave through the back door, go to the
save room, toss away
the Lockpick and get back to the city hall door.
Whichever path you took, you should be at the jewel control
panel in front of
the Newspaper Building with the following items:
Shotgun
Shotgun Shells
Blue Gem (if you haven't used it)
Green Gem
Power Cable
Rusted Crank
Reloading Tool
Once you put the second gem into the jewel panel, the clock
will light up,
opening the gate to city hall. Wouldn't it be an adventure
if he had to find
all 12 gems? Open the double doors. In this area, run
forward and you'll come
to two paths. Take the upward path and open the door at the
end. There are a
few zombies lying against the wall in this room. You may
also find a few
zombies eating out another zombie. Kill any zombies that get
in your way and
then open the door at the other side of this place. There's
nothing much to do
here. Just follow this path to another door. You'll find two
Green Herbs along
your path, so pick them up. Open the door once you get to
it. In here, search
the dead zombie next to you for 14 Shotgun Shells. There may
either be zombies
or dogs coming after you right now. Hit R2 to aim at the
barrel and then fire
to blow them all up. Run forward and jump over the plywood.
On this side, head
towards the trolley. The first door is locked, so continue
downward and open
the second door.
See that panel right next to you? Examine it to pick up the
Mechanic's Memo.
Now, insert the Power Cable into the panel to free up some
item space. We still
need two more items, so just turn around and walk forward.
We'll meet Nicholai,
another UBCS survivor, who is surprised that "a little
girl like you survived".
We also meet Mikhail, who is severely wounded. Walk up to
Mikhail for another
cut-scene and then open the door. We'll find Carlos in here,
and Nicholai will
explain our evacuation plan to the clock tower. After the
chat, Carlos gives
Jill a side pack, so we can carry two additional items.
Thanks Carlos! Pick up
the Wrench from the seat, unlock the trolley door, and then
open it to get back
outside.
Out here, just climb the plywood and jump over it. Open the
door into the next
room. In this area, run to the next door and open it. Be
sure to have your
Shotgun ready. As you walk forward, a zombie will burst out
from the car and
attack. Decapitate him and search the car for Gunpowder B.
Use it to create
some extra Shotgun Shells and then go to the door at the
other side of this
room and open it. Back in this room, head straight and take
the path we avoided
before. Head up the stairs and open the door up top. There's
nothing to do in
this area. Just follow the path to a shutter. Before opening
the shutter, turn
around and see if you can find two Red Herbs near the gas
pump. If they are
there, pick them up and combine them with your two Green
Herbs to make
mixtures. Now, use the Rusted Crank on the slot next to the
shutter. The crank
will break when Jill is trying to open the door, so now use
the Wrench and Jill
will be able to open the shutter completely. Now we can open
the door to get
into the gas station.
NOTE: Midway through the path, you'll see a sign on the
floor that says "GAS:
$1.25". I'm depressed now. :(
GAS STATION
The first thing I want you to do when you walk inside the
gas station is see if
there are 3 Gunpowder As on the table. If so, use them to
create Handgun
Bullets. By now, you should've mixed at least 7 gunpowder
As, so these should
be Enhanced Handgun Bullets! Walk forward and one of two
things will happen:
1) If you decided to run into the basement/Jump out the
window from the
Restaurant/Newspaper Building, Nicholai will enter the room
and inspect the
Machine Shop.
2) If you decided to hide in the kitchen/hide in the back
from the
Restaurant/Newspaper Building, Carlos will enter the room.
He'll hear the
zombies outside. When you try to walk forward, he'll load up
his Assault Rifle
to attempt to kill him. When this happens, you can leave
immediately to see a
cut-scene of Carlos fighting the zombies. If this happens,
Carlos just walks
off.
Anyhow, go to the other side of the counter. There is a
First Aid Spray on the
shelf if you want it. Also, examine the panel for a trick
puzzle. It controls
the temperature of the machine oil, which is one of the
items that we need.
Here's out it works:
1) There are 4 letters: A, B, C, and D. One of the letters
will be highlighted
in green, meaning that that letter should be the only light
lighting up. You
must accomplish light up an isolated letter to access the
Machine Oil.
2) The way this works is that when you press a letter, that
letter and the
surrounding letters turn on or off. So if you were to press
B, A, B, and C
would turn on or off. For example, if you press A, and A's
red light was turned
on and B's red light wasn't turned on, then A's red light
would turn and B
would light red. See where I'm going?
3) Once you get the green highlighted letter to be the only
letter lighted red,
you must do this 2 more times. The letter that becomes
highlighted green may or
may not change.
4) If you happen to suck at this, just mash random buttons.
Doing that always
worked for me.
After you solve it for the 3rd time, you get:
BEEP BEEP BEEP BEEP
BEEP BEEP BEEP BEEP BEEP
And the contained opens, allowing you to get the Machine
Oil. When you try to
walk around the counter, something happens in the machine
shop. The cord that
is soaked in oil sparks and causes an explosion, and Jill
barely escapes
(Nicholai assumingly is blown up if he is in there). Leave
the place. Outside,
Carlos may or may not be there. Just run and eventually
you'll find an FMV.
There's nothing you can do here now. If you missed the Red
Herbs, Gunpowder A,
or even the First Aid Spray, they were all blown up into a
million pieces. So
leave.
END GAS STATION
Back down here, take the fork downward. As you are running
the door to your
right will burst open with a flood of zombies. Take them
down with your
Shotgun. Go inside the area. If you didn't find the Green
Herbs from way
earlier (the room with the fire hose), they will be here.
Chances are your
inventory is full or next to full, so walk up to the statue
of Raccoon City
Michael Warren and press the button. His arm will lower, so
take the Bronze
Book from his hand. Now go through the double doors and then
head to the door
across from you. Go into the save room.
Put away the Machine Oil, Wrench, any Green Herbs you have,
and make sure you
have:
Shotgun,
Shotgun Shells
Reloading Tool
Bronze Book
Now leave the place. Back in here, head downward. Maybe you
saw Carlos running
down the path with the zombies after him, maybe you didn't.
Anyhow, blow away
any zombies in your way and then take the long path to the
door across from the
restaurant back door. Remember where we saw Carlos shooting
the zombie? Go back
to that area. Pick up the Green Herbs if you haven't and
then go to the corner
of the area. Insert the Bronze Book into the hollow and then
take the Bronze
Compass. Now, we need to backtrack to the area where we got
the Bronze Book. Be
aware that when you get to the street in front of the
Newspaper Building,
either crows or dogs will burst through the glass. If they
are dogs, you can
quickly avoid them by taking a counter clockwise circle path
to the double
doors.
Once you backtrack to the mayor's statue, insert the Bronze
Compass into his
hand. The statue will turn around and reveal the Battery, so
pick it up. And
pick up the Green Herbs if they are there (and if you
haven't, yet). Now,
backtrack all the way back to the area where we got the
Bronze Compass (isn't
this puzzle kind of overstretched?). This time, open the
door leading to the
room where we saw our first Drain Deimos.
Sometimes they are Drain Deimos, other times they're Brain
Suckers. Quickly
kill both of them before they become a problem. Now, run up
the big staircase
in this room that we haven't gone up yet. At the top, insert
the Battery into
the slot to power up the elevator. Get on the elevator and
go down. In this
area, follow the path until you get to a large group of
zombies. Blow them all
away with your Shotgun, and be careful not to blow up the
explosives if you're
too close to them. There are two doors here. Enter the one
on the far right.
SUBSTATION
If you didn't find the Red Herbs at the Gas Station, they
will be right here.
Pick them up and then combine them with your Green Herbs to
get mixed herbs.
Now, open the door in this room. In this place, before doing
anything else, go
around the bend and see if there are 3 Gunpowder Bs on the
table near the
rusted door. If they are there, pick them up an use them to
create Shotgun
Shells. If not, then don't worry, we'll find them later.
Examine the panel with
the light to set it to manual mode. Why does this remind me
of Resident Evil 2
for some reason? Once it is set to manual mode, go to the
panel in the corner
of the room. The first time you do it, do this:
Blue, Red, Blue, Red (opens the shutter on the right)
Then:
(Red, Blue, Blue, Blue (opens the shutter on the left)
Once both of them are open, go into the room on the right.
Open the right
cabinet for either the Magnum or the Grenade Launcher
(whichever item you
didn't get way back at the Police Station). You'll hear
zombies trying to break
in from the outside, so go back out for a live selection.
LIVE SELECTION
Head for the emergency exit.
Increase electricity output.
If you head for the emergency exit, Jill will break open the
rusted door and
get outside. But Nemesis is out there waiting for you. He
wants to kill you,
and he doesn't want the zombies to have any say. He'll shoot
down all the
zombies with his Rocket Launcher, and then he'll keep
shooting at you from
above. I highly doubt you'll have the ammo to fight him
here, but it is a good
space to fight him. If you did bring the ammo to fight him,
dropping Nemesis
for the 4th time gives you Shotgun parts A.
If you increase electricity output, Jill will go to the
manual mode panel,
increase the electricity, and fry all the zombies. Problem
solved.
If you decided to head for the emergency exit, then you
obviously need to get
back inside. And don't worry, if you increased electricity,
you can still open
any shutter you forgot about. This time, go into the left
room. Take the Fuse
off the shelf and then leave the Substation. From here, just
go all the way up
the elevator.
END SUBSTATION
Back in this area, run down the stairs. At the bottom, go
through the opening
and through the door across from you.
If you decided to jump out the window/hide in the basement,
you'll find Brain
Suckers here.
If you decided to hide in the back/hide in the kitchen,
you'll see Nicholai
killing a zombie with his Assault Rifle. Also, if you go
near the wrecked car,
a zombie will break through it. Kill this zombie and search
the car for Greande
Rounds.
Whichever one you have, just do what you have to do and then
open the door to
get into the Parking Lot office. Open the item box and take
out the Wrench. Put
away the Fuse. You should have these items on you:
Shotgun
Shotgun Shells
Grenade Launcher
Wrench
Reloading Tool
Now, leave the parking lot office and go into the garage. In
here, just go to
the door on the other side of this place and open it.
Outside, crows will burst
through the window and attack (if you hid in the back/hid in
the kitchen). You
can easily ignore them if that's the case. Just open the
door at the other side
of this area.
Uptown
Run all the way to the other side of this area, into the
caged area. You'll see
a Fire Hose on the hydrant, so use the Wrench to remove it.
Afterwards, toss
the Wrench. Now open the other door in this room. While you
were away for quite
some time, a few Drain Deimos enemies have found themselves
into this alley.
Both of them can be blown up with the barrel. Once you have
killed both of
them, open the door at the other end of this alley. In this
room, you'll find a
fresh batch of either zombies or dogs waiting for you. Waste
them with your
Shotgun and then open the door in the opening.
Remember this place? Well at least the dogs are gone now.
Use the Fire Hose on
the fire hydrant and Jill will get rid of the fire blocking
the sales office.
Go down the new path and open the door at the end. There's
nothing here except
for two Blue Herbs, but you will most likely not need them.
Just open the door
at the other side of the place. And don't worry about those
zombies you can see
through the window. As soon as you enter the room, pick up
the Square Crank
from the corner of the room. There are also two Brain
Suckers here. Use your
Grenade Launcher to get rid of both of them, and then follow
this path to a set
of double doors and then open them. If you get poisoned,
there are Blue Herbs
in the other room.
SALES OFFICE
Either one of two cut-scenes will happen here:
1) If you chose to jump out of the window/run into the
basement, Carlos will be
here. Carlos will notice one of his friends, Murphy (another
UBCS soldier)
about to turn into a zombie. Murphy keeps telling Carlos to
kill him, but
Carlos is hesitant. Alas, Carlos unhappily does so, and then
just runs out when
Jill tries to stop him.
2) Then you have the dark/heartless side. If you chose to
hide in the back/hide
in the kitchen, you'll immediately hear "WAIT" and
instant gunfire. That's
Nicholai killing Murphy without any feeling.
Either way, go to the desk with the computer on it. You'll
notice a remote, so
when you try to pick it up, you'll get the Manager's Report
instead. Now go to
where the dead Murphy is and search the cabinets next to him
for the Business
Fax and a First Aid Spray. If you want to, use the remote to
turn on the T.V.
and one of three words will pop up, advertising a different
kind of medicine.
This is the password you need to enter into the computer
right next to the
remote. The password will either be:
ADRAVIL
SAFSPRIN
AQUACURE
All names of familiar medicines, right? After entering in
one of those
passwords, the lock to the storage room will be released, so
open the door. In
here, follow the path to where all the medicines are kept.
If you didn't find
Gunpowder A in the Gas Station or Gunpowder B in the
Substation, they'll be in
this spot. Use them to create (Enhanced) Handgun Bullets and
Shotgun Shells.
But the most important thing here is the Oil Additive. Grab
that. When you try
to leave, you'll see an FMV.
If Nicholai was there, you'll hear some screaming. And then,
the zombies just
burst right in through here. And how the hell did they find
us out here? You
can do one of two things: destroy them with your Shotgun or
aim at the water
valve. This will release water and will kill the zombies on
contact. You can't
R2 at the water valve though, because Jill will aim at the
one behind her. Once
the coast is clear, leave the storage room. There are many
zombies here, but
only kill the ones that are between you and the exit. Go
through the little
opening, decapitate the zombie in front of the door, and the
open the double
doors.
END SALES OFFICE
There's nothing to do out here. Just open the door at the
other side of this
place. I'm kind of surprised the zombies didn't bust through
the windows here.
They're still hanging out on the other side. So let's be
happy about that and
open the door across from you. Back in this room, go
straight, but do NOT go
past the Fire Hydrant yet. Instead, take the other path that
we took a long,
long time ago. Open the door at the end. Back in this room,
walk forward and
zombies will burst through the windows. Kill all of them and
then open the door
at the other end of this room. Now, run all the way forward
and take the path
on Jill's right. There will either be crows or zombies here.
Go down the stairs
and go over to where the shutters are. Use the Square Crank
to open the
shutters and we'll find 3 cases of Grenade Rounds! Take all
3 of them and then
go back up the stairs. Head back to the right and take the
only path we haven't
gone down in this room yet. Unlock the door at the end and
then open it.
When you get out of the opening in this area, follow the
path until you come
across zombies. You'll see a little girl running away from
the zombies. Despite
every effort you make to rush and save her, she dies.
Continue to follow this
path until you see a door on your left. Open the door. In
this area, go up the
stairs and open the door to get back into the warehouse,
killing the zombie who
just ate the girl for dinner. So how did the zombies come in
and eat Dario?
Chances are, you're pretty loaded in your inventory right
now, so go up the
stairs to the save room. Just watch out for that ankle
biting zombie at the
top. In the sales office, dump in your Shotgun, Shotgun
Shells, and Oil
Additive. You should have these items on you:
Grenade Launcher
Reloading Tool
Handgun
Enhanced Handgun Bullets
Full healing items
Saving your game may be recommended too.
Afterwards, leave the save room. Back in the warehouse area,
go down to where
Dario hid in the closet. The zombies are too busy eating him
on the other side
of the room, so jump into the closet. Pick up Dario's memo
and the 2 cases of
Gunpowder As and Bs. Combine the A and B to make C twice.
Then use your
Gunpowder CC to make 10 Freeze Rounds. Now, jump back out of
the closet and
leave the Warehouse. The zombies shouldn't give you any
problems. Back in here,
go down the stairs and open the door. Now take the same path
you just used to
get to this area. Just watch out for any zombies you may
have not killed. Once
you get back to the same door you used to get to this place,
open it. In here,
just head straight and take a right down the long passage,
opening the door at
the end. Now, backtrack to the fire hydrant where you used
the Fire House. If
you chose to Increase Electricity Output all the way back at
the Substation,
Nemesis is coming. Nemesis will try to whack Jill with his
Rocket Launcher but
will miss, taking out the Fire Hydrant instead. Just run
around him and get to
the door.
FIGHT NEMESIS?
This is probably the second hardest place to fight Nemesis,
so let's lure him
into another room. Getting Nemesis to enter the next room
(the area with the
Police Station gate) is probably the best area to fight him.
Once you get into
that room, switch camera angles so you're near the fire.
When Nemesis enters
the room, dodge all of his rockets using R1 and R2 until he
tosses away the
Rocket Launcher.
Now, when he's doing his pose, give him a few of your brand
new Freeze Rounds.
Freeze Rounds are powerful enough to stop Nemesis from
running. When he gets
close, run around his right. Put no more than 5 Freeze
Rounds into it. Use a
combination of your Enhanced Handgun Bullets and Freeze
Rounds to get rid of
Nemesis. Don't try to switch camera angles a lot here, as
Nemesis could do bad
things to you (this is an open place with not so great
camera angles). Dropping
Nemesis for the 4th time gives you Shotgun parts A, if you
didn't already do so
at the Substation.
Whether you fight Nemesis or not, backtrack all the way back
to the Parking Lot
Garage. If you didn't see the crows burst through the
crashed bus, they will do
so now (well, sometimes).
Downtown
In the Parking Lot Garage, run forward and Jill will feel an
earthquake. The
pavement below her collapses and the crates from the van
will start sliding
out. It's time for one of the most pointless Live Selection
scenes of the game.
LIVE SELECTION
Climb up.
Jump down.
Anyone would pick climb up. Well I'd sure hope they do.
Well, pick before the
crates come and crush Jill for some damage. If you climb up,
that's all there
is to it.
If you want to be adventurous and jump down, be my guest.
Jill will fall
underground and dodge the crates at the end. Climb up the
ladder on the other
side of this place. You'll pop out of a manhole near the
dead UBCS soldier that
the dog devoured.
Anyhow, we need to keep moving. Go through the Parking Lot
save room and head
through the other door. Backtrack to the save room near the
backdoor of the
Restaurant. Take out the Machine Oil and combine it with the
Oil Additive to
get the Mixed Oil. Also, bring out the Fuse and the Power
Cable (if you didn't
use it earlier back then). Save your game if you want to.
You should have these
items on you:
Grenade Launcher
Freeze Rounds (maybe 4-6 of them)
Handgun
Enhanced Handgun Bullets
Magnum
Fuse
Mixed Oil
Healing Item
Healing Item
Healing Item
Now, head out of the save room and continue back to the
trolley. When you get
to the room with the mayor's statue, Nemesis will enter the
room. If you don't
want to fight him, then just run around his right side and
keep moving. I don't
think you can lure him from room to room, so keep running.
FIGHT NEMESIS?
This is a difficult room to fight Nemesis, mainly because
the space is so
tight. As Nemesis is charging to you, give him a Freeze
Round or two to stop
him in his track. When he gets real close to you, do
everything you can to get
out of the away. Use a combination of Freeze Rounds,
Enhanced Handgun Bullets,
and the Magnum to bring him down. When he gets back up,
finish him off with the
weapons I just listed above.
If this is the 5th time that you dropped Nemesis, then you
get the Shotgun
parts B. Combine them with your Shotgun parts A to get the
Western Custom,
which is quite a power weapon.
Well, we got Nemesis to get lost. What else could be in our
way? Nothing,
right? In the room just before the trolley, Jill will feel
ANOTHER random
earthquake. As you get near the door leading to the trolley,
the path under
Jill crumbles and she goes underground. Then, a big giant
worm pops through the
sewers. Seriously, I'm not kidding.
BOSS: GULP WORM
Difficulty: Medium-Hard
If you're pretty fast, then you won't need to fire a shot
and you'll get out of
here in a hurry. As soon as the fight states, head into the
opening in your
right and press the switch. Now run like hell before the
worm chases after you.
Go to the other side of the room and head into the opening.
Activate the switch
before the worm beats you to it. The worm's bites are quite
powerful, and can
bring you down a few status levels within a matter of bites.
Once you hit both switches, do a quick 180 turn and hit the
switch for the
ladder. Climb up the ladder before the worm gets his dinner.
You'll pop out of the manhole next to the dead guys who had
the Shotgun Shells.
Climb over the plywood and enter the trolley from the far
right. Put in the
Fuse and the Mixed Oil. Carlos will enter the trolley now.
If you decided to
hide in the back/hide in the kitchen, Carlos will give you
Flame Rounds. Now,
follow Carlos into the other room. Carlos will get the
trolley moving, and then
we'll hear something from the back of the room. Something
bad happened with
Mikhail. Get back into the other trolley car and we'll see
Mikhail up against
the wall. Nemesis found his way into the trolley without a
ticket, and it
coming after you.
You can't beat Nemesis. Even if you drop him once, the game
takes over. So turn
around and leave the room. Mikhail will tell Jill to get out
of the cable car
and will start attacking Nemesis.
After that, we've got another bad situation. The breaks
don't work! And then
another random earthquake happens! Jesus, is Raccoon City on
a fault line that
we don't know about? Well, we are dealt with another Live
Selection scene
happens.
LIVE SELECTION
Jump out of the window.
Use the Emergency brake.
I seriously recommend jumping out of the window. You get
free ammo on the way
from Carlos if you do, but don't worry, I'll cover the
emergency break scene
too.
If you jump out of the window, Jill will say "it's
useless!" and jump out of
the window, with Carlos screaming.
Clock Tower
I'll cover jumping
out of the window first.
DID YOU JUMP OUT OF THE WINDOW?
If so, Jill will get up. Walk forward. You may or may not
find Gunpowder As and
Bs here. Use them to create Freeze Rounds if they are there.
Also, zombies will
come out of the fire as well. You will most likely not have
to kill them, as
they are a distance from you. Also, search the picture. It
will collapse and
reveal the Clock Tower Key. If you check it, it'll be
renamed into the Winder
Key. Open the door to get into the save room. In here, toss
away your Magnum,
and bring out your Shotgun if you don't have the Western
Custom on you. Make
sure you have a few free spaces. Now, unlock the other door
in this room with
the Winder Key and then open it.
Walk forward and we'll find Carlos, scaring out both of
them. Carlos will give
Jill some freeze rounds (and you better gladly accept them),
and then leave.
Sometimes, you'll find some Grenade Rounds on the table
right next to you.
Before going into the door Carlos just went into, search the
other desk in here
for an Ink Ribbon and a Art Picture Postcard. Now go into
the door Carlos just
went into. This is the Main Hall of the Clock Tower. Run
forward and search the
dead soldier for a Mine Thrower (hard mode only) and the
Operation
instructions. If you want, you can get the clock tower map
from the other desk.
Also, exit through the double doors in front of the
staircase.
Out here, go to your left and down a passage. You'll find
three Green Herbs and
two Blue Herbs. Pick up the Green Herbs and then go back
through the double
doors. You'll either find dogs or crows out here. If they
are dogs, you may
need to get rid of them quickly. Back inside the clock
tower, open the double
doors to your left. There may be some Drain Deimos enemies
here or crawling
zombies. If they are Drains, get rid of them using Grenade
Rounds. If you
didn't find the Grenade Rounds in the mini-library, check
the fireplace at the
other side of this dining room. Once you are done, open the
door inside the
opening. There's nothing in this room for now. Just go to
the door on the other
side of the room.
If you didn't find the Gunpowder As and Bs from the other
room, they will be in
here. Use them to create the Freeze Rounds. You should have
at least 16 Freeze
Rounds right now. Also, search the curtain near the altar
for the Clock Tower
Key. If you search it, you'll get the Bezel Key. When you
try to leave, you'll
hear the ceiling crumbling above you. Oh yeah, regarding the
item box, you can
finally put your Reloading Tool away for now. Now leave the
save room. Back in
here, run forward and the windows will break, and you'll be
surrounded by
zombies. If you have the Shotgun, you can get rid of them
pretty quickly, but
it's more than likely that you'll get bitten here. Now, open
the door to the
dining room and get back to the Clock Tower Main Hall.
Now, this is for if you used the emergency brake in the
trolley.
DID YOU USE THE EMERGENCY BRAKE?
If so, Jill will arrive at the front of the clock tower.
This time, the front
doors are locked from the other side, so you'll need to
enter from the side
door to the left. Before you do that, grab the three Green
Herbs in the area
and then open the door. We'll start at the piano room. Now
open the door
leading to the chapel. You may or may not find Gunpowder As
and Bs here. If
they are here, then use them to create Freeze Rounds. Search
the curtains near
the altar for the Clock Tower Key. If you check it, it'll be
renamed to the
Winder Key. Now open your Item Box and pull out your Shotgun
if you don't have
it. Toss away your Magnum if it is in your inventory. Now
leave the save room.
Back in this room, run forward and zombies will break
through the window. You
can finish them off quickly with your Shotgun, but it's more
than likely that
you'll get bitten here. Now open the door on the other side
of the room. Walk
forward and we'll find Carlos here. Carlos is slapped by
Jill after a little
argument, and you don't even get the Freeze Rounds from
Carlos. I feel cheated
now. Check the fireplace on the other side of this dining
room to see if there
are Grenade Rounds. Pick them up if they are there, and then
open the double
doors leading to the main hall. In here, search the dead
UBCS soldier for the
Mine Thrower (hard mode only) and the Operation
Instructions. If you want the
map of the Clock Tower, it is on the desk behind the dead
soldier. After all of
this, open the door on the other side of this hall. In here,
run forward and
search the desk for the Art Picture Postcard. If you didn't
find the Grenade
Rounds in the Dining Room, then they will be in this room on
the table. Now,
the blue door is locked, so go down the passage and you'll
find a door, so open
it. In this save room, just open the door across from you.
There may be Gunpowder As and Bs here if you didn't find
them in the Chapel.
Use them to make Gunpowder CC and Freeze Rounds. Also,
search the picture and
it will fall over, revealing the Clock Tower Key (also known
as the Bezel Key).
From here, turn around and go back to the Main Hall of the
Clock Tower.
Once you're in the main hall (after taking either path), run
up the stairs.
Sometimes, you may or may not hear Nemesis roar. At the top
of the stairs, just
follow the walkway to the door, ignoring the Spiders that
are crawling around.
Open the door once you get to it. You'll be on the Clock
Tower Balcony. There
are two Red Herbs on the other side of this place, so pick
them up. Combine
them with your Green Herbs to get Herb Mixtures. Then,
examine the keyhole and
use your Bezel Key to roll down a ladder. Climb up the
ladder to get inside the
clock area.
Up here, you may either see Mine Thrower Rounds or 2
Gunpowder As on the shelf
in front of you. If they are Gunpowder As, use them to
create Enhanced Handgun
Bullets. Also, grab the Silver Gear too, and then put it in
your item box at
the back of this place. Now, go to the music box in the
corner of this room.
Examine it for a puzzle. A musical tune will play. After it
plays, you'll need
to adjust 6 switches (ranging from A-F). Moving these
switches up or down
changes the pitch of a part of the music. Move the switches
so that the music
that they play matches the music that you heard when you
examined it. This
isn't a complicated puzzle, but if you have hearing
problems, it may be
troublesome.
Once you get all six switches to play the music that matches
the one you
played, the music box will open, revealing the Chronos
Chain. Combine it with
your Winder Key to make the Chronos Key. Now, before you
descent the ladder,
make sure you have at least three free item spaces. You
should at least have:
Grenade Launcher
Freeze Rounds
Chronos Key
Healing Item
Back on the balcony, walk forward and Nemesis will enter the
room. You are
dealt with another Live Selection.
LIVE SELECTION
Use the light.
Use the cord.
If you use the light, Jill will turn on the big lights and
blind Nemesis, and
he will fall off the balcony. You will not get the free item
if you are on hard
mode by doing this.
If you use the cord, Jill will unplug the light cord and
toss it in that
convenient puddle of water, causing Nemesis to be fried and
dropped, along with
that free item that we want. If this is your 6th time
dropping Nemesis, you get
another First Aid Box. However, watch out as he will follow
you.
NOTE: I don't know if Nemesis chases you around the Clock
Tower if you choose
to use the light, but you'll need to fight him if you want
the item.
Once you deal with Nemesis, open the door. Nemesis will roar
if you used the
cord, so run. If you are unlucky, he may enter the room and
start chasing you.
Sometimes, he won't even enter the room, so just head down
the stairs. Back in
the Main Hall, open the single door leading to the
mini-library. Nemesis may be
waiting here if you used the cord, so quickly get to the
blue door. Unlock it
with the Chronos Key, toss the Chronos Key, and then open
the door.
Even though you'll hear the Nemesis music, he won't enter
this room. There are
spiders here, and they may become annoying. Search the dead
body in the spider
webs for some Grenade Rounds, and then follow this hallway
to a door. Open the
door once you get it to. There is quite an annoying puzzle
in this room. Pick
up the Amber, Obsidian, and Crystal Balls off the statue.
What you need to do
is use these balls to move the middle of the three clocks so
that it says
12:00. Here is a little chart to help solve the puzzle:
|--------|----------------|-----------------|----------------|
| BALL | LEFT CLOCK
| MIDDLE CLOCK |
RIGHT CLOCK |
| | (Past
Clock) | (Present Clock) | (Future
Clock) |
|--------|----------------|-----------------|----------------|
|Obsidian| -2
hours | +2 hours
| +4 hours |
|Amber | -3 hours
| +3 hours |
+6 hours |
|Crystal | -1
hour | +1 hour
| +2 hours |
|--------|----------------|-----------------|----------------|
NOTE: Putting a ball on one clock affects only the time on
the middle clock. So
if you put the Crystal Ball on the clock on the far right,
the middle clock
will move ahead two hours.
A quicker way to solve the puzzle:
If the middle clock reads 5:00: From left to right,
Obsidian, Crystal, Amber
If the middle clock reads 7:00: From left to right, Amber,
Obsidian, Crystal
If the middle clock reads 9:00: From left to right,
Obsidian, Amber, Crystal
If the middle clock reads 11:00: From left to right,
Crystal, Obsidian, Amber
Once you finally get the middle clock to read 12:300, it
will open, revealing
the Gold Gear. Also, be sure to grab the Merc's Pocketbook
from the dead
soldier in the corner of the room. From here, leave this
room and backtrack to
the main hall. Now go up the stairs and get to the balcony.
Climb up the
ladder. In here, open your item box. Take out the silver
gear and combine it
with the gold gear to get the Chronos Gear. Also, have these
items on you:
Handgun
Enhanced Handgun Bullets
Grenade Launcher
Freeze Rounds
Any healing items
Chronos Gear
Insert the Chronos Gear into the plate. The gears will
finally start spinning
and you'll hear the clock bell ring. Saving your game is
highly recommended.
Head down the ladder. On the balcony, open the door.
Nemesis then jumps down to confront Jill. He attempts to
whack Jill with the
Rocket Launcher, but Jill dodges. Nemesis then infects Jill
with the virus, and
does his trademark pose.
BOSS FIGHT: Rocket Nemesis
Difficulty: Medium
There's no running away from this fight. Keep in mind that
you will be in the
"Virus" status condition throughout the entire
fight, with your health draining
as the fight goes on. This also means Jill will be grabbing
her chest the whole
time, meaning that she won't be able to run around at full
speed. Also, you
will fight Nemesis in one of two ways:
If you chose to use the Emergency Brake in the trolley,
Carlos will be here. He
will blast Nemesis with his Assault Rifle. Nemesis will hit
him with a rocket,
but Carlos continues to fire away. Eventually, he keeps
firing and destroys the
Rocket Launcher, sending Nemesis back into the fire. In this
fight, you will
fight Nemesis without the Rocket Launcher, and his coat has
burned off a little
bit. However, Nemesis learned a new trick: He can whack a
tentacle at Jill now
(this is kind of foreshadowing Nemesis later). He still can
punch you, grab you
and throw you to the ground, and pick you up for his one hit
KO attack.
If you chose to Jump out of the Window, the fight will pick
up right where it
starts, meaning Nemesis will have his Rocket Launcher on
him. Get to one side
of the courtyard and be sure to keep Nemesis on the same
screen. When he starts
firing his rockets, hit R1 and R2 to dodge them. If he runs
up to him and
whacks you with the Rocket Launcher, run on his right side.
After 5 rockets, he
tosses away the Rocket Launcher and comes at you bare handed.
I'd personally heal every 2-3 hits, especially since you
won't know your exact
health. Remember to run on his right whenever he is about to
throw a punch.
Also, it's not really recommended to fire Freeze Rounds at
him when he is
walking towards you, as he can easily dodge them, putting
you into some
trouble. My recommended weapons here are the Grenade
Launcher (Freeze Rounds
recommended, but be sure to bring any other ammo you have
for it), the Handgun
with Enhanced Handgun Bullets, and maybe some other weapon
if you're not
confident about your ammo supply.
When firing at him with Freeze Rounds, it's best to do it
when you're behind
him or when he's busy doing his trademark pose so he won't
dodge them. If he is
running at you, hit R1 and R2 to dodge his punch. He'll go
down with about 5
freeze rounds and then drop with 5 more. When he drops the
first time, fire him
a "get up" shot and then unload your Grenade
Launcher ammo while he is doing a
pose.
Once the fight is over, Nemesis will walk into the fire and
drop dead.
Jill will fall to the ground and pass out. Carlos will come
over and try to
wake up Jill, with no luck.
"October 1st. Night. I woke up to the sound of falling
rain. I can't believe
I'm still alive."
Jill finally awakens in the Clock Tower's Chapel, still
infected with the
virus. After a chat between Carlos and Jill, you'll be able
to take control as
Carlos.
CARLOS
Carlos starts out with an Assault Rifle at 100% clip and a
SIGPRO Handgun
(rather weak if you ask me). He also has an Ink Ribbon in
his inventory. Toss
that into the item box and then leave the room. There are a
few zombies in this
piano room, but you can easily outrun them. Get to the door
leading to the
dining room. There are more zombies in here. Blast away the
ones you need to
kill with your Assault Rifle, and then open the double doors
to get to the main
hall. In here, open the door leading to the study at the
other side of the
room. There will either be mini spiders or zombies, but they
will never bother
you. Get to the blue door and open it. You will either find
Drain Deimos
enemies or Spiders here. Only kill them if you become a
problem. Now open the
door at the end. Back in this room, run past the statues to
the other part of
the room. You will find a spare clock tower bell blocking
the door. Jill wasn't
strong enough to move the bell, but we can move it with
Carlos. Push the bell
out of the way and then open the door.
Out here, run out of the alcove and head up north. You
should be able to run
around the zombies, but if they give you a problem, blast
them away. Follow the
path to a set of double doors and then open them to get
inside the Hospital.
Hospital
Run forward once you get inside to trigger a cut-scene.
Carlos will hear the
sound of a zombie walking and stresses out about it. But the
zombie isn't
really the thing we have to worry about. A Hunter Beta will
take the zombie's
head off and come after you. Blast the Hunter with your
Assault Rifle. By the
time the Hunter is dead, his friend should tag along. Let
him eat your Assault
Rifle too. Now go into the alcove where they came out of and
pick up the two
Red Herbs. Now open the door in this room. There is a First
Aid Spray in this
save room, but let it be. We can come back for it later. Now
open the door on
the other side of this room. In here, grab the Blue Herb off
the cabinet.
Search the dead doctor on the other side of the room for the
Director's Diary.
Search the lockers near the dead doctor for Handgun Bullets
and then pick up
the Tape Recorder off the desk. Now go to the elevator in
the corner of the
room. Examine the panel next to it and press yes. Now,
insert the Tape Recorder
into the voice recognition box.
"There also appears to be a slight fracture in his
right arm just below the
elbow. However..."
The elevator will open up. Examine the switch inside the
elevator and you'll be
asked to go to the 4th floor or B3. It doesn't matter which
path you take, as
the only difference is enemy placement and cut-scenes. I'll
cover both of them:
GO TO FOURTH FLOOR FIRST?
I usually take the 4th floor first, as I find the enemy
placement a little
easier to deal with. Now when the elevator opens, you may or
may not encounter
a group of zombies. Take out a few of them with your Handgun
and if they get
too close for comfort, use the Assault Rifle. Follow this
hallway to a door and
then open it. You'll hear someone yell "don't
shoot!" followed by gunshots.
Carlos will find Nicholai shooting his teammate Tyrell.
Nicholai also admits
that he is one of the supervisors. In the midst of this,
Tyrell pulls the pin
on the grenade. Carlos gets out of the way while Nicholai
goes through the
window.
When you take over, see if there are Handgun Bullets on the
table next to you.
Pick them up if they are there and then head to the
backroom. Pick up Photo D
and the Sickroom Key and then leave this room all together.
Back in here, go
down the other opening in this hallway. Unlock the second
door on the right
with the Sickroom Key, toss the key, but don't open it.
Instead, open the door
next to it. There may either be worms or zombies faking dead
here. First,
examine the dead doctor and remember the three numbers
recorded on his slip.
Also, check the other side of the room for two Green Herbs.
If they are there,
use them to create a Red-Green herb combo and a
Red/Green/Blue Herb combo. And
before leaving the room, search each corner of the room for
a yellow carte and
take note where it is. Now go back and open the door where
you used the
Sickroom Key.
See the yellow carte in the middle of the room? What you
have to do is to push
the carte in the matching corner of the other room. For
example, if you saw the
yellow carte next to the TV in the other room, push it so
that it's next to the
TV. If you put it in the incorrect space, Carlos feels a
shock. If you put it
in the right place, then the picture in the room falls off,
revealing a safe.
Enter the number you got from the doctor's slip. Usually I
get "253", but I
don't remember any of the other numbers I got. When you get
the right number,
the safe will open and reveal the Base Vaccine, so pick it
up. Now, leave the
room and go back to the elevator from here. This time, go
down to B3.
Down in B3, follow this empty hallway to a door and open it.
There will be two
Hunter Betas here. Blast the first one and then switch
camera angles so you can
aim at the explosives mounted on the wall. Once you see the
Hunter steps near
the explosive, put a Handgun Bullet into the explosive to
waste the Hunter. And
if you didn't find the Handgun Bullets on the 4th floor,
search the lockers
here. Also, if you didn't find the Green Herbs from the 4th
floor, go to where
the second Hunter was. Now open the door. Whoa! Those are
some neat monsters!
Run around the room and get the Medium Base off the counter.
Also, pick up the
Medical Instruction Manual and then head to the panel. When
you turn on the
power, the stasis tubes containing the Hunter Gammas will
drain. But don't
worry, they won't break out yet. Insert the Medium Base into
the panel and then
examine it.
This is a fast puzzle. All you have to do is move the
switches I and III. Then
hit below and then move switch A. Both energy bars will even
off and you'll get
the Vaccine Medium. Combine it with the Base Vaccine to get
the Vaccine. When
you try to leave the room, the Hunter Gammas will break out.
They shouldn't hit
you if you run directly and not into them, so be careful.
Back in here, just
open the door into the previous room. Hunters may or may not
spawn here. Just
in case, hit R2 and fire at the off-screen explosive with
your Assault Rifle.
You should kill the Hunter like this. Now keep aiming until
Carlos auto aims at
the next Hunter and then kill it. Once he is dead, rush to
the elevator to get
to the 1st floor.
GO TO THE BASEMENT FIRST?
Once the elevator
opens, just follow this hallway to the door at the other side
of this room. In here, search the lockers for Handgun
Bullets. If they aren't
there, then just go around the bend and you'll see a gun
pointed at you. Tyrell
talks about some traitor in gray hair, and when opens the
safe and finds
explosives in it, blowing him up. Afterwards, search the
area where he died for
Green Herbs. If they are there, use them to create a
Green/Red Herb combo and a
Green/Blue/Red Herb Combo. After, open the door.
Whoa! Those are some neat monsters! Run around the room and
get the Medium Base
off the counter. Also, pick up the Medical Instruction
Manual and then head to
the panel. When you turn on the power, the stasis tubes
containing the Hunter
Gammas will drain. But don't worry, they won't break out
yet. Insert the Medium
Base into the panel and then examine it.
This is a fast puzzle. All you have to do is move the
switches I and III. Then
hit below and then move switch A. Both energy bars will even
off and you'll get
the Vaccine Medium. Combine it with the Base Vaccine to get
the Vaccine. When
you try to leave the room, the Hunter Gammas will break out.
They shouldn't hit
you if you run directly and not into them, so be careful.
Back in here, just
open the door into the previous room. From here, run back to
the elevator and
get to the 4th floor.
Up here, just follow the hallway to a door and then open it.
The Hunters are
tricky to kill here, even with the explosive. When Carlos
aims at them, blast
them away. Once they are dead, go to the backroom and grab
the Photo D and
Sickroom Key off the desk. Also, if you didn't find the
Handgun Bullets down in
B3, they will be on the desk in the middle of the room.
Leave this entire room
to go back to the previous hallway.
Back in here, go down the other opening in this hallway.
Unlock the second door
on the right with the Sickroom Key, toss the key, but don't
open it. Instead,
open the door next to it. There may either be worms or
zombies faking dead
here. First, examine the dead doctor and remember the three
numbers recorded on
his slip. Also, if you didn't find the Green Herbs down in
B3, then they will
be here on the other side of the room. Use them to create a
Red-Green herb
combo and a Red/Green/Blue Herb combo. And before leaving
the room, search each
corner of the room for a yellow carte and take note where it
is. Now go back
and open the door where you used the Sickroom Key.
See the yellow carte in the middle of the room? What you
have to do is to push
the carte in the matching corner of the other room. For
example, if you saw the
yellow carte next to the TV in the other room, push it so
that it's next to the
TV. If you put it in the incorrect space, Carlos feels a
shock. If you put it
in the right place, then the picture in the room falls off,
revealing a safe.
Enter the number you got from the doctor's slip. Usually I
get "253", but I
don't remember any of the other numbers I got. When you get
the right number,
the safe will open and reveal the Base Vaccine, so pick it
up. When you leave
the room, you may find Hunters in the area. The first one
will be right next to
you, so blast it away. Kill the second Hunter and then get
back to the elevator
and go down to the first floor.
Whichever path you took, you should be back at the first
floor with the Vaccine
in hand. Either zombies or Hunters will come at you, so
blast them with your
Assault Rifle. From here, go to the Hospital save room. Grab
the First Aid
Spray if you want and then go to the main hall of the
hospital. Carlos will
notice a bomb. It will go off in 6 second, so get out of
this place
immediately.
After the FMV, open the door to get back inside the Clock
Tower.
Clock Tower
When you get back inside the clock tower, you'll hear the
ceiling above you
rumble. There will either be worms or zombies in this room,
but they're
extremely easy to avoid, so leave. From here, work your way
to the main hall of
the clock tower. Now, as you go through the main hall,
Nemesis will break
through the wall in a new shape.
FIGHT MUTANT NEMESIS?
Nemesis is back with a new shape. He has half his coat
missing and a number of
tentacles in his right arm. The fight can get tricky here
because of the camera
angles, but try to stay near the double doors. Remember all
those times that I
told you to on his right side? Well, since the tentacles are
on his right
tentacle, so run on his left.
I call the tentacle Nemesis "mutant Nemesis". As
soon as the fight starts, run
to his left to avoid the attack. Now, when you can, fire
your Assault Rifle at
him. If you have a lot of Assault Rifle ammo left, then it
should take about
50% of an Assault Rifle to drop him. If you run out of
Assault Rifle, finish
him off with the Handgun. Just keep avoiding his attacks and
don't stay in one
spot for too long. You only need to drop him once on this
fight.
Nemesis has quite a few attacks. He can take out your feet.
Nemesis can also
whip you with his tentacles. He can grab you with his
tentacles and throw you
around the area. When you get up from the ground, he can
whack you. It never
ends.
NOTES ON THE FIGHT:
1) I do not know if this fight effects Jill's next fight
with Nemesis.
2) If you get too far away from Nemesis, he won't run at
you. Instead, he'll
open the door leading to the dining room.
2a) In the dining room, you'll see Nemesis trying to break
down the door. You
can keep firing before you completely grab his attention.
2b) If it gets to the point where he breaks down the dining
room door, the only
thing that stands between him and Jill is the door leading
to the chapel.
Nemesis will attempt to break this door down, and if he
does, the game is over.
Just keep pumping your weapon at him to grab his attention
and continue the
fight.
After you choose to run or fight with Nemesis, go to the
dining room and then
work your way to the chapel. Examine Jill and Carlos will
give her the Vaccine.
After a chat between you and Carlos about Nemesis and
Nicholai, you'll regain
control as Jill.
JILL
Once you take over as Jill, go to your item box. If you
still have plenty of
Grenade Launcher ammo on you, take it with you. Also, bring
your Handgun and
any ammo you have for it, AND DON'T FORGET THE LOCKPICK.
Save your game if you
want to and then open the door. Nemesis will be here waiting
for you. If the
door is still up, he'll break through the door. If not,
he'll run into the room
from the windows where the zombies broke out. You can simply
run away from him
or fight.
FIGHT MUTANT NEMESIS?
If you decide to fight him, the camera angles are kind of
crappy here. I
recommend fighting him near the door to the dining room
(which is now broken
down). Use the same fighting strategies I told you about in
Carlos's fight. If
you have Freeze Rounds, it should take about 2 or 3 to bring
him down. Fire him
a "get up" shot with the Handgun, and then finish
him off with any weapon you
have. Just remember, run on his left, not right. :)
If this is the 7th time that you've dropped Nemesis, then
you'll either get an
Assault Rifle (if this is your first playthrough) or an item
that'll give you
unlimited ammo for one weapon (subsequent playthroughs).
If you choose to fight or run, just make your way back to
the room that you got
the Gold Gear. Now, get the Mine Thrower Rounds off the
table near the bell.
Since Carlos moved the bell for us, we can get to the door
now, so leave the
Clock Tower.
Park
Out here, there are a few zombies waiting for you. Now, run
to the door we
haven't opened yet. Unlock it with the Lockpick and then
open it. In here, grab
the Photo E from the table. Save your game if you want to as
well. Search the
lockers for either Grenade Rounds or Mine Thrower Rounds.
Also, grab the Mine
Thrower Rounds/Grenade Rounds off the table and get the Park
Key off the key
rack from the wall. Open your item box and toss in the
Lockpick and Handgun.
Make sure you have these weapons:
Grenade Launcher (with Grenade Rounds)
Mine Thrower
Magnum (even if it is empty)
Park Key
Equip the Mine Thrower and then leave the room. Out here,
shoot the zombie next
to you with the Mine Thrower and then back up so the mine
will explode. Head
downward and then take out the next zombie with the Mine
Thrower. Now, head up
the stairs at the end of the area. Unlock the gate at the
top with the Park
Key. Toss the key and then open the gate. There will either
be Hunter Betas or
worms here. If you see a Hunter in the water, take it out
with your Grenade
Launcher. Now go around this room counterclockwise and
you'll come to a
staircase, so head down it. When you enter this room, you
may or may not see
zombies in your room. Kill each of them with your Mine
Thrower. If you don't
see any zombies in this room, it means that 2 Hunter Gammas
are going to come
out of the water and onto the walkway. Kill both of them
with the Grenade
Launcher and then follow this walkway to a door and open it
(with your Mine
Thrower equipped).
Once you step into the room, auto-aim and fire with your
Mine Thrower. You will
hear either the sound of a dog or Hunter Beta getting hit.
If it is a Hunter,
put a Grenade Round into it before it takes your head off.
Kill the other
Hunter that tagged along too. Also, follow the path until
you can see a barrel.
Wait until the 3rd Hunter gets near the barrel and then fire
at it (if there
are dogs here, you really don't need to worry). Follow the
path until you find
a dead soldier. Search his body for the Park Key and the
Written Order to the
Supervisors. Now follow this path until you find a locked
door and a dead body.
We can't open the door now, but search the dead body for the
super rare Magnum
Rounds. Now, turn back around and leave this place. Back in
here, head up the
stairs to the other side of the room.
Once you're back in the main Park area, take the mini stairs
in front of you
and open the door on the other side of the room. There are
three Green Herbs
and two Blue Herbs in this room. Pick up the 3 Green Herbs
and then examine the
machine in the corner of the room. What you have to do is
re-arrange the black
and white gears to drain the water. The two black gears
belong in the top right
and the two white gears belong on the bottom row. Right now,
the two white
gears are on the top right and the two black gears are on
the bottom row. You
also need to keep in mind that you have a limited number of
steps to do this,
otherwise you'll need to reset it. Here's a step by step
process:
1) Move the bottom left black gear towards the top left
(Black Gear #1).
2) Move the left white gear to the bottom left (White Gear
#1).
3) Move the bottom white black gear toward the top middle
(Black Gear #2).
4) Move the top right white gear towards the bottom row
(White Gear #2).
5) Move Black Gear #2 towards the top right.
6) Move Black Gear #1 to the top middle.
Now, press the switch. This will train out the pool area and
reveal a ladder.
Jump into the pool area and follow the path to the ladder
and go down it. Down
here, run forward and you'll see something rumble in the
distance. Keep running
until you get to a ledge and then climb up it. Up here, run
up to the ladder
and climb it, dodging the worms falling from the ceiling in
your way. You'll be
in the graveyard. Follow this path until you get to a locked
door. The zombies
that pop up from the ground shouldn't give you any trouble
at all. When you get
to the locked door, unlock it with the Park Key, toss the
Park Key, and then
open the door.
Chances are, you're loaded on inventory right now, so open
the door in the
corner of the room to get to the save room. Open your item
box and put away the
Magnum, Mine Thrower, the Herbs (for now), and take out the
Lighter and
Reloading Tool. You should have these items on you:
Grenade Launcher
Reloading Tool
Lighter
Now, leave the room. Back in this room, pick up the two
Gunpowder As and Bs.
Combine one set to create Gunpowder C, and then combine a
Gunpowder B to create
Gunpowder CB (use the leftover A to create Enhanced Handgun
Bullets). Gunpowder
CB will give you 10 important Acid Rounds. Now, examine the
cabinet for the
Iron Pipe. Go over to the fireplace and use your Lighter.
Toss the Lighter
afterwards and then use the Iron Pipe. This will reveal a
secret room on the
other side of the fireplace, so press X to go through it. In
here, pick up the
Grenade Rounds on the shelf on the other side of the room.
Grab the
Supervisor's Report on the table and the Fax from the H.Q.
on the chalkboard.
And get the Park Key on the table too. When you attempt to
leave, the
communication panel goes off.
"All supervisors, mission terminated return
immediately, repeat, all
supervisors return immediately, over."
That message is kind of creepy if you ask me, especially
when there's no one
around in the cabin. At least we can leave this room now.
Nicholai will enter
the room, saying that he's a bit impressed that we've
survived this far. After
a chat about the T-Virus, Nicholai will run out after an
earthquake. Before we
leave, go to the save room again. Take the First Aid Spray
if you need it.
Bring out your Handgun and your best healing items. You
should have these items
on you:
Handgun
Enhanced Handgun Bullets
Grenade Launcher (with Acid Rounds)
Park Key
Healing Items
Now, we can leave the cabin for good. Outside, walk forward
and the ground will
shake. Walk forward to witness an FMV.
BOSS: Gulp Worm
Difficulty: Hard
This guy is super annoying and can take down your health as
fast as Nemesis
can. If you have Acid Rounds on you, this fight shouldn't be
a problem. Do a
180 and back Jill to the end of the area. Now, keep aiming
until Jim auto-aims
at the worm. Unload all of your Acid Rounds on the worm as
he closes in on you.
You'll probably get 6-8 shots doing this. And he usually
takes a bite out of
you before he goes back underground. The worm may also
surface for a brief
second just to take a cheap shot out of you as well. You can
follow his
underground movement by seeing where the dirt is in the air.
When he surfaces,
give him two more Acid Rounds and he should be dead or near
dead. If not,
finish him off with your Grenade Rounds/Enhanced Handgun
Bullets.
If you happen to not have the Acid Rounds on you, then the
fight will take a
little bit longer. It takes about 20 Grenade Rounds to kill
the worm as well.
If you brought the Magnum with you, use that as well.
Enhanced Handgun Bullets
work well too.
The worm is very mobile too, so staying around in one spot
won't really help
you. The battlefield is a U-shaped area now, so you may find
the worm on one
side of the other, but you'll have a better chance of
finding and attacking the
worm if you run around the area.
Now, if the fight takes too long, you'll see a brief
cut-scene of a lamp
falling into the water. Get to the lamp and aim at it with
R2 to shoot it in
the water. If the worm ever goes near the lamp, it's instant
death for him. Be
aware that the electricity can hurt you too.
After the fight is over, the fence will fall over and act as
a ladder, so climb
up it to get back underground. There may be spiders here,
but just run downward
and jump down the ledge. Now continue running to the ladder
and climb up it to
get back to the other side of the Park.
Well, the music's changed, and it's really cool and creepy
at the same time.
Just follow the path and get out of the drained pool, and
then open the door.
Back at the Park Main area, zombies have replaced the
Hunters/worms. Kill any
zombies that are in your way, and then go back down the
staircase at the other
side of the room. Back down here, just follow the path to
the door and then
open it. Here's some more creepy music (well, not really
music). Crickets
chirping and owls hooting on a late summer's night (well, October
is fall, but
I wanted to play along with it). Just follow this path to
the locked door.
Unlock the door with the Park Key. Toss the key and then
open the door. In this
room, run up the stairs and go forward. Jill will see
tentacles burst out of
the bridge and then look, it's the troll that lives under
the bridge! Nah, it's
just Mutant Nemesis ready to kill Jill. It's live selection
time.
LIVE SELECTION
Push him off.
Jump off.
Be aware that these decisions affect the way you go through
the Dead Factory
and the endings, so you can pick which path you want.
If you push him off, Jill dodges Nemesis's attack and pushes
him off the
bridge, and then goes into the front doors of the Dead
Factory.
If you decide to jump off, Jill will just jump off the
bridge and start on the
lower levels of the factory. Nemesis gets pissed and decides
to enter the
factory through the front door.
Dead Factory
Since that was a super important live selection, I'll cover
both options.
DID YOU PUSH NEMESIS OFF THE BRIDGE?
If so, you'll start at the front doors of the Dead Factory.
Once you get
inside, just follow this empty hallway to a door. Once you
get to the door at
the other end of the hallway, open it. Carlos is here, and
he's been informed
that the government is going to launch a missile at Raccoon
City come daybreak.
After the cut-scene, open the other door in this save room.
We have to restore
the power, and there is steam blocking our way to the panel.
Here's how to
solve the puzzle:
1) Go around the place counter-clock wise and you'll find a
switch. Hit it.
This switch will stop the steam to your right, but steam
will trap you in here
to your left.
2) Continue forward and you'll find two more switches. Hit
the lower switch
first, and then hit the higher switch. This will stop the
steam on the other
part of this place.
3) Go back and you'll be back at the first switch. Hit it
again to stop the
steam.
4) Now go around the area clockwise and you'll find two
isolated switches.
Press the left switch first, and then the right.
5) Go back around counter clockwise and work your way back
towards the panel.
You should see two sets of steam being released in parallel.
Hit the lower
switch to stop them.
Now we can get to the panel. Activate the panel to get the
power off of
standby, and the door that you see still has one more lock
to be released. Turn
around and work your way out of here, and then get back to
the save room.
Back in here, check the table for Gunpowder As and Bs. There
may either be 2 or
3 of these. If they are there, use them to create Gunpowder
CC, and then use it
with your Reloading Tool to create Freeze Rounds. Also, grab
the shining object
from the shelf. This is the Facility Key. Also, grab the
Manager's Diary near
the typewriter. You should have these items on you:
Grenade Launcher
Handgun
Shotgun
Enhanced Handgun Bullets
(Enhanced) Shotgun Shells
Facility Key
Now leave this place. Either Drain Deimos or Brain Suckers
have found their way
into this room, but you only need to worry about the one in
front of you. Waste
it with a Grenade Round. Now get to the door across from
you. Unlock it with
the Facility Key and then open it. In here, go straight and
pick up the System
Disk off the panel. Now, head the other way and kill off the
zombies with any
weapon that you have. Once they are dead, head to the
elevator and open it. In
here, press the panel to go downward.
There are four random enemies in this room! They may either
be Hunter Betas,
Drain Deimos, Brain Suckers, or just Naked Zombies. Hope you
get the last one.
If they are any of the first three, get rid of them with
your Grenade Launcher.
Then head around this room counter clockwise and you'll find
a staircase.
Before going down, head to your right and grab the Shotgun
Shells off the
shelf. Now go down the stairs, killing any enemy in your
way. At the bottom of
the stairs, open the door across from you. There is a ledge
below you, but do
NOT jump down it yet. There are either Worms or Hunter Betas
in this room. You
will find out very shortly. If they are worms, then you
don't have to worry.
But if they are Hunters, then walk forward, retreat, and
then finish them off
with your best weapon. Now jump in the water and follow this
path to another
ledge. Get on it, run forward, and open the door at the
other end of the
passage.
Here is another save room. Grab the Security Manual from the
corner of the room
and then examine the blue lights for the Water Sample. If
you didn't find the
Gunpowder in the other save room, then bring out your
Reloading Tool from the
item box. Also, put away the Facility Key, as we won't need
it anymore. Make
sure you have at least three free spaces in your inventory,
and then open the
other door in this save room. In here, head down the stairs
into the bigger
room. If you didn't find Gunpowders A and B from the other
save room, then they
will be in this room. Use them to create Gunpowder CC, and
then combine it with
your Reloading Tool to create Freeze Rounds. Now, examine
the panel on the far
left on the other side of the room. Insert the Water Sample
into this panel for
quite an annoying puzzle. You need to adjust the A, B, and C
bars to match the
sample at the top, but it can be quite hard. There are four
possible solutions.
Here they are:
SOLUTION 1:
## ##
# ######
###### #
# #
###### ###### # ##
A: 4 times right
B: 2 times right
C: 2 times left
SOLUTION 2:
# #
#
# # # #
# #
# ########
##
A: 1 time right
B: 1 time right
C: 2 times left
SOLUTION 3:
# #
# # #
# # #
### ###
# ######
A: 1 time left
B: 2 times left
C: 2 times right
SOLUTION 4:
# #
# #
# # # #
###### #
##### ##
A: 1 time right
B: 3 times right
C: 4 times left
Once you solve the puzzle, the second and final lock on the
door will be
release. It is located in the room where you got the System
Disk. Turn back
around and get to the save room. Go over to your item box.
You should have
these items on you:
Grenade Launcher
Freeze Rounds
Handgun
Enhanced Handgun Bullets
System Disk
Healing Items
If you're not confident about your ammo supply, bring along
another weapon.
Now, go back to the previous room. Back in here, head into
the water and hop on
the ledge on the other side of the room and open the door.
There's something I
want to tell you about this room. The enemies ALWAYS respawn
here, no matter
how many times you go through the room. Use the barrel if
you need to, and kill
whatever enemies you find here that get in your way (whether
they be Drains,
Brains, Hunter Betas, or naked zombies). Get to the elevator
and open it. Press
the panel to go upward. Now, if you need any Green Herbs,
you can find 3 of
them in the corner near where you found the System Disk. Now
go beyond the
elevator and open the newly unlocked door at the end. In
here, walk forward and
go through the opening. You'll witness a cut-scene with
Nicholai. He will try
to shootout Jill and explain to him on how he killed his
teammates for more
money, since he'll be the only one who knows what happened.
Nemesis then grabs Nicholai off screen and brutally kills
him. When you regain
control of Jill, she'll notice Nicholai's blood dripping
from above, and find
him inside a vent. Now, insert the System Disk into the
panel and Jill will
automatically go through the double doors.
DID YOU JUMP OFF THE BRIDGE?
If you decided to jump off the bridge, then you'll do the
basement part of the
Dead Factory first. Once you regain control of Jill, hop on
top of the ledge
and then go down the ladder. Inside, hop on the ledge right
next to Jill. Once
you're on top of the ledge, run over to the door across from
you and then open
it. In this room, grab the Security Manual off the corner of
the room. Examine
the blue lights for the Water Sample. Now, bring out your
Reloading Tool from
the item box. You should have at least 3 free spaces in your
inventory. Now
open the other door in this room.
In here, head down the stairs into the bigger room. You may
or may not find 2
or 3 cases of Gunpowder As and Bs in this room. If they are
here, use them to
create Gunpowder CC, and then combine it with your Reloading
Tool to create
Freeze Rounds. Now, examine the panel on the far left on the
other side of the
room. Insert the Water Sample into this panel for quite an
annoying puzzle. You
need to adjust the A, B, and C bars to match the sample at
the top, but it can
be quite hard. There are four possible solutions. Here they
are:
SOLUTION 1:
##
##
# ######
###### #
# #
###### ###### # ##
A: 4 times right
B: 2 times right
C: 2 times left
SOLUTION 2:
# #
#
# # # #
# #
# ########
##
A: 1 time right
B: 1 time right
C: 2 times left
SOLUTION 3:
# #
# # #
# # #
### ###
# ######
A: 1 time left
B: 2 times left
C: 2 times right
SOLUTION 4:
# #
# #
# # # #
###### #
##### ##
A: 1 time right
B: 3 times right
C: 4 times left
Once you solve the puzzle, the first of two locks to a door
will be released.
Now turn around and go back to the save room. Go over to
your item box. If you
have Freeze Rounds, then put them in your item box. You
should have these items
on you:
Handgun
Enhanced Handgun Bullets
Shotgun
(Enhanced) Shotgun Shells
Grenade Launcher
Healing Item
Once you're all set, open the door next the item box. Back
in this room, follow
the passage and then jump down in the water. Run forward and
a cut-scene will
happen. A bunch of zombies will rise from the water and
surround Jill. As she
raises her gun, Carlos shoots them all down with his Assault
Rifle. Carlos will
then inform Jill that the government is launching a missile
at Raccoon City by
daybreak. After the cut-scene, continue to follow this path
to another ledge.
Climb up the ledge and then open the door at the top.
You will encounter one of four random enemies in this room.
They will either be
Hunter Betas, Drain Deimos, Brain Suckers, or naked zombies.
Since we have to
come back here later, do not use the barrel yet. Head up the
stairs and kill
whichever enemies you find. Also, examine the shelves near
the top of the
stairs for Shotgun Shells. Now, head over to the panel and
open it. Press the
switch to go upward. Up here, head up to where all of the
zombies are and kill
them. Go to the panel and grab the System Disk off the
panel. Now, unlock the
door next to the panel and open it. You will witness a
cut-scene of Jill
dodging Nicholai's bullets. We also see Nicholai shutting
and locking the
shutter on the other side of this hallway. For now, just
head upward to the
door and open it.
If you didn't find the Gunpowder As and Bs from the Water
Sample Room, they
will be here. Use them to create Gunpowder CC, and
ultimately, Freeze Rounds.
Grab the Manager's Diary off the desk near the typewriter,
and examine the
flashing object near the shelf for the Facility Key. Now,
open the other door
in this save room. We have to restore the power, and there
is steam blocking
our way to the panel. Here's how to solve the puzzle:
1) Go around the place counter-clock wise and you'll find a
switch. Hit it.
This switch will stop the steam to your right, but steam
will trap you in here
to your left.
2) Continue forward and you'll find two more switches. Hit
the lower switch
first, and then hit the higher switch. This will stop the
steam on the other
part of this place.
3) Go back and you'll be back at the first switch. Hit it
again to stop the
steam.
4) Now go around the area clockwise and you'll find two
isolated switches.
Press the left switch first, and then the right.
5) Go back around counter clockwise and work your way back
towards the panel.
You should see two sets of steam being released in parallel.
Hit the lower
switch to stop them.
Now, hit the panel and it will activate, getting the power
off of stand-by
mode. The second door to the lock will be released, so we
can open it now. Go
back to the save room. Go to your item box to re-organize
your inventory. You
should have these items on you:
Grenade Launcher
Freeze Rounds
Handgun
Enhanced Handgun Bullets
System Disk
Healing Items
If you're not confident about your ammo supply, bring along
another weapon. Now
leave the save room. You'll either find Brain Duckers or
Drains out here, but
you can easily ignore them. Get to the door fast and open
it. Back in this
room, grab the Green Herbs in the corner if you need to.
Now, go down to where
the elevator is. Run by the elevator and open the door in
the passage. In this
room, just run to the other side of the room. Insert the
System Disk into the
panel and Jill will automatically walk through the double
doors.
Whichever path you take, you'll arrive inside a dark room.
You'll hear an
announcement with a 4 minute clock. Don't worry, that's NOT
the self destruct
system you've seen in every Resident Evil game. And I'm
pretty sure you'll feel
warm and fuzzy when you hear "S.T.A.R.S" and the
room lights up. Nemesis jumps
off from the garbage and tries to whack Jill. Jill dodges,
and then Nemesis
tries to take her feet out. Jill dodges again. Nemesis AGAIN
tries to take
another shot at Jill, but Jill dodges. Nemesis hits an acid
valve by accident,
dumping all sorts of nasty, reactive acids on him. He's down
to one tentacle
now and weakened.
BOSS: Mutant Nemesis
Difficulty: Medium
This may be the easiest Nemesis that you fight. I gave the
difficulty a medium
because of the time limit and possible ammo constraints.
However, there are a
few positives in this: Nemesis can no longer run. He will
limp around the
place. Even though he is down to one tentacle, he can still
grab you with it
and send you to the ground. And he can do a direct tentacle
strike now. When
the fight starts, run to the left of the double doors where
we entered and
you'll find another acid handle. Wait until Jill auto aims
at Nemesis. Fire two
Freeze Rounds on him. When he gets on the screen (should
have the acid valve
behind you), fire another. He'll drop.
While Nemesis is stunned, equip your Handgun and hit R2 to
aim at the valve.
Shoot it. If Nemesis is in the range, well, guess what? He's
taking another
acid bath! There's another acid valve in the corner of the
room. Fire Freeze
Rounds at him until he gets stunned (and in the range of the
valve), and put a
Handgun Bullet into the valve. If in range, well, Nemesis
gets his 2nd acid
bath. There are two more panels near where Nemesis got hit
in the cut-scene.
You can use these if you want, but they're kind of hard to
get to. And don't
shoot at the acid valves when Nemesis is up and walking:
he's smart enough to
back away from the acid.
If you can't somehow get the acid on him, just unload all of
your Freeze Rounds
and Handgun Bullets into him. When you stun him, do NOT fire
him a "get up"
shot with a Freeze Round! Do it with a Handgun Bullet
instead, as he won't
really be damaged. You can always use the Grenade Rounds and
Shotgun Shells
here too, if you're worried about your ammo supply.
By the way, the first time you dump acid onto Nemesis, he
loses his entire left
arm (not the arm with the tentacles of course). The second
time you do it,
Nemesis loses his head! This is funny, because Nemesis will
walk around the
room like an idiot, take random swings with his lone
tentacle around the room
like an idiot, and have absolutely no presence of where you
are. You can stand
from one side of the room and continue to take shots at him.
Running around him may not work as well as it did in all
those previous fights,
mainly because of his tentacle strike attack which always
seems to get me.
After the fight, some random earthquake causes a Card Key to
fall out of a
scientist's lab coat. How does all t...never mind.
Pick up the Card Key. Use it on the slot next to the double
doors and leave.
Another random earthquake happens. And we hear an
announcement saying that the
missile attack has been confirmed. Just leave this room back
into the elevator
room. If you don't want to do the next side quest, then kill
the zombies in
this room, open the door, and follow this hallway to a
shutter.
NOTE
This next part is completely optional, but it is HIGHLY
recommended if you
chose to jump off the bridge. You'll find out shortly. If
you decided to push
Nemesis off the bridge, then this side quest is pointless,
but be my guest if
you want to go ahead and do it.
Back in this room, take the elevator and go down. The
enemies in here ALWAYS
respawn, but if they're floating around the water, leave
them alone. Get down
the stairs and open them at the bottom. From here, jump down
into the water.
Follow this water to another ledge and then climb it. Up
here, open the door
across from you. In this save room, grab the Facility Key
out of the item box.
Now, open the door into the Water Sample room. Head down the
stairs and go to
where the Water Sample panel is. On the other side of the
panel (to Jill's
right) is another panel (near the counter with the First Aid
Spray). Go to your
inventory and insert the Facility Key into the machine.
The machine puts a bar code onto the Facility Key, so take
it. From here, leave
the room. Backtrack to the room where we found the
Hunters/Drains/Brains/Naked
Zombies. Kill only the enemies that are in your way and get
to the elevator.
Back up here, kill the naked zombies at the other side of
the room where the
door is. Once the zombies are dead, open the door at the
other side of this
room. From here, get back to the save room. Now go into the
room where we
pressed the panel for the power. You'll see an elevator in
the corner of the
room. Insert the Card Key into the elevator and go down the
elevator. Down
here, grab the two packs of Grenade Rounds if you want them.
Now go to the
other side of the room. Insert the Facility Key into the
slot (this only works
if you upgraded the Facility Key to get the bar code on it),
and this will
unlock the cabinet. Open it for the Rocket Launcher.
If you jumped off the bridge, then you have a use for the
Rocket Launcher. You
seriously won't need this weapon if you pushed Nemesis off
the bridge. It does
come with 4 rockets, though. Now get back up the elevator.
From here, go
through the save room and head to where the shutter is in
this hallway.
No matter which path you take, you'll end up at the shutter.
Insert the Card
Key into the panel next to the shutter. If this is your
third time using this
key, then you'll be able to toss it out. Kill the naked
zombies guarding the
door, and grab the Green Herbs. Now open the door in this
room. In here, either
one or two things will happen:
1) If you pushed Nemesis off the bridge, then you'll hear
Carlos on the
communications system. He'll tell you that he has an escape
chopper, and tells
you to pick up the radar on the panel.
2) If you decided to jump Nemesis off the bridge, you won't
hear anything on
the communications system...yet. Pick up the radar and
attempt to leave the
room. NOW you get the call on the radio. Except it's
Nicholai. He'll rise
through the window in that flashy chopper he just stole.
Now, you'll be dealt
with a live selection.
LIVE SELECTION
Negotiate with Nicholai.
Return fire to the chopper.
As I said, you'll only get this scene if you jumped off the
bridge. If you
decide to Negotiate with Nicholai, Jill and Nicholai will
have a brief talk,
and Nicholai flies away.
If you return fire to the chopper, then you'll actually have
to deal with him.
One rocket is all it takes to send the chopper crashing
downward. Just don't
make this anymore complicated, as he'll take you down
quickly.
I prefer the second choice over the first any day. You'll
feel much better if
you kill Nicholai.
After the fight with Nicholai, Carlos will come in,
realizing that our escape
chopper is gone now. Now, while Carlos is operating the
communications panel,
you can witness one of two cut-scenes:
1) If you leave and re-enter the room, you'll witness a
cut-scene of someone
talking on the panel mentioning "Jill" and
"S.T.A.R.S".
2) If you decide to examine the lid, Carlos will just leave
the room.
We then hear again that a missile launch has been confirmed.
Now the timer on
the radar starts counting down. I believe the countdown
timer is 15 minutes.
AND the shutter closes on us. Well, at least the lid opens,
revealing a ladder.
Climb down the ladder. Down here, kill the naked zombie
across from you. There
is also a naked zombie playing dead, so watch out for him.
Also, go to the item
box in this room. Grab all of your healing items. You really
won't need a
weapon for the next part, trust me. Grab the Incinerator
Manual off the wall
next to the ladder. Now go to the other side of the room and
open the door. In
here, walk forward and another random earthquake happens.
You'll see a photo on
the floor, so pick it up. This is the Classified Photo. Now,
open the double
doors in this room.
ANOTHER earthquake locks us in. Holy hell, what the hell is
wrong here? Anyhow,
go around the room counter clockwise and you'll come to this
big computer.
Examine it and it will turn on. The computer will then tell
us that there isn't
enough power to use the weapon. Now, go to the battery that
has "1" labeled
above it (near the entrance of the room). Push in the battery
(about 2.5 times)
to connect it. Once the computer says "battery
connected", a cut-scene will
happen. A big blob, er, Nemesis, will drop from the ceiling,
and munch on that
dead Mr. X that's laying against the wall. Holy crap,
Nemesis has been defeated
many times, dumped in strong acid at least TWICE, dropped
dead in a fire, and
he's still alive?
BOSS: Nemesis (final form)
Difficulty: Easy
You don't even need to fire one shot at this Nemesis. Even
with a Rocket
Launcher, you can't kill it by yourself. Once you regain
control of Jill, go
back to the corner of the room where the rail gun is. You'll
find battery #2
near the locked door. Push in the battery and the computer
will go "battery
connected." Before Nemesis can get to you, go push in
battery #3, which is
right next to the rail gun itself. Once all three batteries
are connected, the
rail gun will start charging up.
Nemesis is very slow too. Just don't let him trap you. He
can spit acid at you
(which isn't poisonous), but the damage can add up pretty
quickly. And he can
also tentacle whip you too. If you can get Nemesis to get on
top of all the
stuff in the middle of the room while you're waiting for the
rail gun to fire
for the first time, then you should be in good shape.
Otherwise, you'll have to
run around and keep Nemesis off your back.
After a while, you'll hear "5, 4, 3, 2, 1, fire!"
The rail gun will fire right
into all that stuff into the middle of the room, creating a
new passage. After
the rail gun fires, it immediately charges and then fires
again. Now, we have
to lure Nemesis into that passage the rail gun just created.
If you hang (and
keep) Nemesis around that passage, then there's a very good
chance the rail gun
will keep pelting Nemesis. If you decide not to shoot
Nemesis with any of your
weapons, then it will take about 3 hits from the rail gun to
finish him off.
If you want to, fire any weapon you want at him. You can't
kill him alone on
your weapons, but doing this will reduce the amount of hits
needed from the
rail gun to kill him.
Common sense too: don't stand in front of the rail gun
either. I'm pretty sure
you drop from Fine to Orange Caution with one hit from it.
Keep Nemesis in the path of the rail gun. Eventually, the
rail gun will fire
its last shot and take Nemesis out. The rail gun will stop
firing from
overheating (whether it's the 5th shot or the 20th shot, it
overheats the
second it kills Nemesis).
Once the fight with Nemesis is over, head for the door that
is now unlocked.
When you attempt to open it, one final live selection
happens. Does Nemesis
ever die?
LIVE SELECTION
Exterminate the monster.
Ignore it and evacuate.
What you do doesn't change the ending, but Exterminate the
Monster should be
the standard here. If you do decide to exterminate the
monster, Jill will dodge
an acid spit from Nemesis, grab a Magnum off a dead soldier,
and finish Nemesis
off with 6 rounds. From here, go through the opened door.
If you decide to ignore it, then Jill will just head for the
door.
Once you're inside the locked door, go up the elevator. Up
top, go forward to
witness the end of the game.
*SPOILERS*
1) If you pushed Nemesis off the bridge, Carlos will be
waiting for you with a
helicopter and Jill and Carlos escape the city.
2) If you jumped off the bridge and examined the lid in the
communications
room, Carlos will follow you up the elevator and tell Jill
that a chopper is
coming just for her. So Carlos isn't invited to escape a
city that's about to
be nuked by a missile?
3) If you jumped off the bridge and left/re-entered the
communications room
after the fight with Nicholai, then we'll already know about
the chopper coming
for us. Carlos will jump in the air and scream
"yahoo!" waving the flare in the
air. The chopper then comes to pick us up.