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.