CAPCOM pTrfect guide $12.99 USA / $17.99 CANADA EVERY SECRET REVEALED! •INFINITE WEAPONS! -SECRET EVENTS! -GET ALL FIVE HIDDEN COSTUMES! •EXTENSIVE BONUS GAME COVERAGE! 'GET INFINITE MONEY... AND MORE! MRSUS BOOKS Volume 9 Layout/Design: Casey Loe Written by: Casey Loe Ryan Lockhart Gerald Guess Mateo Rojas Maps by: Roy Boholst Cover, Back Cover, IFC, IBC, p.112: Nick Des Barres Capcom Correspondent: Koichi Niicia Thanks to: Bill Gardner, Bob Lindsev, Mettnda Monpellygzq and the RE 3 Development Staff Casey Thanks: Rgechel, KfiMike, Brvan, Dan J., and that magical Filler Bunny Published By: Empire 21 Publishing, Inc. Publisher: Matt Taylor PRINTED IN U.S.A. National Distributors: (bookstores 8 newsstand) Eastern News Distributors One Media Way, 12406 Route 250 Milan, OH 44846-9705 (800 221 3148) ^ (video game stores) / Jk flft * Jack of All Games * 2909 Crescentville Rd. West Chester, OH 45096 # www.jackofallgames.com '"ZiJ A Newsstand Consultant: PSCS (603) 924-4407 ^^^&^k Direct Mkt. Consultant: ~*jJ^H PDH.C t 7 f l0) 7 /,o rj//y r VERSUS"', VERSUS BOOKS"'. Jl^^ PERFECT GUIDE"-', and EMPIRE "^^^^ 11™ trademarks 0! Empire 21 ^^^K Publishing, Inc. RESIDENT EVIL"' 1 is a trademark of Capcom Co., Ltd. CAPCOM © is 3 reg- -W^r isiered trademark of Capcom Co., Ltd. Entire contents ^1999 Empire 21 K Publishing, Inc. and Capcom Co. Ltd. May | not be reproduced in whole or in part with- % out express written permission from Empire 21 Publishing, Inc. RESIDENT EVIL 3: NEMESIS O1999 Capcom Co., Ltd. All rights reserved. ' Readers! Tell us what vnu thought Of this book! Please! email: re3Qy$books.com web: www. ysbooks. corn R€3 Guide (c/o Versus Books; 370 filtair Way #333 Sunnyvale, CA Basic Training. . Monster Index . . . Weapon Index . . . Walkthrough . . . Uptown Police Station . . . Downtown Clock Tower .... Hospital Park Factory Secrets Mercenary Mode lard Mode and Easy Mode Differences tin- Mine Thrower isn't t!*- only weapon y ( mil miu in Easy Mode, you also can't \ m-t the Eagk 6.0 .ind M17 Shotgun. Automatic Dodging Number of Saves (Ink RihU.ns> Amount of Ammunition (founj ur ,r M l4 Amount of Inventory Slots (jl start »f n.inM.-) Mine Thrower Weapon Nemesis Items With no Normal Mode to default to, 1 the first decision Resident Evil 3 players have to make is "Hard Mode or Easy Mode?" There are many significant differ- ences, all of which are listed here. The biggest changes in Easy Mode are the massive arsenal Jill begins with, and the addi- tion of Auto Dodging. Hard Mode players will need to taptheRiorR2 buttons (or Attack if Ri or R2 are already held down) at just the right moment to dodge an enemy attack. Easy Mode players can just hold down the Ri button and automatically dodge everything that gets near them. If you're new to the world of video games, or have trouble with this type of game, Easy Mode is probably your best bet. But experienced gamers of sound mind and body have no excuse not to pick Hard Mode. You wouldn't want to play Easy Mode, anyway, since you would miss out on bonus stuff for beating the game, you wouldn't get any of the items for beating Nemesis, and you wouldn't get the Mine Launcher weapon. And while Easy Mode players can see all of the in-game events and endings, they'll be that much sweeter if you earn 1 them in the Hard Mode. This guide was written based on the Hard Mode. Still, virtually all of the information in it applies to the Easy Mode, except: The Mine Thrower and M.T. Rounds will all be replaced with Shotgun Shells, there will be no Ink Ribbons to find, and you won't earn anything I by killing Nemesis. HARD HASY Health of Enemies Rankings at End of Game Epilogues at End of Game Merc. Mode at End of Game Bonus Costumes at End of Game NO limited strong YES YES YES YES YES 0-5 YES nlimited double 10 NO NO NO NO YES beating Easy Modi- always earns you these two costumes." but in IWJ Mode iiu can earn up to J mure Hard Mode Starting Items (include* items in hem Box) m Handgun (IS bullet) Reloading Tool Knife he New Timed Decision System Unlike past games in the series, the storyline in Resident Evil 3 will change significantly based on decisions you make. Don't expect to get a lot of time to make up your mind, though: Most of the decisions must be made in a split second, in the heat of battle or a dangerous situation. Decision scenes begin when the game graphics go photo-negative, and you get a few seconds to choose between two different options. If you fail to decide in the time allotted, the game will pick for you, possibly putting you on a third course less desirable than the two selectable options, so think fast and decide for yourself. Some of these decisions will affect no more than the next few minutes of game play. Some will affect the order in which you do certain areas, or the events you'll fRoute A mm begins on page 55 IHSffWll'lJse Brake" i R u n ii^ so|h|^ aiement. | Hide Inside the kitchen. When a decision significantly affei the flow of the game, we split the ' SQ q - m t h e next f ew hours. One decision will affect which of two endings you see. It can be difficult to tell how much a decision will alter, so we'll explain the options in the walkthrough section. walkthrough into two parts. Look for these bubbles to direct you to the section that matches your choice. ri odging and the New Quick Turn t an even Nemesis' attacks can he Judged if you time it ri^ht 1 - Pff - : Resident Evil 3 introduces a major evolution in the play mechanics I of the Resident Evil series. You can now dodge any enemy attack at the push of a button, and consistently sidestep projectiles, push away foes, or roll out of the path of harm without taking any damage. This is a powerful ability that figures prominently in the strategy of the game. There are two ways to perform a Dodge: If you don't already have your weapon drawn, you simply tap Ri or R2. If your weapon is I drawn (ie, you're holding Ri or R2 already), tap the Attack button instead. If jill doesn't have a weapon equipped, she can't dodge at all. Successful dodging is all about anticipation. If you see an enemy tensing up for a punch or rearing back to lunge at you, you're probably too late. You have to anticipate the attack, which means getting a feel for how far away enemies need to be to attack, and learning which attacks they're likely to perform in what situation. With practice (and it will take a 1 Dogs are among the easiest enemies to dodge, since they provide many cues: Hit the button right when they rear back to leap, before they bark. lot), you can be nearly invincible. We'll cover specific dodging cues for each monster in the Monster section (beginning on page 9). As for the Quick Turn, Jill can now turn 180 degrees whenever you tap Down and Run simulta- neously. Since Resident Evil 3 has built-in auto-tar- geting that will spin you around to face the nearest enemy just as fast, this is only use- ful when you're trying to escape. As soon as the zombie is close enough to attack you (fir shot), hit RI or R2 to knock him hack. ealing Items and Damage States There is no life meter in the Resident Evil series, so you'll have to rely on the biometer reading in your status screen and Jill's posture to determine her status. When she dips below half of her life, she begins to limp, and moves more slowly. When she's on the brink of death, she can only stagger at half speed, and loses the ability to dodge. Jill can also be poisoned, which keeps her hfficacy of Healing Items | Heals 25% of HP Heals 100% of HP mm ■ Cures Poison Heals 100% of HP ■ 1 1 LJE2GG Combine Only Heals 50% of HP, Poison m ■1 1 1 1 Heals 50% of HP Heals 100% of HP, Poison mmm Heals 25% of HP, Poison Heals 100% of HP « t Fine Caution, Poison Danger 50-100% of HP 10-50% of HP less than 10% of HP Speed is Normal Speed is 10% lower Speed is 50% lower Can Dodge Can Dodge Cannot Dodge permanently at or below the Caution stage, and saps her health as time elapses. Fortunately, there's a wide variety of healing herbs to cure what ails her. But to maximize the effects of your herbs, you'll want to mix them to create the healing items shown to the left. The only new healing item in RE3 is the awe- some First Aid Box, which allows you 1 to hold three complete healing First | Aid Sprays in one inventory slot. emesis: When to Fight and How to Do It 1L Throughout the game, you'll be attacked repeatedly by this dapper fellow. While there will be times when you'll need to defeat Nemesis to proceed, there are seven Nemesis battles where you can choose between fighting and running away. Since it's almost always easiest to run, why fight Nemesis at all? The main reason is to get the stuff he carries. We don't know where it comes from, but each time you beat Nemesis in Hard Mode you'll be able to get a different toy i surprise (in Easy Mode, you get zilch). None of I these items can be acquired anywhere else. L Note that the item you get depends on how [many times you've defeated him before, not ' how many times you've fought him. If you run away for the first six battles and then defeat him the seventh one, you'll still get Eagle Parts A. So if you want to get the 7th item, you need to beat him every single time you see him. And that, my friends, is no easy feat. Note that when we say "all 7 times," we're not counting the boss battles where you have to fight him and can't earn items. We tell you exactly how many shots it will take to defeat Nemesis with each weapon in the Monsters section, but we can run down some of the basics t here: 27 Handgun Bullets, 12 Shotgun Shells, or 8 Magnum Bullets. Freeze Rounds (Grenades) are the best, requiring only 6 shots. But all of these numbers are only to knock him down. You won't knock him our until he gets up again, and then he'll require only about 80% of the ammunition you needed to use the first time (although you can get a bunch of free hits by firing at him while he's down). We'll discuss specific battle strategies in the walkthrough, but here are some general tac Running Away Ice Grenades are the most powerful weapon against Nemesis, but also among the easiest for him to dodge. Only fire at very close range or when his back is turned. Running is easier, but still dangerous. Nemesis will often follow you through dozens of rooms, sometimes even appearing ahead of you. You're only truly free of him when you enter a new area and don't hear his theme music. He can 't follow you into Safe Rooms (where you can save and use item Boxes), but he's often waiting outside in a position where he'll be very difficult to dodge. JJ T I m Instant Kills Many Nemesis battles start with decision scenes. On the 3rd and 6th battles, making the right decision will result in Nemesis getting knocked out in an event scene. You then have a few sec- onds to grab his item for free before he wakes up and the chase begins. 1st Item: Nemesis Items 5thhemj 3rd Item: hirst AiJ ftcl 4th Item: oil at once. You con only get the Assault Rifle with fill the first time you play; if you heat the game, save it, and start a new game on that file, you'll be able to earn the Infinite Ammo Case instead. Combine it with a weapon (we suggest the Magnum), and that weapon will have infinite ammo, but the brief- case will disappear. tics to get you started: Keep circling around him so he won't be able to suddenly lunge at you, and only fire one shot at a time, or you'll give him an opening to counter attack (it Is safe to go for multiple shots when he clenches his fist and roars, or is on the ground). Always reload your weapons manually, or you'll be giving him a free hit during the reload animation. And try to lure him out to a wide open area so you'll have more room to dodge. Killing him the first time you face him will be very difficult, since you'll have limited ammo and healing items. If this is the first time you're playing, a more realistic (but still very ambitious) goal would be to try to get both the Eagle 6.0 and M37 Parts, and to do this we recommend you fight him in the 2nd, 4th, and 5th battles (the 3rd and 6th are the two Instant Kills). The Eagle 6.0 and M37 Western Custom are both clear improvements over the standard Handgun and Shotgun. The refutable First Aid Boxes come with three First Aid Sprays, and allow you to save invento- ry space by holding them tlx- sju't'iiy MJ7 Shotgun in action (ixing Ammo for Maximum Effect The ability to mix your own ammo is one of the most strategically significant new features in Resident Evil 3. While at first it may seem like an annoyance, the ammo mixing system allows you to customize your supplies to match your personal style of play. Meticulous players who Gunpowder Mixing Chart like to kill everything can mix an endless 0u "P'™"fc r supply of Shotgun and Handgun ammo yl " : (including enhanced bullets for later in the game), while players who are out to kill Nemesis every time they meet can make all the Freeze Rounds they want. To start mixing, you'll need Gunpowder, which comes in two types: A and B. Mix them together (by using the game's Combine command) to make Gunpowder C. Combine jars of A, B, or C with your Reloading Tool to get Handgun, Shotgun, and Grenade ammo, respectively. Before you use the Reloading Tool, you can Combine multiple jars together to cre- ate larger jars that yield larger amounts of ammo, or more exotic types. You can also mix Gunpowder with Grenades to make the three different "flavors" of Grenades. Experience Bonus Chart The first few times you mix up ammo, you'll make the same amount. But soon you'll start getting bonuses, and on the 4th time you make Handgun bullets, the amount you make will increase from 7 to 8. The more ammo you make of each type, the faster your bonuses will rise! ammo 4th-6th 7th-llth I2th-2lst 22nd+ type time time time time +10% standard: +30% enhanced: +10% standard: +50% enhanced: +30% standard: +70% enhanced: +50% Si +10% +30% enhanced: +10% +50% enhanced: +30% standard: +70% enhanced: +50% i +10% +30% +50% +70% +10% +30% +50% +70% Making Enhanced Ammunition On the jth time you mix up Handgun or Shotgun ammo, you will be confronted with a choice: Make enhanced ammo, or standard ammo? Enhanced ammo does about 50% more damage than reg- ular ammo, and while you'll get slightly less of it, it's stiil definitely worth using. There are two problems with enhanced ammo. One is that it forces you to mix ammo in small quantities, since it counts as one Handgun mix whether you're reload- ing from a jar of A or AAA. The other is that you can only use it in your starting Handgun and Shotgun, not the Eagle Handgun orNl^j Shotgun. Due to these factors, you should decide early in the game whether or not your strategy will be to fight Nemesis frequently. If you plan to do so, use the Eagle 6.0 and M37, and always mix ammo for quantity over quality. If you don't plan on fighting him, you can afford to mix your ammo in small quantities (since you won't need as much), and since you won't get the Eagle and M37, you'll have no problem sticking with your standard weapons. eloading the Smart Way This trick has been around since Resident Evil 1, but in this challenging installment, it's even more important that everyone knows it. When shooting at ene- mies, there are two ways to reload: Automatically, in which your character pauses to I reload her gun while the game progresses, and manually, where you go to your item screen, select the ammunition, and 1 Combine it with your iLciia ',• Flll(ttflF USE CHECK m lill could have handled this pack of zombies easily, but pausing i reload gave them the opening they needed to get to her first. weapon. This allows you to reload while the game is paused, so there will never be that pause in Jill's firing that so often gives her opponents a free hit. The only catch is that you I have to be religious about counting your shots. they're nt jfiJ hard hi sec, hut fOU CM hit R2 jrid jim up tn target Limps like these, it's mfl) difficult in hit enemies with them, situe the shrapnel does very little Jjmjyt jtiJ the more pnwerful firehjlls are unpre- dictjhle, hut it sure is fun to hli><* 'em up. he Art of Blowing Stuff Up Another new feature that figures prominently in the strategy of I Resident Evil 3 is the addition of targetable objects in the environment. These include barrels, explosive charges, lights, valves, lamp posts, and hanging crates. You can target these items by pressing R2 instead of Ri (if nothing is targetable, you'll instead lock onto the nearest enemy), and they | can all be destroyed with a single shot from any weapon. When barrels or explosive charges blow, they I take out whatever is nearby. The amount of damage varies depending on the enemy's prox- imity to them, but it should be enough to | destroy a zombie, Stinger, or dog at any range. Unfortunately, they can also kill you, so be very | I careful about standing as far back as possible. Barrels do the most damage, with explosive charges close behind. Steam I valves do small amount of damages, but since they don't knock enemies back, to be worth bothering with (like the hanging crate) or are too difficult to engi- neer a hit with. Blow 'em up anyway, though, just for fun. ! ~# ? Mi : y m v. lives (stejin, in this use) jppejr in tWO dif- ferent plates. Aoot nut the spitfnf, riyht don't uke (.kinies! it's hard V> tell h>m ilnse she is from this umcfj jrnile. hut v»hen tkit ik-ruc hln*s. it's taking Jit uith it. landomized Items and Enemies In an effort to make Resident Evil 3 interesting to play over and over again, the developers have added a number of ran- dom factors that ensure no two games are ever the same. Many of the game's areas now have two different sets of enemies, with the one you get chosen at random the first time you enter the room (as soon as you see it, it's set, so unless you want to reset and reload, it won't change if you leave and come back). Throughout the walkthrough you'll see black boxes like the one below listing the different "Enemy Patterns" for some of these random areas. Item placements are also random, but in a different way. Unlike Dino Crisis, where item boxes appeared in random spots and had random con- tents, every- one of the most significant random factors is the weapon you get in the Police Station. While you'll get both the Magnum and the Grenade Launcher eventually, the one you find in the Station wilt be your most powerful weapon for the first half of the game. one who plays through RE3 will get pret- J..ty much the same set of supplies. All "that changes is where and when they appear: Many items, especially Herbs and Gunpowder, are capable of appear- ing in one of two locations. These items [ have grey number markers on the maps ,(instead of red), and an asterisk in the item box will direct you to its other pos- sible location. I An example of on item box list- ing both random and set items. Matching numbered dots will also appear on the maps. onsters, Enemy Attacks, and Dodge Points The "Number of Hits to Kill" Chart In this section you'll find a listing for each 1 enemy in Resident Evil 3. In addition to their pro- file and a chart listing the number of hits from each weapon to kill, we cover all of their attacks and show pho- tographs depicting the precise point at which you need to Dodge to avoid them (see page 5 for details on Dodging.) If Shotgun { irtnades Thrower Zombies The most common enemies, zombies have lost their Resident Evil 2-era ability to lunge at your ankles (I guess it's not worth losing their heads for a meal). Instead of lunging, the Zombies now sham- ble toward you with a quickness, so have a Neck I Acid Bite I Vomit Shotgun ready or get really good at Dodging. Their love- ly vomit attack (which can- not be dodged) is only used when they're above or befow you, so bring an umbrella or an air sickness bag. s ^ '1,1 % j * 5-14 "-.4-3 --,2-4 V2\ i-2 1 1111 •l-2 *l-2 *l-2 *l-2 1- 21 I Crows Crows don't really do anythingto signal their attack except flying in close. Once you mas- ter Dodging them, the rapid fire pecks they used to dish out in RE2 will be a threat no longer. Of course, they were never much of a threat to begin with, doing light damage and dying after one hit from any weapon. Flying Peck if you want to kill multiple I crows with one shot, use the Shotgun. But if you really I want to see them fall from the I sky, whip out your Assault I Rifle, yell something incom- I prehensible about the Y2K I bug, and start firing wildly. it it *, it h 1 Zombie Dogs Dogs are a minor threat at best. Even 2-3 dogs at once can be easily killed by letting them line up and firing one auto-targeted Handgun bul- let (which knocks them down) each time they get up. To quickly kill a single dog, shoot it once, run over to the body, aim your gun down and just shoot it to death right there. If you have a Knife in your possession, you can save ammo by stabbing it to death instead, once it's already been knocked over by the bullet. Jumping Bite ■c ess.V/ sidestep * . - -5 z~. c, D;Cc? right before he jumps 'befo'e > h e ov'fj 2 9 J % 3 « i-2 1 Just run away in a zig zag pattern, so as not to waste ammo on these guys. If your all-consuming bloodlust requires you to kill everything, bring the Knife and start stabbing. The larvae only pounce when they're "coming straight at you" (in the words of Ned), so dodge just before they jump. If they latch onto you, hit the buttons quickly and shake the pad to get rid of them. The good news: they do too little damage to be a threat. 1 -1 1 till &9 "l * 1 * 1 * 1 •»! i Drain Deimos and Brain Suckers are very similar enemies, with the same basic stats. Since they usually appear inter- changeably, we often speak of them together as "Stingers." Both are quick and deadly, with fast and annoying Claw Attacks. Bullets or Regular Grenades are your best bet. If they grab you, shake the D-Pad and hit buttons to lower the heavy damage they deal. Fortunately their Brainsuck grab is fairly easy to Dodge. Brain Suckers are the same as Drain Deimos, but with the addition of the new Poison Spray attack, and the ability to spawn basically harmless (but cute) mini-Stingers. Magnum Brain Suckers Body Swipe J j, ^ -a* us Dodge! dodge right when (he Stinger makes a screaming sound I - *. . 3 . N > -^S-IO ''--7-9 4 --'2 i-2 1 till v., * 1 * 1 *l-2 * 1 1-2 Hunter Gammc Hunters are faster than the Drain Deimos and about 23% more lethal. Their hard-to-dodge Scratch will wear you down unti you're at Caution, at which point the Hunter will go for a quick fin- ish with an instant kill decapita- tion move (from the Betas) or by swallowing you whole (Gammas). If you don't want to take too long with these formidable enemies, go for a one-hit Magnum kill. dodge the Scratch when the Hunter is in your face and within his attack range, dodge jump slashes right before the jump. - 5 1-s Ife *! *1 ff aKfl^VC Many weapons can kill ^^Wr snot ' bul tne spiders* fc h J proclivity to hug walls « V * makes them hard to 1 I tag. A good bet is the Mine Thrower, * I which can home in on the spider wherev- er it's hiding out. Spiders are most dangerous when they're above you, since that's usually when they do their poison attack. When spiders are destroyed in certain violent ways, they'll unleash a ton of baby spiders. These little fellows are annoying, but easy to kill (you can just run over them). Whenever you leave the room, they disappear. Spider Touch Poison .111' SP't ---,6-8 5 1 it ■ Grave Digger Three of these Crater Hellion-esque creatures reside somewhere in the game, but only two are actually alive and well (until you get through with them, that is). These monsters live underground and are extremely weak against acid. Neither boss poses much of a challenge if you make a commit- ment to stick with those Acid Rounds. The second time you fight him, you can also use objects in the environment to electrocute him. FIRST APPEARANCE | r # Lunging Bite t ^Y/ Dodge\ dodge at very close range, before mandibles close. -,23 Ik % 10 I 7 »S SECOND APPEARANCE ^likelv '-,41 '-,25 lb 11 ■ slemesis Sometimes Nemesis has a rocket launcher at his disposal, but surprising- ly he's more dangerous without it because then he's forced to use his deadly grabs and holds. When he does have the rocket launcher, run around the cor- ner before he fires so he doesn't have a clear shot and has to run at you. If you do give him a clear shot, even- tually he'll waste all five shots and lose the launcher, making him more dangerous. Beware of close spaces where he can grab you easily. Run until you get to an open area, and kill him there. You can dodge any of Nemesis' attacks with practice. Rocket dodge when approx. j racket lengths away ^10 ^ s -1'2 -9 s IH ■ 1 ?i dodge when his ami is back, bejoie il moves forward HITS TO KNOCK DOWN HITS TO KNOCK OUT (AFTER HE RISES AGAIN) emesis /pe 2 This form has annoying new moves like the Leg Trip and the Standing Tentacle Whip. Nemesis will use the Leg Trip to keep you close to him and will use the Standing Tentacle Whip to keep you on the ground. If you dodge his attacks while close to him, he will change up his attack to the 180 Tentacle Strike. This attack is quick, so be ready for it. Your tactics should basically be the same as they were against the original type. Tentacle Toss Dodge! > III* JHfl dodge right wtten he starts to swing at you dodge right when he starts to swing at yo 53 ^-,32 '-,18 *i'l "9 HITS TO KNOCK DOWN HITS TO KNOCK OUT (AFTER HE RISES AGAIN) 58 '-,32 '-,1S 11 h 9 * 6 To-lr ■ eapons and Ammunition Using the right weapon on the right enemies has always been the key to Resident Evil strategy, and never more so than in Resident Evil 3, where you have the flexibility to make your own ammunition. Below is a list of all the weapons in the game with their special properties. M92F Custom Handgun Sigpro SP2009 Handgun The Sigpro is placed in the hands of the Umbrella Mercenaries, while |ill packs the M92F. Both are basic pistols essentially identical to the handguns found in previous REs. Against solo or small groups of zombies, the Handgun is useful, but if you're up against a large group and need a mass kill the Shotgun is a better choice. Also use the Handgun against dogs - score a knock- down, then follow up with knife swipes. Ammo: 9mm Parabellum Rounds Holds: 15 Rounds Property: Your basic survival tool Our Rating: •• Enhanced Ammo On the 7th time you mix Handgun ammo, you'll gain the abili- ty to make Enhanced Bullets that only work in these two weapons. These bullets do around 50% more damage. The Knife Property: Only for those who have something to prove Our Rating: • If you want to be a knife-wielding mani- ac, it's essential to master the Dodging ability. The Knife is good only when you're in a pinch and need to save ammo. The best targets are zombies and dogs when they're on the ground and unable to attack. You can knock down a dog with a Handgun shot, run for- ward, switch to the knife, and stab 'em to death. STI Eagle 6.0 Handgun Ammo: 9mm Parabellum Rounds Holds: 15 Rounds Property: Faster rate of fire + power shots Our Rating: ••• Defeat Nemesis twice during the game to receive Eagle Parts A & B, and combine them to make the Eagle 6.0. This more powerful Handgun offers a faster fire rate and an occa- sional Power Shot which is equal in force to a Magnum shot. The Power Shot is randomized and appears around one in eight shots. The only drawback to the Eagle is that it can't use Enhanced Ammo like the regular Handguns. Power Shot I ' III Benelli M3S Shotgun Ammo: 12 Gauge Shotgun Shells Holds: 7 Shells Property: close-range, high damage, 1 hit kills Our Rating: ••• This weapon is great for taking off zombies' heads or for killing multi- ple zombies. To score a decap, aim up and fire once the zombie's with- in 2 steps of your character. The Shotgun's dispersal is wide enough that you can sometimes decap two zombies at once. You can also blow away kneecaps by aiming down at the zombie's legs. Another neat trick is the group kill, when zombies are bunched up and close - aim at the middle to hit (but only rarely kill) multiple targets. Decapitation Enhanced Ammo on the 7th time you mix Shotgun ammo, you'll gain the abili- ty to make Enhanced Shotgun Shells that only work in this weapon. These shells do around 50% more damage. GD HK-p Grenade Launcher Ammo: Burst, flame, acid & freeze rounds Holds: Unlimited Capacity Property: Powerful multi-use weapon Our Rating: The Grenade Launcher is back with new Freeze Rounds, and the ability to mix Grenades with Gunpowder to make the flavor you need. You can jam an unlimited amount of one type into the barrel, saving some inventory space. S&W M629C |(Magnum) Ammo: .44 Magnum Rounds Holds: 6 rounds Property: Best standard weapon Our Rating: •••• This devastator slaughters almost any enemy in one shot. It's so powerful, it can even briefly halt Nemesis' charges. The one downside is that to get ammuni- tion for this weapon, you will need to use a lot of gunpow- der, giving you less ammunition for your other weapons. Mine Thrower The Mine Thrower fires "mines," explo- sive darts that can stick in walls, floors, and enemies. When the darts sense Ammo: M.T. Rounds Holds: 6 shots Property: Fun, but weak Our Rating: ••• movement from some- one other than Jill, they blow up. It's a lot of fun to play with, but too weak and unpredictable. M66 Rocket Launcher Ammo: Rockets Holds: 4 (or 00) Property: The best weapon Our Rating: ••••• Purchasable in the mercenaries mis- sions, this can kill nearly anything (even Nemesis!) in one hit, although it is slow, bulky, and can't be aimed up or down. Western Custom M37 (Shotgun) Ammo: 12 Gauge Shotgun Shells Holds: 7 Shells Property: Shotgun power with Handgun speed Our Rating: This shotgun rocks the house - its T2 style reload makes it fire almost as fast as a handgun! You'll breeze through the game once you assemble this from parts Nemesis drops. The only down- side is you can't load Enhanced Ammo. M4A1 Assault Rifle Ammo: 5.56mm NATO rounds Holds: one clip (100%) Property: Rapid fire weapon Our Rating: This gun has two modes - Manual (if you want to conserve ammo) and Auto (for Rambo thrills). This can keep almost any normal enemy at bay, but it's not a great choice for bosses because they will charge through the bullet shower to hit you. You can buy this weapon in the Mercenary mode. Gatling Gun Ammo: Bullets Holds: Infinite Property: The weapon has to warm up for a few seconds each time you pull the trigger, but once it does, step back baby. You Rapid fire Fun can earn this super- Our Rating: cra f h d P° werhouse n the Mercenary Mode only. (ED dl Escape from the Zombies and Kind Shelter A pack of zombies will be waiting for II outside of her apartment. You can f gun them all down, but that would be a horrible waste of ammo. Instead, run past them towards the dumpster at the end of the alley. You may get bitten a couple of times, but that's not a problem: Your life meter will be refilled at the end of this little prelude, but ^#your ammunition won't. You'll need to climb over the dumpster ((press towards it and the action button) and un towards the door on the other side. The 1 game will take over from there. (SH Search the Warehouse for Supplies and the Warehouse Ke ITEMS titfuSUtulleti Locked in a warehouse with that ill-tempered slob Dario, it's no won- der Jill's in a hurry to get back onto the zombie-infested streets. Grab some supplies first: There's a box of Handgun Ammo and a First Aid Spray in the bottom floor, and the office near the top has an Ink Ribbon and two jars of Gunpowder A. Make sure to grab the Warehouse Key near the office door, or you won't be going anywhere at all. You'll also find Jill's Knife in the Item Box in the office, but don't waste an inventory slot on that. The Item Box is exactly where it belongs. B , . room is quiet, and you can find the two^ Red Herbs here if they weren't outside the Conference Room earlier. Inside the S.T.A.R.S. Room is whered all the action is. You'll find a box of Handgun j Ammo on Barry's desk, a First Aid Spray in the first aid kit, File #7 in nt?MsW ■ P" " | |{ t -J Herb* a MU-,1 Herb* "\ (■.Aid Sp7.i V GXaunctKr m "Herbs may be on 2nd floor. "The Other weapon is in Ihe Power Plant the FAX machine, and most important of all, the Lockpick c on Jill's desk. You'll also find [■either the Magnum or the I Grenade Launcher (described at the left) in me**! ?weapons locker. You won't get the other \ - weapon until the Power Plant (much later), so if jyou have a preference for either weapon, you * may want to reload and replay from your last saved game until it gives you the one you want. You'll catch a bit of an intercepted radio trans- mission when you leave, and you'll hear the sound of breaking glass as you progress towards the stairs. This means that I something very bad [is about to happen, | ; so be on guard. GJ Pick the Lock at the Entrance to Downtown Now that Nemesis is behind you and kthe Lockpick is in Jill's able hands, you ''can open the door southeast of the Police Station and past the Book Store. Beyond that you'll find the corpse of a Mercenary, who's holding onto File #8, a whimsical little romp that asks more questions than it answers (like, why did he write his diary in a book labeled "Daily I Report of Chris Redfield?"). Give his body another search before you move on: He apparently didn't I swallow all of his ammo. You'll also notice a weird spidery creature crawling up the building behind you. He's just passing through, so don't do anything rash like blowing up the barrel: You can't hit him, | and you'll get more use out of the barrel later. The next hallway has a Fire Hose, but it's secu rely bolted | in and unavailable to you now. fiBBC You'll also find two Blue Herbs, and possibly three Green Herbs. Blue Herbs I r only cure poison, and are pretty much completely useless, since you almost never get poisoned and there are about a trillion of them in the game. So 'save your inventory space f or something more useful, like the Gunpowder B — 1 in the pocket of I chewed-up guy | in the next area. Before you get I that, you'll want to finish off his killers. There are lots more dogs ahead, , L so get a feel for the timing of pecking them 1^ to death with Handgun shots. iCf] Grab the Power Cord in the Parking Garage There's another pair of fuzzy, huggable Dobermans inside the Parking Garage, I and they can be a bigger problem than the three outside, since this is a relative- I ly open area and they won't always line up like good little doggies. If they start ' coming from both sides, don't hesitate to whip out more powerful artillery to kill "one of them. It's better than being knocked from dog to dog i I while you struggle to get in an | | occasional shot. Grab the Power Cord out of I I the car with the open hood, and dump that in the Item Box in the Safe Room (you won't need it for a long time). Load up, save if | necessary, and move on. 1 - k* ITKMS m ft* It >«nmi to bt-'fJwHiln. k ft Time-Wasting! • Space-Killing! • Part 2 in a Series! EETSttl lAWyti PARr I om... for U..S. Senate' "RIVtRWIDE" 1 don't know who this Otomo (?) guy is (he's not in the game credits), but I do have one tip for the would-be Senator: Learn how to spell the name of your own frigging country! I think there's actu- ally only one dot between the "U" and the "S". With con- gressional representation like this, it's no wonder Raccoon City is such a mess. OMOTHSDY: Science, Muscl, Cognition... This ad pops up a lot too. The text beneath the title is unreadable, except for "Capcom" (first word) and "Omega" (last tine). What could it be? An Irish dance expe- rience starring Michael Flatley and the RE3 development staff? The poor folk of Raccoon City, sadly, may never know. i * This sign shows up frequently I but is frustratingly difficult to I read. It seems to read I "Omothsdy," and the close up I outside the Bar reveals the | tantalizing subhead: "Science, Muse! [sic], Cognition..." How I can one product, person, or | service represent so many dis- 1 parate concepts? And where I can I sign up to change my life | with the power of Omothsdy? Mo' Money" o I suppose the pinball I machine is a bit hard to read and the Arcade Shop | could actually be a "Mo' ; Muffins" or something I (note to self: Good name 1 for mall franchise!), but I know this is Mo' Money... The same phrase (in the , same font) appeared in RE2! Why, Capcom, why!? O Continue on to the Downtown Shopping Area Another three pack of rotting dogs awaits in the next area. The street is too open to fight, especially at those odds, but you can easily dash right between them on your way to the northeast exit. They'll be gone the next time you pass through here anyway. The enemies in the next area are a bit trickier to deal with. This new type of Stinger usually takes two Shotgun shots to kill, and behaves unpredictably. The designers did provide a neat little trick to kill one of them, though. Stand where Jill is in the lower picture, aim to the sky, and shoot out the chain holding up the crate. If there's a Stinger beneath it n it comes crashing down, you'll have a one-shot kill on your hands. Unfortunately, the Stingers don't seem too inter- ested in participating in your little sharp-shooting display, and maneuvering them into position is hardly worth the risk. It's smarter just to grab the Downtown Map near the entrance, then run away. Even if you do kill the enemies, they'll just be replaced by two new Stingers later. If you do kill the Stingers, or are daring enough to try to search the nearby corpse while they still live, ' f.you can snag a jar of Gunpow der A, Ignore the elevator to the west, and head out the north exit. The mer- ~~ ] cifully enemy-free next area should be a welcome respite from the constants action of the last few rooms. Two convenient Green Herbs will heal you backj | up to spec, and as you can see on the map, there's a Safe Room nearby. You can snag the Bronze Compass out of the bizarre war memorial in this \ | area, but that will trigger the elaborate security system of waterfalls and way you're get- ting out of here with the stolen Compass, so give it up for now. WHt. Hi W. ^ begins on pai»e 30 03 Route A Restaurant [Use Lockpick to net Fire Hcwk J Between the stunning variety of condi- ments on the tables and the nudie mags on some of the seats (!), this seems like a pretty cool restaurant. But Jill's primary concern is the two jars of Gunpowder A that may or may not be on a back table, and File #9 at a nearby booth. In the kitchen you'll find a cabinet locked with a "simple lock," which means you'll need your Lockpick. If you don't have it, or simply want to save before you-know-who attacks, head out the back door and around to the Safe Room. Lots of zombies patrol this area, but they tend to be all bunched up, and it's not difficult to kill two or more zombies with a single Shotgun headshot. The Safe Room has a box of Shotgun Shells to replace the ones you lost on [the way, and a Rusty Crank you can dump straight into the Item Box. If you have any Magnum or Grenade rounds left, you may want to fish 'em out of . there now, along with some healing items. This is | I also a lovely time to use an Ink Ribbon. Use your Lock- pick on the cabi- net in the restau- rant kitchen, and you'll find the Fire Hook. Pry 4 open the trap door on the floor with this, >f and events will start happening at a rapid • ft* fire pace. ■ r El Route A USB Search for the Green Gem Depending on what choice you made during the Nemesis fight, and whether he's still alive or not, you may have more zombies to fight here. But if Nemesis is alive, don't kill any more than you have to to get to the Safe Room. Getting rid of normal enemies is the one thing Nemesis is good for. Unfortunately, he dogs you every- where around here, and likes to wait outside that Safe Room for a free shot when you come out. Those thin halls are dangerous! Of course, if you've Iready killed him, you have nothing more to fear. ~ m The corpse near the gate I to City Hall has a box of Handgun Ammo, but there's not much point playing with the security clock until you get the second Gem. You'll find that in the Newspaper Building, where I you would have met Carlos had you chosen to take Route B. Fortunately, you too can enjoy all the thrills of pushing the , step ladder over to the vending machine, and climbing up to hit the switch to open the Fire \ Shutters. But grab the Ink Ribbon, Health Spray, and File #10 before you rush upstairs. ,And don't worry about the raging inferno above: Jill's asbestos tube top and hip-hug- .ging miniskirt are completely fireproof. M r ITEMS t'l I mzz I N **; r.AiJ Spf. y The Newspaper Building seems quiet (well, except for that whole fire thing), but there are two F, things you'll need to watch out for. One is the zombie waiting by the desk. You can't see him .from the first angle as you ente r the office, and when you move to the H position where you can see him, you'l only have time for one shot before he's all over you. If you don't have a Shotgun or aren't willing to use it, you' have to stand near the doorway and fire your Handgun from off-screen. Auto- targeting sees everything. The other is Nemesis himself. If he's still alive, he'll appear the instant you pick up the Green Gem on I the counter. So don't even touch that Gem until you've picked up everything else in the room. That includes File #11 and #12 (remem- ber to do them in order), and the Gunpow- \ der A you might not have ~^ found in the Restaurant. I. m Route a mm EB2B l Unlock the City Hall 1 )oors] If you don't have the Blue Gem on you, you'll have to dodge more Nemesis blows as you run back to the Item Box to get it. Take both gems and set them in the clock outside of City Hall. The clock is actually just another weird Raccoon City security system, no doubt designed by the same lunatic city contractor who created the electrified waterspouts to ( protect the Bronze Compass. And once you've set the two Gems, the door will open, and your quest can pro- ceed. Of course, any action to restart the clock L should get Nemesis a-running (if he's still alive), land he probably won't be coming to offer his • congratulations. But once you slip through J those gates, the evil music will stop and Jill's I ^li fe will again be Nemesis-free... For now. Resume Quest on Page 38 ) | We showed you the quickest route to j F the Newspaper Building on page 29, but j you may want to take the long way and 1 stop in at the Restaurant first. Herei' you'll find File #9 and possibly two jars ' of Gunpowder A. If you don't find the ! Gunpowder, that means they'll be in the ] third floor of the Newspaper Building instead. Whichever route you take, you'll find the Arcade (the shopping kind of j ^'arcade, that is) full of pesky zombies. Try to get them to clump up so you ' , can kill more than , : one with each Shotgun Shell. The Safe Room near the Arcade exit has a box of Shotgun Shells to replace the ones you spent on your way there, and a Rusty Crank, Dump that right into your Box, and save your^ game here if you have Ink Ribbons to spare. You can't enter the City Hall just yet, but' . the corpse outside has a box of Handgun 1 jf^t. Bullets you can take. The Raccoon City Newspaper Building is just ahead *• * You can't get past the Fire Shutters here until '.you manually disengage them. You'll find the controls for that high above the vending machine, so give the stepladder a hearty push in that direction, then climb aboard and hit the switch. Before you go to the top, grab the First Aid Spray off the front desk, and check the boxes nearby for a discarded Ink Ribbon. File #10 is on top of the phone near the vending machine. There's lots of fire and explosions on the 1 JM :r :r :r J Mhi **. .e :t way to the third floor, but none of it can scorch Jill through her thick protective overgarments. ^J^V J^^'/VaKucly Amusing • But Mostly Just Pitiable • Part } in a Series * [^w "NIGHT PEE" We have an "Under Pine" and a "141" here, but the real treat is one delinquent's stir- ring tribute to nocturnal emis- sions. Welt, all you can see for sure is "...ght pee," but I defy you to come up with any other logical interpretation. "KILL 'EM ALL" While it's not entirely clear whether this is referring to an act of genocide or simply a paean to Metallica's first com- mercially released album, it's pretty damn cool either way. And it sure beats the lame Michael lackson reference in Resident Evil 2. I "...of Dr. Humer" I love Graffiti spotting in the I Resident Evil series. It's like playing Hangman with a schizophrenic! I've spent hours with this one... We've I got something, something, "of Dr.," something, "Humer," , I something. Is there an ; I answer? I'll get it someday. | "Above the Rim" This lovely Graffiti mural from Resident Evil 2 (the large shot) has been redrawn in an Uptown alley, then photo- graphed, framed and placed in at least two other locations in Resident Evil 3. It seems like an ad now, but the text is too small to read. "Give me my PC Back!" I This isn't entirely clear, but we I definitely have "...ve me" with I an angry face on the top, what I could be "new PC" in the mid- I die, and "Back!" at the bottom. Now, I know it's frustrating to I have a new computer stolen, I but is that really any reason to I vandalize a cherished RC institu- I tion like the... urn... "Knaok?" "WHEE!" I And we'll end with this particu- ] tarty colorful display of youthful I exuberance. It's too bad we I can't see enough of the picture J I behind it to make out what it is, I but the message alone puts a I spring in my step and . I song in my heart. 18 Route B Newspaper Hide. Search for t ie Green Gem , If you defenestrated yourself before you had a chance to get the Files and Gunpowder A in the 3F Newsroom, you have no choice but to head back up and deal with Nemesis. Of course, if you don't care about the Files and already got the Gunpowder in the Restaurant (or snagged them after choosing to Hide), there's no ; point in sticking around here. What you need now is the Green Gem. You'll find that in the Restaurant, but first you'l want to stop at the Safe Room and grab your Lockpick. You should also get the Blue Gem, if you have free space, since using this Safe Room too often can be dangerous. Nemesis has a nasty habit of J waiting outside and grabbing Jill as soon as she exits, so hit the ground running when the door opens. The good news is that Nemesis won't bother you in the Restaurant. The' bad news is that it's full of zombies, but that's still an improvement. Most can be dodged, and the rest are easy enough to kill. I In the back (to the west), you'll find a locked cabinet. Pick it, then use the Fire Hook inside to pry open the trap door in the same hallway. The underground area is infested with zombies, but the Gem is easy to get: Just grab it off the corpse and run, or Shotgun the clump of zom- bies first and watch their bloated corpses float to the sur- face. ITEMS 19 Newspaper Hide. Route B Unlock the Citv Hall Doors All that's left is to take the two Gems and slip them into the clock at the entrance to the Raccoon City Hall. Nemesis will try to stop you, appearing here and there at random (my favorite is when he jumps off the top of the Newspaper Building), but if you avoid him and do your business at the clock quickly, you'll manage to get the gate lunlocked. When you cross the threshold to the next area, rejoice! The creepy music will stop, and the Down- town block he @j] Proceed West to the Cable Car So this is City Hall, huh? Perhaps the ^ mayor should be spending a bit more of r his budget on office space and a bit less on statues of himself and Wile E. Coyote- esque security systems. Well, Jill's not here for Jury Duty, so she can hurry on down the southwest fork to the Cable The zombies in the next road are a lethargic ' bunch, and only around half will rise to greet] you. Beware of the others: They might be in | that dead-to-undead transitional state (if so, you won't even i be able to shoot them), but they might also be waiting to sink their teeth into Jill's taut little legs. The ones that aren't active now may I be on your next pass through, so be cautious. There's a pair of Green Herbs just past' Lonsdale Yard, which you should leave for later' if you don't have room in your inventory. When J you get to the Cable Car station, you'll see a , corpse to the immediate left of the door. Give him a thorough search (after I clearing out the enemies) and you'll find a I double box of Shotgun Shells | (14 total). Inside the Cable Car you'll find File #13 and the ransacked engine panel it ' refers to. As Carlos and Nicholai will tell you in the next car, getting this train \ going is your new mission. It will require four missing pieces scattered ' around Uptown and Downtown, but one of] them (the Power Cord) should already be in your possession, and the Wrench on one of I the train seats is the key to two others. You ' can go a lot of different directions from this 1 Strap on that fanny nark, and siiridiTilu 1 / miniskirt ensemble can tarry ten cubic 'eel of tools and munitions instead of Ihe usual eight. Those two extra slots will come in landy very soon. d other Supplies The passenger door of the green car in this dark alley pops off when you try to pass, and out comes one of them speedy runner zombies. Give him a hearty decapitation, and search the seat for yet more proof that no self-respecting, citizen of Raccoon City ever leaves home with- out a jar of Gunpowder B in their car. ^. nrarei m m More surprises as a pack of zombies I burst through the door outside of City Hall. Thank them for opening a path to the ■ mayor's statue by using your Shotgun to remove those puss-filled gobs of meat and 1 bone atop I their necks. Hit the I button on the statue and ' the mayor will hand over his Bronze Book. You'll also find a row of Green Herbs nearby, 1 unless you already saw them in that first Downtown hallway. You can do the next tnree missions (Machine Oil, Oil Additive, and Fuse) in any order, but we recommend you start with the Machine Oil, since you're already in the right neighborhood. All you need is the Rusted Crank and your Wrench, so grab both out of an Item Box and follow the north fork in City Hall. uTbe ready for surprises. There are two random enemy events that could I trigger in the areas you'll pass: A trio of dogs bursting through the front of the dress shop the City Hall gates, and two zombies (one crawler and one I walker) flopping out of City Hall windows as you head north (via the right | fork) to the Gas Station. The dogs can be easily | avoided, but the zom- ■ bies should be extermi- You'll find a pair of Red Herbs (possibly) I outside of the Gas Station, but the real treats (sometimes three jars of Gunpowder A and always a First Aid Spray) are all inside. To get in, you'll first need to try your Rusted Crank on the locked shutter. When the handle breaks off, switch to the Wrench, and use that to pry _* | it the rest of the way open. As soon as you cross behind the counter, a ] storyline event will occur. This is the first of two events that differ depending on what choice you made the last time Nemesis attacked, but it's always either Carlos or I Nicholai who show up. One warning: If you don't have space in I your inventory | for the items here, go back to a Box before you do the puz- zle. Once that's done, you won't | ever be able to return. H» * The Machine Oil | is locked in a cabi- ♦ net secured with a I [if puzzle lock. Like all the puzzles in 'RE3, the solutions differ randomly, so we can't give you the code, just tell | you how it works. One of the four letters will always be brighter I than the other three, and to clear each of the ; three passes, you need to make sure that only the 1 button above that letter is lit. Each button youj press toggles the»J lights of that but- ton and the two! on either side of^ it. You have unlim- ited tries, so you shouldn't have too much trouble with this one. «5* The Dog Excrement Plaque The "Baerhaer" Shop Forget all that crap about Wisdom and Guidance... Turn the Bronze Book's plaque upside down and reflect it in a mirror and you see what it really says... It's the "[Dog Walkers?] and [Runners?] Must Remove Dog Excre- ment" sign from Uptown! Ah HA! Caught reusing and flip- ping an unrelated texture. You guys are SO busted. The Don M. Joe War Memorial Another flipper only a few feet away! This one's even weird- It reads: "Don M. Joe, RC US Navy, World War II, [1920- 1984?]" Don M. JOE? The "RC" US Navy? (Raccoon City? Royal Crown?) A US WWII Navy memorial in a Japanese game? Why is it written back- wards!? And what kind of war (memorial consists of a foun- Itain and two horse statues? I know old-fashioned names are a popular trend among small businesses, but the Hair Time (next to the "Cafe Tea") goes one step further j by declaring itself to be Bserbser shop. The /E sym- bol, called an "ash" and pro-* nounced like the a in that , word, fell out of use in every- j where but Raccoon City , few centuries ago. The Shoue Store 11 I'll leave the rest of the sec- tion blank so you can fill in your own Dan Quayle joke. @] Take the Bronze Compass and Get the Hatter As you've probably figured out by now, the Bronze Book held by the Mayor's statue is used to get the Bronze Compass in the fountain. Take that back to the Mayor's statue, drop it into his out- stretched hand, and the statue will turn to reveal the next key item in your quest. So let me get this straight... The weird memorial fountain, the electrified water- U spouts, the mechanized statue, the custom ff crafted Book and Compass... All of it was ' made to guard a $15 Car Battery? The Mayor has some big problems, and I'm not talk' ing zombies ■ Okeydokey, then. Take that precious j I Battery down to the area where you first met ' those Stingers, and head to the elevator in ( I the Southwest (map on facing page). Plug that baby in, and you'll have access to , I the last little chunk of Downtown. But first you'll have to get past those pesky Stingers, 1 I who will be back guarding the elevator' 1 whether you've ■ killed them HH previously or A H 3 i li^HHHS not. As usual, it's quickest just to run. « I * [jEfil Search for the Fuse in the City Power Plant There are two ways to deal with the horde of zombies milling around in this area. One is I to run forward from the elevator, either blow away or carefully dodge the female zombie [nearest to you, and take a shot at the big red explosive charge set on the wall. This does- n't have quite the range of a barrel, but all the zombies clus- "tered around that corner won't know the difference. You can | Ifthen finish off the rest or simply run ahead to the Plant. The second method is to stand near the ruined cars and I ^wait for the zombies to come to you. They get stuck in all the [debris, and you usually get a large, slow-moving clump right I around that point. It should be easy to de-brain them by the | twos and threes with well aimed Shotgun blasts. The only item on this desolate street is the box of Handgun Ammo on the body near the elevator. m , - i- !*!! 19 In the Plant's main room you'll find three jars of Gunpowder B (if they're not here, they'll pop up during the quest for the Oil Additive), J -and not much else except for the equipment needed to run this area's ni 1 puzzle. Go to the main power switch and turn that on first. Then enter the solutions to open both doors at the switching terminal in the corner. 4-6, ... . j In addition to the two choices described below, you can do noth- ing and let the zombies charge in for some zombie killing action. >*. #9 Collect Fuse and Weapon and Escape Before you leave the Power Plant |j you'll have to deal with a pack of zom- • bies that suddenly throw themselves at the gates. This event happens as soon as you pick up an item in either of the two rooms you just unlocked, so if you're planning on doing some fighting, make sure to grab the weapon before the Fuse. Heed to the emerienev(exn If you just want to get your toys and get on | with it, your best bet here is to choose to increase the electric output, frying the pack of zombies where they stand. But if you want to see one of the coolest events in the game and get an early crack at the fourth Nemesis battle, heading for the emergency exit is your best bet. Now, if you've already killed Nemesis as a part of the Oil Additive event (we'll cover that beginning on page 46), you'll simply run out- side and then have to fight through the zombies on your way back to get the other item. But if you haven't gone that way yet, you'll get a sur- prise visit (and an unlikely helping hand) from your old friend Nemesis. v-J lACil A Take Nemesis Down The area outside the Power Plant is a pretty good place to fight Nemesis, since there's lots of space to run around and lots of things for •■ him to get stuck behind. To begin the fight, |L run towards the elevator so you'll be out of his rocket range and he'll be forced to jump k, ... down and fight you hand-to-hand. Don't for- .*s>*,- \ mZ - 1 Raccoon City clearly was not prepared for the zombie slaught. Overrun and consumed within 24 hours, the citi- ' zens of this small town failed to take even common sense I precautions against a zombie rampage. It's not hard to see I why: Every aspect of the Raccoon City legislative system was riddled with corruption and insanity. While Mayor Warren funneled tax dollars into insanely com- plicated traps and mechanisms to protect whatever shiny ] objects caught his eye, the city council apparently spent al [day enacting byzantine parking and bicycle-locking legisla- tion when they should have been debating how best to handle the possibility of a horde of man-eating zombies. You think zombies are a pain? Try parking your bike in Raccoon City! There doesn't seem to be a single fence, post or light pole in the whole city where that's allowed! How much of a problem can chained bikes really be? . The smoking laws are even stricter... Smoking is specifically prohibited or permitted in virtual- ly every room in this city (count the signs yourself!). All that time spent legislating tobacco use room by room, but not a single law on the books about zombies or zombie-related cannibalism. Typical. And what of the police department? They're apparently so corrupt 1 that they didn't even bother to demote Captain Wesker or take \ away his desk after he betrayed and murdered half his squad two months earlier in the events of Resident Evil 1. No wonder they're powerless to save Raccoon City from master criminal "Trip Lod, " Raccoon City's #1 Most Wanted. So who really controls the RCPD? Boot-leggers! Read the signs outside of the Bar... They I still have Prohibition from Monday to I Friday! That's why they had to resort to j selling Milk + Donuts at the Bar Jack! Don't Let This Happen to You! Raccoon City is not alone! The Federal Emergency Management Assocation (FEMA) reports that less than 40% of major metropolitan areas are in compliance with the Federal Zombie Onslaught Preparedness Code. What can you do to help? We encourage you- Nay, implore you- To attend you local City Council meetings, and shout at the top of your lungs "To hell with new parking legislation! What about the zombies WHAT ABOUT THE ZOMBIES?" Don't mention my name. 63 Return to Uptown for the Oil Additive The Cable Car won't take that Machine I Oil unless you mix it with the Oil Additive first. And to get that, we need to take our | Wrench and head Uptown. At least there are a ton of fun events I on the way. If you saw zombies in the intersection, you can look forward to I another car door burst, and a 6-pack of | Grenade Rounds on the passenger seat. H 1 Uptown J ".-•V W The fun continues when a flock of crows burst through the win- dows of the bus! Crows are easy to avoid but oh-so-fun to kill. Sadly, we have neither time nor ammo to waste, so let's just move on. Head past the gate in the next alley and use your Wrench to unscrew the Fire Hose in the back Now you can put out the fire in that Downtown fork out side the Safe Room, and drop the Wrench. Before we open the door to Downtown, we'll have to deal with the two Stingers that crawled up the building the last time we visited this area. The pair have finally decided to show themselves, so run ahead to the curve (near the body) and blow them away with the barrel you so wisely left intact. You'll need to do it quickly if you hope to catch both in the same blast, so don't dawdle strip outside of the Police Station is now full of zom- bies. Luckily for you, there's only one of them between the east and west doors, so if you quickly run the west, hugging the wall on ill's left, you should be able to miss the first zombie and make it to the door before the rest of the hoard figure out what's going Set your Hose into the wall-mounted Fire Hydrant across from the Safe Room, and |snuff out that fire to gain access to the final block of Uptown. You'll find a pair of Blue Herbs in the otherwise empty first passage. I Whenever you see those you know there's a poisonous enemy nearby... In this kase, its a pair of Brain Suckers, although you're just as likely to find plain old I Drain Deimos, since the enemy selection is random. There's an explosive l^'charge set on the wall here, but if you plan on using it, you'd bet- Brain Suckers are basically the same as Drain Deimos, but with one key differ- ence: They can fire poison blasts at long range. So stay close when you fight or run in unpredictable patterns when you dodge. g3 Crack the Umbrella Password M .Nl'lll y the Newspapei I < slipping through lusivf (arl which we meet .'/ yc\ir old Murphy Seekei Foi the firsl [and last) tirne. rhe pooi bastard liv for .ill ol seven seconds, which i ,11 lu.iliv ■! [nelly lengthy lifespan by ^spilling out of the drawer near Mu In the cabinet next to that, you' Tden First Aid Spray, and looping desk will reveal a difficult-to-see ■ amidst the tabletop clutter. Then use the remote to flip on E*the all-Umbrella channel, make a product de- picted in what- jever ad was i playing, and '* input its name ,into the near- r.by computer U.o unlock the ! Storage Area. Benign pharmaceuticals! Horrifying biological weapons! It's one-stop shop- ( ping at this convenient Umbrella branch office. And you can learn a lot aboutj I Umbrella's legal and illegal operations from the two files here. Hit them in order: First File #14 under the remote on the desk, , and then File #15 rphy's body. | II find a hid- around the I Ink Ribbon the tube to note of the 1 * n 3 * Nichy's event occurs if you fought Nemesis or blew him up and ran * when he attacked you in the Restaurant or Newspaper Building. All you really get to see in this one is Nicholai brooding and using his lap top to upload pics of Murphy's corpse onto the internet, or some thing. m"- ; zz w£l Retrieve the Oil Additive and Escape to Safer Ground THE COMMON . CURE': — 1 ffei f ' MM* kK Maw 7 j 1 fi I McA^'jIM- • - ESCAPE TO ECSTASY £ - y J t \. C ; : - ' ■ ><■■■* ' %i , H II Umbrella's back room is full of chemicals, but the ,ones that interest .'you are the Oil i Additive and the . six jars of Gun- powder A and B that may randomly appear in this area. I If you don't see the 4-9 ] * i> powder, then it all alreadyl appeared else- where. But if you,| get both, you'll | probably need to i either combine itl into one big jar of<^ Gunpowder CCC (for Magnum ammo), or plan to take two trips. As soon as you start to leave, a pack of ( zombies invade the building. Fortunately for you, this storage room has natural defens- es: Two steam pipes that will kill the zom- bies for you if you time things right. Stand your ground when they invade j and hit R2 to target the valve on your right., Wait until the pack is just about to pass that j I point, then fire a shot to blow off the handle \ I and hit the zombies with a blast of deadly steam. If that doesn't finish them all, head back p I towards the shelves, and you'll see a second valve. Use that to fin- I ish off the survivors, and then head for the exit. There are zombies in the Umbrella office, too. Run towards the | I door to avoid the ones coming up behind you from just off-screen, and then use your Shotgun to knock down the pair guarding the exit I (If the shots leave them twitching, don't bother to finish them. Unless you plan on coming back for items you missed, there's no I reason to ever return here). There's one more zombie waiting in the I entranceway, but she's easily avoide d. When you get | I a chance, com- bine the Additive with the Machine Oil you found at the Gas Station to make Mixed ■ Oil, the final Cable Car part. GJ5fS5fll Return to South Uptown for Supplit 1 a sharp right at the fork without first visiting the Safe Room (he'll appear when you pass the Fire Hydrant). If you need to use a Box, you can always use the one in the Uptown Warehouse. Watch out for zombies in the first alley: They're numerous, but slow Instead of going straight to the Cable Car, this is a good time to head deeper i into good ol' Uptown for some newly available supplies. This side quest is j I optional, but if you're tempted by the ( prospect of 18 Grenades and four jars of Gunpowder (as well as an exclusive File), you'll want to make the trip. To do this before Nemesis appears (see next page),take . The first stop is due south: 1 the dumpsters behind the Bar 'Jack. Use your Crank to open _|. the shutters in the corner, and collect (i- three packs of Grenade Rounds for* the trouble (if you left the Crank in , a Box, you can do this on the way f« back). front of it.. | Just faking. As for Dario, Lyou could avenge him by taking down his attackers, but when you weigh the value of a > handful of bullets with the fact that he was kind • of a jerk, I'm sure you'll find that you're totally ll comfortable with letting the zombies continue | BJTto brutalize him indefinitely. Poor Dario. The zombies will attack if you go to take a look at his slit-open < I corpse, but you can hear the sounds of zombies masticating, see the open \ | truck doors, and figure out what happened. The trailer contains his final missive, File #16, and two jars each of] I Gunpowder A and Gunpowder B (That creep was hoarding ammo!). If you need to use an Item Box, head back to the Safe Room here, but beware of the ( zombie lying in , 69 Nemesis! Again! Fight! Escape! Whatever Fighting CAM! You know the drill... Unless you killed Nemesis at the Power Plant, you're going to have him on your tail until you blow him away or make it out to the Downtown Garage area. If you've already killed him twice to get the Eagle Parts, I strongly recommend you fight him here to get the First Aid Pack. This incredible item can hold three First Aid Sprays in just one inventory slot (and yes, it's full when you get it). But this forked alley, with its close up camera angles, isn't a great place to fight. I like to take him to the curved area shown to the left, where you can always run behind a cor- ner to dodge a Rocket or set up an ambush. If you completed the optional Uptown quest, you should now have enough Gunpowder C to make more Magnum rounds (3 jars) or turn some of your Regular Grenades into Ice Grenades (6 per jar). Both of these will make your fight a lot easier. But if you haven't been collecting the Nemesis items up to this point, there's real- i "S.T.A.R.S..." Yes, right, that's very perceptive. "S.T.A.R.S..." Really. We get the idea. "S.T.A.R.S..." Yes, yes, got it. S.T.A.R.S. indeed. "S.T.A.R.S..." YES, fine, you actually mentioned that already. "S.T.A.R.S.." Okay, SHUT THE HELL UP. Moron. Running ly no reason not to just head east and run your ass off. at m * €3 Hscape From the Grave Digger's Tunnel The Grave Digger and her Sliding Worm | ■ spawn rule the Raccoon City sewer system. ' You can deal with mommy in one of two ways: 'Fire until she decides a Jill-sized meal isn't I 'worth the trouble (which takes 10 Magnum | (Rounds), or simply run for it. To escape, you'll need to activate the emer- gency ladder. And to do that, you'll need to hit I i both of the red buttons that have been placed | Iso sadistically close to the Digger's holes. •She'll come out when you go to them, but if you're fast (the quick turn, used^-1 I by pressing back and run, comes in handy) you'. ■ can get out of there before her attack. You can * also dodge, causing Jill to roll to safety, J although the timing is tricky. One way of buy- ing yourself time is to trick her into coming out ■ from one of the other holes, then quickly dash-'' ing to a far away button. This is an especially good idea when you're trying to activate the elevator switch, since the point where you [ need to stand to do that is much closer to her I hole than it looks. Or mix some normal Grenades with Gunpowder B ' to make highly I effective Acid ' Rounds (see j sidebar). owntown When you pull yourself out of the Grave Digger's pit, you'll be right near the Cable Car./| But you still might want to backtrack a room or j two to see the destruction that's since befall- ! en Lonsdale Yard. Use all three of your items (in any order) in^ front of the control panel, and Carlos will come •] running up to start the train. If you had previ- ously met him during the Gas Station event, I he'll also hand you a six-pack of Flame Rounds for your Grenade Launcher. If it was Nicholai you saw there, tough luck. Take Carlos to the con- ductor's chair, and he'll fire things up. But only a 1 few hundred yards out of I the station, you'll hear a strange noise... Don't panic: Nemesis may be back, but k this time Jill is able to exploit her elite ' S.T.A.R.S. training ("Lesson 1: Sending ?the Sick and Wounded to Die in your Stead") to end this fight quickly. As soon as Nemesis appears, give Mikhy a thumbs up for luck and beat feet out of | there. You can try to be a I hero and fight Nemesis, but there's no point to rVit. After Nemesis falls the first time, Jill will still 'automatically run away. Since you won't get • anything for it, why not save some ammo and let Mikhail get a head start on martyrdoi "U* Brake" L begins on page 55 . , Freakishly Obsessed • A foccoph (fry Where is Raccoon City? It's a question that has baffled video game researchers for ' centuries. The development team has always been less than forthcoming with the answer, pointing only to the line in the Japanese intro of R.E. 2 that { describes R.C. as being "a small city in America's Midwest." As a researcher on the forefront of obsessional Resident I Evil random, 1 have scoured each and every R.E. title for t clues. But Capcom has always been too clever in obfus- cating the truth: The highway sign shown briefly in the intro to RE 2 lists no destination other than Racc oon City (exhibit A), and the license plates have the word ^ "Raccoon" instead of a state name (exhibit B). I The most tantalizing clue was the phone num- ber on a billboard in the intro to Resident Evil 2 I (exhibit C). Sadly, there was no area code included, and the orderlies at my mental insti- | tution suspended my phone privileges when 1 tried calling that number in every code in the country. Now, finally, a breakthrough! Careful study of Resident Evil 3 reveals not just a phone number, but an AREA CODE as well! (exhibit D) The phone number is hard to read and partially obscured, but after cross-referencing it with exhibit C (apparently the same number!) I was able to find two possibilities: (212) 388-6905, and Desperate Plea for Help • Part 6 in a Series : Discovered Ah ash (212) 388-6945. Armed with a phone book and 1 the area code 212, we can now figure out exact- ly where Raccoon City is... The Midwestern state Is... Urn... Lessee... Manhattan! Yep, 212 is definitely... uh... Manhattan... So, urn... clear- ly the whole midwestern thing was nothing but a petty ruse to hide the fact that Raccoon City is smack dab in the middle of Manhattan Island! I have called both number numerous times, and I always get a busy signal, 24 hours a day, 7 days a week... In other words, exactly what I'd expect to get when calling a city overtaken by rampaging hoard of zombies! The proprietors of Grady's Inn can't put the phone back on the hook because they're lying in a pool of their own blood and entrails! There you have it: CON- CLUSIVE PROOF THAT RACCOON CITY LIES IN THE CENTER OF MANHATTAN! The doctors here seem unswayed by my newly discovered evidence, and continue to assert that the J characters, places, and events J depicted in the Resident Evil JP series are "obviously fiction- x al." But I know the truth, and now, so do you. * *. \ Route A Search for Winder If you chose to jump out of the win- dow, you'll find yourself at the rear of | the wrecked train, in the Clock Tower East Bedroom. There may or may not be jars of Gunpowder A and | I Gunpowder B here, binder Key J FILES but the Winder Key | will always be here.. As soon as you leave the room and come back. As you head to the door, a pack of zom- bies emerges from I the flames, so when you leave and re- enter the room (causing the painting | to fall, revealing the i key) things won't be quite as easy. The one near the bed should probably be killed, but you can get the item and be out of the room before the rest lum- ber over to you. I You can use a Typewriter and a Box in the other-, wise empty room north of your starting point, and j then use the Key to i open the Library | door. "Jump Out" I Reunite with Carlos in the Library J Carlos will meet you here, and give you a valuable set of Ice Grenades to show his approval of your choice. You can also find a case of Regular Grenades on the table, but only if you got the Gunpowder earlier, since they're part of the same randomly placed set. m Route A z 1 rt: 1 *J+m£1 p ■ m a • t!) Clock T, wer Are M.!|. ■ 'Grenade Rounds may instead 1 appear in Ihe library. Collect Items and Proceed to the Chapel The Tower's Main Entranceway con- tains a number of treats: The new Mine Thrower weapon (discussed on the next page), a First Aid Spray, File #17, and the Clock Tower Map. On either side of the staircase you'll find two starkly different music boxes, which presage a puzzle ahead. From here you can head further west to the Dining Room, or south to the Courtyard. There are three Green Herbs and two Bluel it Herbs in the Courtyard, so grab 'em and combine I the Blue and Green to save space. There are some 1 Reds upstairs, so don't waste too many of the : Greens by using them now There's nothing much of interest in t he Dining Room, unless you I didn't see a pack of .Grenade Rounds in the Library. If that's • the case, you'll find ' them on the mantel | in the west wall. Route A Search for Winder Key The side door in the Music Room I | leads to the Clock Tower Courtyard, but you'll need to unlock it from this side before you can use it. If you left a of Stingers in the Din i Room, this will make a convenient escape route | on your way back. Further south is the I Chapel, where you'll find the Bezel Key, an Item Box, and a Typewriter. If you didn't get the four jars of Gunpowder A and Gunpowder B in the East Bedroom, you'll find those here as well, on top of the organ near the altar. When you turn to leave I after grabbing the Bezel Key, you'll hear a rumble | of enemy activity outside. That activity may be the I zombie hoard that breaks th ITKMS T frf 1 ' ■swiriHmiCTirr work of the large rough the Music Room windows as you pass. While I used this opportunity to demonstrate the Mine Launcher (see sidebar, left), you'll probably just want to keep running. That will leave this room in zombie hands, but you won't need it anymore. You can always use the Safe Room on the third floor or in the East Wing instead. ( Resume Quest on Page 61 ) 351 fflglj I "Use Brake" Welcome to Saint Michael's Clock I Tower. If you don't know who Saint Michael is, you might want to get acquainted; He's actually the patron saint of police officers, and Jill's going to | need all the help she can get. If you slammed on the brakes during I the Cable Car event, you'll end up in the Clock | Tower Courtyard. The door to the I Main Entrance is locked, but you can take a side door to the | northwest. There are some I lovely Green Herbs and Blue Herbs in the | Courtyard that you'll want to pick up, but I since the crows begin | to attack as soon as you get off the train, you may | want to rush inside to shake them off, and then , come right back for the herbs. On the second time j around, they'll be more docile. The Music Room is I quiet when you pass through it on the way to the Chapel. There you'l find the Winder Key, which I will unlock the door to the pESBI Main Entrance, and possibly two jars each of Gunpowder A and Gunpowder B. If you don't see those, you'll see i them soon in the East Wing. On your way to try out the key in the north door of the — Music Room, a hoard of zombies bursts through the windows. Considering their numbers, and l_ the fact that you won't need to return to , jjj) this Wing any time soon, your best option *^ - is to just keep running. You've used th "Use Brake" .Reunite With Carlos in the Pining Room J ft * It's not that I have anything against Carlos perse, it's just that he's the kind of guy who needs a thorough slapping now and again. |ill is ostensibly doing it to snap him out of his despair, but you know she's thinking, "this is for that 'all zee foxy ladies love my accent' crap." Anyway, once you've knocked out a fill- ing or two, you might as well move on to | the Clock Tower's Main Entranceway. There's nothing else to see in the Dining' om, save for a set of Grenade Rounds that < .may or may not be on the mantel. •] i FILES HSHEi 37 'Use Brake" Route B Collect Items and Proceed to East Win The Tower's Main Entranceway contains a number of treats: The new Mine Thrower weapon (discussed on j Lthe next page), a First Aid Spray, File #17 (also on the body of the fallen mercenary), and the Clock Tower Map. 1 1 On either side of the staircase you'll also find two starkly different music boxes, which presage a puzzle ahead. The Library, further east of here, also has 1 some handy items. You'll find File #18, an Ink Ribbon, and the set of Grenade Rounds if you | didn't find it in the Dining Room. Unfortunately, walking away with them won't I be so easy this time. This room is usually filled with zombies, which you'll need to wipe out from the safety of the doorway before you start filling your bag (beware of a fourth zombie faker near the File and I I Ink Ribbon). If I you don't see zombies, then | the room is prob- ably crawling I with tiny baby spiders that can I be easily killed or | safely ignored. "Use Brake" Route B Collect Items and Proceed to hast W in 4 18 see map on previous page Once you've cleared all of the use- ful items out of the Library, head further south. You'll find a Safe Room, which will come in handy now that the one on the West Wing has been overrun by zombies. The final room in this wing is the East Bedroom, where you'll find the mother lode of Gunpowder A and Gunpowder B if it wasn't already in the Chapel. And as soon as you take a few steps forward, the painting will fall to reveal the Bezel Key, Proceed at your own risk: If you go much fur- ther, a pack of flaming zombies will emerge from the wreckage of the train. And while I took the opportunity to demonstrate the nifty new Mine Launcher, you're better off just running back to the Main Entrance 5t .Hi I" V. m ■ •xamine the Clock's Inner Workings The second floor is literally crawling with spiders, but an explosive charge on the west wall makes them | a snap to deal with. Kill the one near the stairs however you like (putting mines on the ceiling is hilarious 1 fun but not as effective as two close range Shotgun blasts). Then hitj the charge with a Handgun bullet to i take out the other two. Don't waste time trying to kill the baby spiders that appear when their parents are blown up; just leave the area and they'll disappear. One warning: Never let a spider on the ceiling walk directly over you. That's when they start spitting poi- son. nsert your Bezel Key into the lock in the cen- ter of the outside balcony to lower the Clock I Tower's third floor ladder. But don't go upstairs I without grabbing the Red Herbs in the corner! If | you're running low on inventory space, you'l find an Item Box (and a Typewriter) upstairs. You'll also find an Ink Ribbon (near the I Typewriter), the Silver Gear, and either two jars of Gunpowder A or a box of Mine Thrower Rounds. If you slide the Silver Gear into the exposed clock panel, you'll note that it doesn't have enough teeth to restart the clock by itself. Since you'll need the clock's bell to summon the hyU^ki helicopte r, as per the Mercenary's | ■ operation instructions, you'll need to look else- where for another gear. in Solve the Puzzle and Make the Chronos Ke i The music box in the corner of this room plays a pleasant tune jjwhen you start it up, and you'll need to match that tune by manipulat- ing its pegs to reveal an important item. The solution is random, but the puzzle I is quite simple. Simply choose to place a peg up or down, listen to the snippet it plays to see whether it matches a part of I the correct melody or sounds a discor- dant note like one of the downstairs | nusic boxes. If it's good, leave the peg there. . ^flf it's not, put it in the other slot and move to the next letter. When you've done all six, play lit back and, if the tune matches exactly, the IChronos Chain will be revealed. Combine that i with the Winder Key that's already in your pos- [• session to create the Chronos Key. ZflABZ The Chronos Key unlocks that weird green door in the Library, but if you electrocuted Nemesis on the second floor, he'll be right on your tail. Still, it's only a couple of rooms away, and it's fairly easy to stay one step ahead of him. You should also be able to avoid the three spiders that inhabit the hallway past the door. But if they get in the way of the door or the corpse with the Grenade Rounds, don't hesitate I to nudge them out of g the way with your | Shotgun. After you get the M.T. •Rounds and the tragic File ' #19 from the star-crossed [ lovers in the corner, turn your attention to the oft confusing clock puzzle Grab the Amber, Obsidian, and Crystal Balls from the statues in the corner, and place them in the trays beneath the past, present and future clocks. Your ~~ I goal is to get the middle clock to read 12:00, and each Ball in each position will add or sub- tract different amounts of time to that clock. The modifiers are, in past/present/future order: Crystal Ball: -1 Hour/+i Hour/+2 Hours Obsidian Ball: -2 Hours/+2 Hours/+4 Hours I Amber Ball: -3 Hours/+3 Hours/+6 Hours So if the clock I reads 7:00, put Obsidian in the past slot (making I it 5:00), Crystal in the present slot (6:00), and| I Amber in the future slot (12:00). The clock will en open to reveal the Golden Gear. With Jill infected by the Virus (what letter of Virus are ' we up to now? T? G? Something new?), it's up to Carlos to ] make it to the Hospital and l find a cure. Unfortunately, he couldn't figure out | where Jill was stash- ing that massive I arsenal, so he has to do it with only a full Assault Rifle, his I trusty Sigpro, and the Knife in his Box (Let's hope it won't | come to that), your game here, as I are many new threats | in the Clock Tower. Dash past the zombies in the Music Room and save your Assault Rifle ammo for the pack in the Dining Room. You can run f'from them (hug the wall to the right and be quick), but it's easier to just stay in the < 1 doorway and wait for them to all bunch up. | It won't take much ammo if you can hit mul- tiple zombies with every shot. The random enemies in the East Wing [range from the laughable (baby spiders) toj [the deadly (Stingers), so be prepared for ; [anything and run when possible to save J |..ammo. Note that Carlos can head south ' into the Bedroom (where new dog enemies \ may prowl), but there's no reason to do so. His goal is the Statue Room, where he can push the bell Jill was too frail to budge. €H Clear a Path to the Raccoon City Hospital Without a Lockpick or Park Key, Carlos' lonly option is to visit the Hospital to the north. But first you may want to take a few steps to the south, lock the barrel in your sights, and see how many zombies you can blow away. Wait for them to clump up, and don't worry if you miss a few. You should be able to easily evade — I any you missed. When you I enter the hospital, go straight to Carlos' right, and inch for I ward against that I wall until the cut scene begins. Two Hunters coming at you is one too many for my tastes. Slip into the Office door directly to Carlos' right. Then, if you want the Red Herbs the Hunters were guarding (or to explore this otherwise empty room), cautiously come back out and blow away the Hunters one-by-one with a steady stream from your Assault Rifle. If both come at you from different directions, leave and try again, or risk losing your head. The Office area has a couple of I staples that will aic Carlos in his quest: A very welcome First Aid Spray and a second Ink Ribbon. In the Staff Lounge, to the west, you can find a box of Handgun Ammo in the locker, a Blue Herb near the door, and File #20 near the doctor's gutted corpse. There isn't much in the way of extra ammo or healing items in Carlos' quest, so use them sparingly. £H Use the Tape Recorder to Unlock the IF elevator On a desk near the board where you found the Hospital Area Map, you'll find a shiny Tape Recorder. Head over to the elevator, punch the button on the voice analysis lock, and then go to your inventory screen to select and play the Recorder. The elevator will accept the doctor's voice data and open, but we never do get to hear what happened to the< patient's fractured fibula. The elevator, mysteriously, only goes to two different floors: The fourth floor, 1 and level B3 of the basement. You'll need to ' solve a little puzzle in each of these floors, but the order in which you do them doesn't matter. It will affect which of two events you get to see, however, so if you want to see both (they're very j easy to get to), go back into the Office area now J and save your game. We'll cover the fourth! floor first, but you can skip ahead to the B3 cov- erage on page 70 if you prefer. ( may instead appear in the B3 Experiment Further exploration of this room will reveal File #21 and the Sickroom Key, I \. which unlocks one of the two Hospital Rooms at the other end of the hall. may or box' ^ H^il Expo se a nd Unloc k the Hidden Safe in the Sickroom . West Room Enemy Patterns visit the unlocked West Room, deal with the enemies, and then search the doc- tor's body for the safe combination. Grab the two random Green Herbs if you see them, and also note in which of the room's four corners the gold-colored cart has been placed. Use the Sickroom Key to unlock the East Room, and then utilize Carlos' meaty brawn to , push the eerily similar gold- colored cart into the corner that would mir- 1 ror its place- ment in the | West Room. For example, if I it's in the Northwest corner of the West Room (as in these shots), it should be put in the Northeasf corner of the East Room. Get it wrong, and you'll get a mild shock (you can leave and re-enter to reset it). Get it right, and the safe will be revealed. Enter the doctor's . combination to unlock the Vaccine Base. Itchier! • Tastier! • Part 7 in i Juicy Raccoon I Raccoon City's proud tradition of eating I roadkill meets the 90's smoothie craze Jin this delicious beverage! Kids love I the thirst-quenching mix of fruit and j meat flavors, while Mom knows it's I good for them 'cause it's made with Stasia Gas 1 Scrappy Stagla smuggles their gas from a former Soviet Republic and f passes the savings on to you. That's I why it's only $1.25 a gallon! Oh, wait, ' there's no decimal... Wow, no wonder Raccoon City needed a Cable Car... raccoon! * ♦STAGLA ' - ;| ' Cool Pizza I Nothing refreshes on a hot day like a I nice slice of Cool Pizza. Bleeaargggh! I Why not try cooking it first? Random Weirdness The street sign mystery that keeps me up at nights is the red white and blue sign that appears at least 20 times in the game. The first line reads something like "TahlctS444" and the second "Sasa2to matto." It sounds like gibberish, but I since matto is Italian for "insane" I'm ( wondering if this could actually mean something. Equally mysterious are all the signs advertising "Mons." A travel cam- paign for the city in . Belgium? A public health campaign designed to raise awareness of the (tee-hee) mons | pubis? I wish I could read the text! And what's up with the warning sign that I appears frequently in places like the | — Newspaper Building's shutter unlock panel. Is the first line not clearly "FOOD TOYS?" Baffling! I- @| Search for the Medium Base in the Lab If you weren't assaulted by zombies [when you stepped out of the elevator on the 4th floor, you will be here. Machine gun them to death, then head north into the Experiment Room. Here you'll see the other version of the Hospital Event, but only if you didn't see I the first version on the 4th floor. If you did see it, then you'll get two Hunters instead. 9 ' ■ Quickly kill the one that rush- es at you, then lock onto the C4 charge near 1 I the shelves, I and use that to I incinerate the 1 other. E? 1 22 I ~~> [iMfJhmlWl I VW. Iiii.tr. U,u, Room and West Hospital Room, respectively- If you didn't find ■'either of the ran- dom items on the fourth floor, they'll I all be in this room. I In the corner be- '.'*hind the shelves i'«you may find the pair of Green |j*Herbs (which com- ■ bine nicely with the Reds in ' r the 1st floor waiting room). Then search 1 the cabinet on [ the other side j of the shelves l.,for the Hand- *<»gun Bullets. The Moratory contains a number of weird , machines, but you can find the instructions on how to operate them in File #22. Note that File P #21 is on the 4th floor, so if you haven't done 'that area yet, and want Jill's Diary, you'll want to ^get that first (and you'd be wise to do it now). - The only item in here is the Medium Base, "which can be inserted in the machine on the s east wall, once you've turned on the power. Gfl Synthesize the V'accine Medium and Mix it With the Vaccine Base It sure was nice of Umbrella to bankroll this hospital, but couldn't they afford equipment a little more advanced than this steam-powered brass contraption? Use your Medium Base near the machine, and manipulate the levers so that the lights are even with the arrows on the left. Nothing random this time: Just select levers I, III, and A. Mix your Vaccine Medium with your I Vaccine Base and the Vaccine is yours. When you — 1 start to leave, out pop the Gamma Hunters, g _ + . Run for the door and never look back. >u switch the electtrc supply? »Yes mo V " x I \ VaerimlbM ■ Vaccine McjIumH Vaccine* 6] tscane From the Hospital and Return to the Clock Tower You'll find a pair of Beta Hunters waiting for you on the ground floor (once again, stay in the elevator and use the Assault Rifle when you have a clear shot), but that's not the nastiest surprise you'll find. When you enter the waiting J room, you'll find yourself with 7 seconds to get t out of the Hospital (30 seconds in Easy Mode), j Fortunately, the exit is about a foot and a half ' away, so Carlos won't have to strain himself. Peculiar Hunny • Not Really "Ha Ha" Funny • Part 8 in a Series! For IkttuA! Yes, it was an error in judgment for Umbrella to "let loose a lethal zombie virus on a major metropolitan I area. And yes, it was wrong for them to cover up their error I by exterminating hundreds of thousands of innocents. We don't condone what Umbrella did in Raccoon City, I and in fact we agree that they should be, at the very mini- I mum, publically reprimanded and possibly even fined. But [ that doesn't mean Umbrella's many positive contributions to the community should be ignored simply because of a few cases of murder, torture and genocide. Since the story writers of RE3 decided to focus so much on the negative Progressive Hiring Practices Sponsorship of Public Works 9| Dear citizens, ■ Thanks to t-iad and generous * 1 1 people of Uo br eJikajvjjjlC- . this I is a peaeepwlGfoaJjfiSfM^dly city The vas t^dona ri\ns^f^^Uobre I la lac. , have^hgtfnSr^in'or welfare work, the construction of public utilities, and to help oatntaia File #9 graphically illustrates the K 1 ,n W ; I1 r(\ m(1 ,m,r PrJ..rt s aspects of certain Let's not forget that Umbrella is home extent to which Mayor Warren sold [_ aupenor consumer 1 rouuexs Umbre | |a corporate to one of the most progressive sys- his city out to Umbrella. And without i practices, we decid- tems °f eaual opportunity employ- the generous Umbrella Corp. funding I ed, in the interest of ment in the country! They hire people it refers to, do you think R.C. could \ equal time, to pre- °f 0,1 mces ' creeds, and nationalities have afforded to have not one, but\ sent this 'list of ( tne sillier the accent the better, two Catholic Student Centers? I think] things we feel the apparently), and give them good jobs n0 f/ And you have to admit that Umbrella corpora- at good wages until the day the com- before Umbrella killed everyone and tion should be P ar >y murders them execution-style raze( j it, that was a pretty nice applauded for. and their generous pensions kick in. Hospital they sponsored. Keeping Disadvantaged Mercenaries Off the Street Remember: A merce- nary that's off the street and under Umbrella's bountiful employ is a mercenary that is not scanning Soldier of Fortune want ads for jobs contract-killing you and your loved ones! Thank you, Umbrella! When shopping for beauty and med- ical products, you can't beat the Umbrella seal of quality. Escape to Ecstacy with the knowledge that your L pharmaceuticals were illegally test- ed on captured human "guinea pigs" to ensure your family's safety and satisfaction. (Sk Get the Park Key in the Maintenance Room Grab the Lockpick on your way out, and [use it on the door to the small room 'between the entrances to the Park and Hospital. Inside you'll find File #23, the Main Gate Key, an Ink Ribbon, and either two sets of Grenade Rounds or two sets of | M.T. Rounds, randomly selected. Use your Box, save your game, and get j ready for a stroll through the Raccoon City Park. | The expansive main area of the Park is beautiful, but potentially dan- gerous. Carefully deal with all the threats (described below) before you explore. Note that you can shoot out the four lamps in the lower part, and while engineering that to kill enemies s difficult, it's fun to destroy them ust for the sake of vandalism. To the east you'll find Blue Herbs and Green Herbs, but nothing else that interests us at this point V. Once you've filled your pack with Herbs,, cut east through the Main Area and out the ' other exit. There you'll find a thin bridge i ! through a pond full of statues. Beware: If you , I don't see any' zombies, you know you'll be in for a surprise attack from some Gamma Hunters. More ran- dom enemies await on the other side of the bridge, but if you run forward quickly you might be able to use the barrel to kill some of them ITEMS kggtwd Kry| I Milium IkillctS Both of the corpses in this area J have items you'll be interested in.. The one by the barrel has File #24] and the Graveyard Key, which will unlock park areas far to the north- west. The one by the gate at the end has aj rare auto-reloader 1 with six Magnum ■ Bullets, definitely a P precious prize you won't want to miss. The path to he Graveyard is back in the fountain in the I area where we I saw the Herbs, so cross back] there now. If you killed the ienemies on the way, they won't be back to | [bother you. 63 Drain the Fountain and Cross the Sewer There's a simple puzzle in the Fountain [area west of the main entrance. By open- ing the Gear Box and rearranging the gears, you can change the configuration of the fountain's spouts, or drain the pool altogether. The solution to draining it can be found if you wade into the water and look at the sign on the end. Then go back to the Gear Box, and within the five turns allotted to you, move the gears to match. The water will drain, and you'll Lffind a tunnel at the end that connects the fountain to a well in the Graveyard. The tunnel is protected by a literally endless I stream of Sliding Worms, who drip down from the ceiling near the ladder to the well (or swim up from the water). Since you can't kill them all anyway, it's better just to dodge the ones you can and shake off the ones you can't as you run to the exit. ~ -■r J Can you believe that I there have been three Resident Evil games, but this is the first grave- yard? Finally we get to see zombies doi that whole rising-out-of-graves thing, and, well, it's a little anti-climactic. Register your displeasure by killing them with whatever | weapon you have handy. You'll find a pair of Red Herbs in the corner, but if those don't interest you, you can simply walk around the peri- meter to the Tool Shed. (31 Break into the Hidden Room for Files and the Rear Gate Ke For such a tiny I area, there sure is a lot of stuff here. Two jars each of Gunpowder A and Gunpowder B are sitting on the table, and the Iron Pipe is lying I against the back I wall. In the nearby Safe Room, you find a First Aid Spray on the crate next to the Box. Use the Box to clear up some inven- tory space, and grab your I Lighter. Then take that to I the fireplace, flick your Bic, | and finish the job with your Iron Pipe. This will open up I a hidden path to the secret Umbrella command bunker just beyond. Hi * . f m ;unpow3er A m a N F.Aid Spf,v Hi a Ink Kililn.n m Many more items await on the other side. Shimmering on the table is the final Park Key, the Rear Gate | Key. There's also set of Grenade Rounds on the shelf, and an Ink Ribbon hid- den in the pocket of the jacket on the hook. There are two different files here, File #25 on the table, and File #26 on the I board (as always, watch the order). When you've taken your fill, crawl out and greet your J I mystery guest. There's a boss ahead, so save your game, mix 1 I up some Gunpowder (Acid Grenades would be a nice choice), and bring all the healing items you can comfortably carry. [jf»fl Kill the Grave Digger forGood The Grave Digger is back in his natural cemetery environment, and this time you won't be able to escape until you've kill- ed him for once and for all. There are two ways to do this. One is with regular weapon fire (Acid Grenades and Magnum rounds are the best). When he appears, run back to the corner, and let loose with everything you've got. When he goes back underground, he'll resort to cheap little attacks where he bursts from the ground, lunges, and then slips back under. Evade these by standing in an area where you have lots of room to run, waiting for the ground to tremble, and then running in the opposite direction from the way he's coming. If he doesn't go under after missing, you'll have to run to After the battle, a metal grate will tumble down from higher ground, which Jill can use to ) clamber out of the sinkhole and back into the^ Cemetery well. A few new enemies have j appeared to complicate the trip back: Spiders « have taken up residence in the sewer path, and a pack of zombies is now meandering ( about in the Park's main area. Clear them out . if you have ammunition to spare. At this point, you may want to take a detour < back to the Maintenance Room to save your I game, for a major decision is just ahead. Don't forget the Rear Gate Key, since you'll need that to unlock the door at the end of the East Path | (the area where you found the Cemetery Key). Past the gate you'll find a long, rickety bridge | that leads to the Factory, the game's final area. You'll also find , an old acquain- tance who's been I patiently waiting for you to pass | through... "Push Him Off" IDisennaue the first Control Room Once you've knocked Nemesis off the bridge, you can proceed directly into the Factory. You'll find the Central Hallway to be empty, and all but a single door to be locked. Inside that door you'll find the Resting Room, and Carlos. After Jill and Carlos share a week-old I hamburger and a carton of warm "H the Facility Key, an Aid Spray, and p Gunpowder A and Gunpowder B (enough to make 24 Magn rounds). K," search the room for Ribbon, File #27, a First hree jars each of urn Proceed east into the I Steam Room. Here you'll find two Blue Herbs, and I a simple puzzle. You'll see a little button I before each of the many | steam jets in this room. Each button basi- cally toggles one ' steam jet on and [one off, so hit the buttons until you get to the two ■at the south end, hit both of those, and then loop around to the north 1 side. By pressing the two buttons I there, you can turn off the steam jets | [that are blocking the control panel. 1 Use that to disengage the first Control Room lock. « « 1 ansa. Will you push the switch? ►Yes No OUSEL TfVl Koute A 1 "Push Him Off" 1 •L Take the Elevator to the Basement J When you venture back into the Central Hallway outside of the Resting Room, I Fyou'll find two Brain Suckers have moved in. They appear a good distance apart, .so kill the first one as soon as you can, and then head deeper into the hall to kill | the second so he can't surprise you later. There | is an explosive charge on the wall near the facto- ry entrance, but Brain Suckers are too quick and I like to stay too close to Jill, so I'd ignore it and kill | | them with Grenades or Shotgun Shells. The Control Room is opposite the Resting | Room. There you'll find a small group of zom- bies (wiping them out with your Shotgun would I | be a good move), the Factory Area Map by the i door, a System Disk on the table, and three Green Herbs by the railing. You'll | also see the dou- ble locked door | that we're cur- rently in the process of trying to open, and right beside it, the elevator to the lower level. - A Suspiciously Placed Advertisement Get The VERSUS BOOKS Resident Evil 2 Perfect Guide NOW! - EVERY SECRET REVEALED - EULL WALKTHROUGH - DETAILED COLOR MAPS - ALL ENEMIES & WEAPONS - ALL HIDDEN COSTUMES - GAMESHARK MADNESS - EINISH ALL 4 QUESTS - COMPLETE TACTICS TO MASTER HUNK & TOEU - INSANELY IN-DEPTH STRATEGY & TRAINING See Page III For Order Korm! THf COMPLETELY rrro".>c - 8MITIIII2EI INSANELY nr->s» P.n MAPS SI 60101 WW! ?w>. Route A "Push Him Off" 1 , Kiuht Your Way to the Bl Monitor Room J You'll face a lot of opposition on your ' way to the Monitor Room, but the exact nature of that opposition can vary drasti- cally. You'll meet either Stingers or Zombies in the Waste Management area, '] and while you'll want to clear them out so you'll have an easier trip back, you may , want to evade them this time and kill them with the aid of the bar- rel near the south I ►'door on your way | 1 back. Whenever you I I do kill them, you'll ' find the reward of 14 Shotgun Shells [certainly justifies | \ your effort. Beyond that is a thin strip of sewer that is B usually populated by Sliding Worms, but occa- "• sionally hosts a pair of Hunters. Deal with them " as described in the box to the left, and continue trav- eling south. Tush Him Off lDisenuat;e the Second Control Room LockJ On the other side of the sewer tunnel you'll I find the Monitor Room. If you can convince the machines here that the water in this compound is clean, the second lock on that Control Room | door will disengage. To do this, you'll need the Water Sample in the first part of I the room, and ' you might as well grab the Ink Ribbon and the highly disturbing File #28 while you're at it. Then go downstairs, where you'll find the jars of Gunpowder A and Gunpowder B if they weren't in the upstairs Resting Room. Turn your attention to the machine in the cor- ner, and insert your Water Sample. To clear this puzzle you'll need to make a graph along the bottom that matches the one on the top, by manipulating three rows of on-or-off dots (for example, if all three rows have a dot in the same place, the graph at the bottom will be three dots i high when you run the test). The puzzles are" random, but the best way to approach it is to look for a pattern of spaces in the top graph, such as two in a row, or a series of alternating dots and spaces. Then match the three rows so they have spaces in the same place. You may not get it the first time, but usually you'l be close, and will only have to tweak it a bit. While you're down here, turn to the card machine with the "tiny slot" T in the corner. Use your Facility Key, and it will refor- 2 mat its plastic tag. Then save, load up, and head back upstairs to that Control Room door to confront Nicholai in th Disenuane the hirst Control Room Lock, With the Main Entrance far above, peo- ple who chose to Jump Off will have to make their way up to the Factory via the sewers. Fortunately, you're not the only one down here, as Carlos is right behind to provide some much needed support. You're actually starting at a very conve- nient location. To advance your quest, you'll need to clear the two locks ■ of the Control Room door on the first floor. The puzzle that disengages one of Jthe locks is right through the South door. First, you'll need the Water Sample in the Safe Room, and you might as well grab the Ink Ribbon while you're at it. You'll also notice a file on the table here, but if you're trying to get them in order, don't get it yet. This is File #28, and File #27 is in the upstairs Safe Room (known as the Resting Room). When you go downstairs, you'll find a First Aid Spray, and possibly three jars each of Gunpowder A and Gunpowder B. If you don't see them here, they'll also be found in that upstairs Resting Room. HLES The machine that disengages the first Control Room lock is on the east i I side of the downstairs room, and can be activated by entering the Water \ Sample. To clear the puzzle and unlock the door, you'll need to make a graph ' along the bottom that matches the one on the top, by manipulating three rows ' of on-or-off dots (for example, if all three rows have a dot in the same place, the graph at the bottom will be three dots high when you run the test). The ( puzzles are random, but a good strategy is to look for a pattern of spaces in ' the top graph, such as two in a row, or a series i of alternating dots and spaces. Then match the I three lower rows so they have spaces in the same places. You may not get it the first time, but usually you'll be close, and will only have to I tweak it a bit. Further exploration of this area will reveal I I another machine, with a "tiny slot." This is part of an optional quest, but you'll need to come | I back with the Facility Key to activate it. 65| Route B "Jump Off" Ta! kc the Elevator u p to the First Floor , Cross back through the sewers and take the I door to the north this time. This connects to the Waste Management Area, a huge cesspool that's either crawling with icky naked zombies ' | or infested by a trio of Stingers. There's a barrel as soon as you enter, but, I the enemies usually aren't placed to take i advantage of that. If there are zombies, youj can wait for them to come down the stairs, t since the one standing by the barrel doesn't/ move much. If they're Stingers, well, take a shot and just kill one of them if it's the best J you can get. When the killing's over, check the j cart by the . machine for I two boxes of | | Shotgun Shells. The elevator I I leads to the [first floor Control Room, where you'll find a | 'small hoarde of zombie researchers in addi- I tion to the Factory Area Map (by the door), the I System Disk (on the desk), and three Green | [Herbs. First I [kill the zombie [to your left [with a Shotgun ['.blast, then use f small arms fire i on the ones in | ! the distance. mem® Route B Diseraiaiie the Second Control Room Lock. An old friend (no, not that one) will be waiting when you step into the Factory's Central Hallway. Since you can't follow him without a Key Card, head into the Resting Room ahead and to your right. Here you'll find the Gunpowder A and Gunpowder B if it wasn't in the Monitor Room, the Facility Key, an Ink Ribbon, File #27, and a First Aid Spray. Use the Item Box and Typewriter if neces- sary, then head east into the Steam Room for two Blue Herbs and a simple puzzle. You'll see a little button before each of the I many steam jets that block your progress in this room. Each button basically toggles one steam jet on and one off, so hit the buttons until you get to the two at the south end, hit both of those, and I then loop around to the nor th side. By pressing ""Ithe two buttons I there, you can turn off the steam jets | that are blocking the control panel. Use that panel to disengage the j second Control Room lock. Now when you v| return to the Control Room (the one with the • A» elevator) you can open the east door. A « There's danger ahead, so use the i I Typewriter and stock upon ammo and healing ' I items before you proceed. The Central Hallway will now be infested I with the rare Brain Sucker type of Stingers, so bring your Grenade Launcher if you can. The I first one will be I on you quickly, so kill it before | his partner fig- Lures out what's going on. Then find and kill him (he'll be further down the | hall) so you won't have to worry about any surprises the next time through. • There's an explosive charge on the wall near the entrance, but Stingers are fast I I and unpredictable, so don't try to do anything fancy unless the Stinger makes I it easy for you. When both are dead, cross into the Control Room, and through | ihe newly unlocked East door. Darine to Look Like Idiots Yet Auain 1 Part 9 in a Series % Now, we wouldn't want to jump to any hasty conclu- sions or anything. As you may know, the Wacky Fun Land™ Staff Writers would be the absolute last people on Earth to jump to a hasty conclusion. But have you noticed any, I don't know, vague similarities between Nemesis and Sagat from the Street Fighter series? We sure have. Let's see. ..both have only one func- tional eye (the left one)...both are over seven feet tall... both are featured in not one, but two pieces of official Capcom art as they cradle the heads of their victims.. .they use similar grab and hold moves... Yes! Yes! We're not insane! Are we? The Man, The Legend, Sagat, and Big, Nasty Nemesis.. .hey, we're hoping Street Fighter vs. Resident Evil happens someday soon! Someone at Capcom's develop- ment staff better be reading this carefully! Above: Nemesis and Sagat's face hold Below: The some... Well, slightly similar glow-around-fist charge-type thing. Left: Each has two pieces of official Capcom art where they fondle the heads of their vic- tims! Disturbing! fi9 (jet Radar Receiver and Open the Kmerijency Ladder Trapdoor The Typewriter in the Resting Room is your last ■ chance to save, so take advantage of it. But you 'may want to venture down into the Umbrella Arsenal to pick up I the hidden Rocket | I Launcher first. When you're all [set, use your Card I [Key to unlock the | |shuttered door in the Central Hallway. Blow I I away the zombies | that come stum- bling down, grab I the Green Herbs if I you need them, and [ then search the cabinet directly to I the right of the door ' for some Magnum Rounds. If you chose Route A way back at the Park Bridge, Carlos will radio with instructions. Grab the Radar Receiver and head down the emer- gency ladder when the warning sounds. If you chose Route B, you | I take the Receiver, I try to leave, and do I the event shown below. Afterwards Talk to Carlos, then | try the ladder. ■ r>( ■ ^t^B a portable (rjj Search for a Way Out Behind the Factor 29 Don't let the range finder of your Radar {Receiver get you nervous: The first three digits represent the total number of sec- onds you have to escape, and that should be plenty. Don't miss File #29 as you step down the ladder. You'll also find twin boxes of Shotgun Shells near the exit, but first you'll have to deal with two zombies: one standing, one faking (it's the second one, but if you just stay away from his arms you'll be fine). You'll find — I File #30 in the middle of the I garbage pit, so if you got them in I order and earned Jill's Diary (it will I be the #1 slot in your File folder), I enjoy that while I you can. ^RMcLSUS WHO? As you may have noticed, File #30 refers to the Rail Gun as "Paracelsus* Sword." What could this possibly mean? Let's consult that invaluable desk reference, The Wordsworth Dictionary { of Phrase & Fable. Let's see... Paracelsus... 1 Ah, here we go! I will quote verbatim: "PARACELSUS - The name coined (or himself by 1 Theophrastus Bombastus von Hohenheim (1490- 1541), implying thai he was superior to Celsus, the famous writer and physician of the 1st century. He studied chemistry and alchemy and after experience of mining became a medical practitioner. He made many enemies owning to his disputatious temperamenl and flouting of academic traditions, and wrote numerous treatises propounding his theories which showed a keen con- cern for the development of medicine... He did much to encour- age innovation, but his work was marred by a certain element of | charlatinism and superstition." Well! I guess I'm speaking for everyone when I say, "Oh.lj that Paracelsus." I'm sure we can agree that not only was f that a riveting read, but that it also gave us ABSOLUTE- LY NOTHING in the way of insight as to why Umbrella would name a Rail Gun after him. But I personal- ly do feel enriched by the knowledge that there actually was, at some point in Earth's history, a man named "Theophrastus Bombastus von J Hohenheim." Theophrastus Bombastus von ' Hohenheim! Say it aloud! Ha ha! Wheee! FILES 29 i HI !■ Shntgun 9icll>| 1 onus Epilogues and Jill's Secret Diary If you're playing on Hard Mode, you'll also earn an Epilogue whenever , you beat the game. These epilogues consist of an original piece of art and pr,-, janr . some text explaining what became of one of the characters from Resident £ Evil l or 2. You'll have to beat the game eight times in a row to see them all, but I _ if you don't, how will you ever know what happened to your old friends from pre- ; p j? F]fr. — 1 vious installments? You can view earned epi- girl's ■EPILOGUE FILES- logues at any time by selecting the Epilogue ._. fk • riP I /SETT — 2 option after loading a saved game. _. / t^'M )ill ' S Seaet D ' ary alS ° giV6S 3 Peel< 3t I Jill". Diar, "J B some of the behind-the-scenes storyline of the (8T V 1 Resident Evil series, particularly concerning ; " events that will be further explored in Resident Evil: Code Veronk /jmrm-\a \f2W!H y° u nave t0 collect every file in the game, in order. When you g (jJ2S| your first file will change from the Game Manual to Jill's Diary, i v3 ' i— — 1 t«A3 then read. And no, it doesn't contain anything dirty, you perv. If ~J IJhe Ranking System Explained £ Hard Mode players will get an A-F ranking (including E) at the end of the game. These rankings determine not just how many Secret Costumes you get, but also your value as a person and your worth to society in general. So you'll prob- ably want to try for that A. The rankings factor in three different things: How many times you saved, how much you had to heal, and how long it took to beat the game. The charts below indicate how much each of these factors in. The only one that may require additional explanation is healing; these are measured in percent of health |ill has regained. So since First Aid Sprays refill 100% of your health, and Green Herbs refill 25%, you can afford to use 7 First Aid Sprays and two herbs without being penalized. After that, the penalties start mounting. You do have 30 points of grace in the A range, though, so if you can beat it in under 2 and 1/2 hours, go ahead and save before the Clock Tower Kilihons Points Healing Poii Nemesis or have that extra mixed herb... You can afford it. t'snl Earned I : s<.-d (%) K.in Serious Resident Evil 2 players will be surprised to 0 100 750 100 notice that special weapons are no longer factored in. So | 90 8S0 90 yep, you can buy an infinite Rocket Launcher in the 2 80 950 80 Mercenary Mode, tear through the game, and earn a solid j 7"Tj ~i050 70 (if less than honorable) A. — ^5 OSO 60 Just a side note, since we didn't want to spoil an aspect ^ "T250 SO" of the ending by showing it: Easy Mode has no rankings, ^ ^ 40" 1350 40 but it does give you your total play time and show you an — ijTjy jo — ~H50 J0~ exclusive piece of art that differs from the one in the Hard , u jtt — .__ r-r- . . 1 r. .. . t , , .. . 18-23 20 1550 20 Mode ranking screen. You may want to check it out. , . pr — rr- 270-300 180-220 /ercenary Mission and Infinite Weapons W W The first time you beat the game, regardless of Ranking or Difficult | Mode, you earn the Mercenary Mode bonus game, a whole new game '^Skr urnnru ibVcc^j with three missions (in the same one large area) starring your three mer- IBt MtHLtJlAJilH *' cenary pals, Carlos, Mikhail, and Nicholai. You can play it at any time by 1 J| ' . 7 >,f loading up a saved game and choosing "Mercenary Mode" instead of "Continue 1 Game." And with the money you earn by playing it, you can buy the traditional RE infinite weapons, and use them in the regular game! The final item, the * * * ainmr Infinite Ammo Briefcase, gives you unlimited ammo in all of your weapons! i| To start a Mercenary Mode game, save your game after you beat it and load i ' - \ that game. Instead of choosing to continue, s ,1 X "* I 1 \ It H fl rhnnse Morrpnan. MnHo Than pirtf »nnr rhar- — oo Assault Kitle acter (thg (hree have drastica || y different lev- RESULT $2,000 els of difficulty) and get to work. Your goal is to get to the end of the game in a limited time, 4k A |oo Gatling Gun wnere V ou ' 11 be awarded a ranking and a wallet Tifer» 0 ^j^ tf full of cash. S&P $3,000 But you won't be able to do it in the two 5*»C j Sj] EXIT — minutes you start with. You'll have to earn turn n mf «m °o Rocket Launcher time by killing enemies, saving hostages, and infinite for a u d- , ,■>,■>.•> Dodging. These tactics also earn you money, the »•«»<»» '» 3 -t>*r.*JUU an( j y 0ur extra t j me at t ^ e en( j 0 j t ^ e g ame | , =1 rolls over into more money. When a game ends, you'll go to the Results screen, T) 00 Ammo Case where you can buy weapons for use in the regular game. Whatever you buy J9999 will then appear in your Item Boxes when you start a new game. Our extensive coverage of this exciting mini-game begins on the next page! > Assault Rifle $2,000 » Gatling Gun $3,000 > Rocket Launcher $4,000 3 Ammo Case $9,999 RESULT 2nJHit I 3rd Hit I 4th Hit 5th + Up x 1.5 x 2.5 x 3.5 x 3.5 (+50%) (+150%) (+250%) (+250%) Enemy Tims Zombie + 3 $5 Zombie Dog +4 $6 Crow +1 $2 Hunter Beta El Hunter Gamma +6 $10 Drain Deimos D El Brain Sucker El $10 Baby Brain Sucker +0 $0 Giant Spider +4 $7 Baby Spider +0 $0 Sliding Worm +0 $0 Nemesis + 20 $40 Nemesis Type 2 +120 $250 Modifiers by Weapon Weapon Used Modifier Knife x8 X2 Rocket Launcher same x 1/3 Exploding Barrel X2 X2 /Mercenary Mode Rankings Explained J m In the Mercenary Mode, as in real life, it's all about the Benjamins. Money is the only thing that factors into m M your Ranking (who cares if you saved all those hostages?), and not all money counts. If you complete the W mission, you'll get a buck for every 2 seconds left on your clock, but that won't be factored in. If you get the $100 touch spot bonus, that won't be factored in either (although you will, of course, get to keep that to spend on stuff at the shop). The two dollars you get for Dodging are factored in, however, so ^ Earred Ranking you can earn A ranks by cheatin g with the Dirty Trick (next page). Note that if you die 1 ' I T - "- I " — ~ 1 before the end of the mission, your cash is cut in half $bOO+ A ^rPw™ (approximately), but you still get the ranking you p . . t ,. gg ^ oarcos ISTm.khau. would have gotten had you finished. Thus, if you die $I200-$H99 H time 4jwei JfeA-TME with $1500 in your pocket, you'll only get around $900-$H99 C CARUOS Njil<:H"l«?I MIKHAIL. 5»""' r" „ 1 j time ^jime, jfe^TiME with $1500 in your pocket, you II only get around 00i09:59 oo.os^"? 00:03.25 $ 75 o, but you'll still get an A ranking. """I ^^»a ^W"°a The game records your best ranks and cash prizes reward ^roI^reward per character in the Results screen. Note that our too3564 »003284 «ooi862 impressive A with Nicholai is totally fake, as we BUY exit could never get an A on his game without using that Dirty Trick to cheat our asses off. $1500+ $I200-$I499 $90Q-$II99 $6004899 $300-$599 under $300 dvanced Tactics for Carlos and Nicholai Knife Fighting with Nicholai You MUST master the knife if you hope to become one with Nicholai. The good news is knife kill bonuses are huge: 8 times the seconds and double the cash! For instance, killing a zombie with your gun gives +3 seconds, but the knife scores +24 seconds. Your knife's range is about arm's length. Here's a general overview of fighting a zombie with your knife.... (1) Do one stab when it enters your range, at which point he'll try to grab you. (2) Quick Turn and run a few steps, Quick Turn again (or autooaim) and (3) stab it 'til it falls to the ground. (4) Stab it on the ground to finish it. For more mobile enemies, a variation ol this trick is used. For instance, on the second form of Nemesis, don't try more than 2 stabs at a time. Depending on your position in relation to the enemy and your surroundings, either Quick Turn and run or simply run without the Quick Turn. Another nice tactic with Nicholai is to use the Handgun to wear an enemy down, then quickly switch to knife to fin- ish them off for the big bonus. Carlos' Machine Cjuii Trick Carlos' Assault Rifle comes into play often, so know its best uses: killing Hunters, and scor- ing combos. To nail a combo, point and hold down the button while aiming into a mob of monsters. Hunters are trickier. Don't just aim at them and hold the button or you'll waste ammo. The most efficient tactic is to stutter the shots by tapping the button, which will make it sound like a semi-automatic. This will conserve ammo! Paths and Skipping We've outlined a recommended walkthrough which covers all three characters. We take Mikhail through all 44 rooms, however, we skip over certain rooms, hostages, enemies, and touch points with the other characters. You can see each character's recom- mended route on the map. For Carlos, time is the most important factor, while for Nicholai it's degree of difficulty. Therefore, if we skip a hostage or touch point, it's because we think that it's not worthwhile given time or difficulty constraints. If you think you're hardcore enough to rescue every hostage, hit every touch point, and not get hit once with Nicholai, go ahead. We dare you. [ Jhe Infinite Money Dirty Trick I J The ninjatei masters at Versus Books have figured out a way to collect "^^r infinite money, and no, we're not talking about publishing Pokemon *^books. When you reach room 37 (Zombie Dog Domain), finish off two of the three dogs immediately. (1) After that, lure the remaining dog towards the pallet against the wall and quickly get on top of the pallet with the dog following you. (2) Once you are on the pallet, get to the back edge opposite the dog and watch as Fido makes feeble attempts to hit you with jumping attacks. (3) Take a small step forward and then press Ri right before he jumps. (4) Your character will dodge backwards giving you a nice dodge bonus. Immediately after your char- acter dodges (5) hit Ri again to combo your dodge bonus. Repeat that process and rack up tons of money and time. Even though it is possible to have the dog on either side of the pallet, the ideal place for him to be is on the side with the touch point. Hi * i!Hk. iaa *■■■■■■■■■■■■•'-"< Jcu, / -) i ■ ^ U Mi ) Mikhai i Carlos Nicholai Mikhail is by far the easi- ^ est character to use in the mercenaries game |§ because of his incredible firepower. He's definitely ^ the one you're going to I want to start out with, but even he doesn't have enough ammo to kill absolutely everything. His only downside is his lack of healing items (although he can find two First Aid Sprays), so play with him first to familiarize yourself with the terrain and enemies in Mercenary Mode. m Carlos, the mid-level character, is the equiva- lent to Hunk in RE2. He starts with a solid arse- nal, and what he lacks in . 4, J f firepower he makes up in I healing items. Carlos requires not just skill, but luck as well, in that he starts with the Eagle 6.0. As you may recall, roughly one shot in eight comes out with Magnum Force, and that shot coming at the right time could mean the differ- ence between victory and defeat. Nicholai is a throwback I to RE2's Tofu with his lack of weaponry. While his two comrades are blasting zombies left and right, Nicholai is stuck I stabbing them. More Handgun ammo is available in his mission, but First Aid Sprays are not. Nicholai also takes more damage from zombies and other enemies. At least he gets a hefty time bonus from killing enemies with that knife of his (except Nemesis). Mercenary Mode Walkthrough 01/10 I Cable Car MIKHAIL: Proceed to your right and exit through the door. CARLOS: Same as Mikhail. NICHOLAI: Same as Mikhail. 2 Cable Car Area Turn right out of the cable car, head around the corner, and climb over the pallets. (1) Pass the zombie and run to your left, (2) up against the alley wall all the way to the door (bypassing the other zombies). MIKHAIL: Run straight and the instant the screen r~7 T ~ 1 changes (1) fire your Shotgun to take out both I . 1 T-j 5"*6 5 " i'i3 88 zombies. Run and hug the left wall to avoid the invisible zombie on the ground who's hiding near | the corner, and as soon as you turn the corner, / (2) level both zombies with your Shotgun. ^ CARLOS: Same as Mikhail, only use your Handgun instead of Shotgun. j NICHOLAI: Hug the wall on your left as you run | || past the first zombie, then curve around the sec- ond. Cut the corner to avoid the ground zombie, and then either get grabbed or Dodge the 2 zombies around the corner and exit. _ 4 Crow Haven JL 8 lust run straight through the murder of crows, take the sharp right turn and exit. 5 City Hall MIKHAIL: Decap the first zombie with an upward l - ^ 9 ifr* Shotgun blast. Run forward 2 screens and when ^^-jJS&ls^ is"" 18 -Mf * : you see the barrel, use R2 to aim at it, and (1) wait for all 7 zombies to approach the barrel ' ^ u^, before you (2) fire for a 72-98 second combo! Exit via the left fork. CARLOS: Use the Handgun instead of the 1 Shotgun. * NICHOLAI: Stab the first zombie to death. Quick ||__ turn, exit, and re-enter. Arm your Handgun, take aim at the barrel, and blow up the zombies. Run past the flames and take the left-hand fork. k 2 ISC 2 5 6 Gas Station Area As soon as you enter the second screen, wait. When the dog charges, (1) run around him to the left, along the wall. Run around the path, as it curves right and left, (2) staying close to the inside on the 2nd turn to the left to avoid the next two dogs. Hit the door and smile! 2 7 Inside Gas Station si MIKHAIL: If you're in time to save the hostage, rz "5? ~ there will be a zombie to your right. Decap it with -ti'^^^^M the Shotgun, and when you get to the next TF^XH^ W§r wk screen, (1) blow away the ground zombie. Go i*^«flB| through the door, and in the next room, you'll ^..j3'i!!;|u. . m see a zombie barely off screen. (2) Auto-aim and m- - Shotgun it, then re-auto-aim and fire to kill the two remaining zombies. Then go rescue the hostage, take your reward, and leave. CARLOS: Basically the same as Mikhail, except — with the Handgun instead of the Shotgun. Shoot fallen zombies to finish them. NICHOLAI: Shoot the zombie to your immediate right with 3 or 4 bullets, then switch to your knife and finish him off for the big bonus. Knife the ground zombie by the desk to death. Carefully stab all of the zombies in the next room, rescue the hostage, grab the goods, and leave. 8 Gas Station Area Again Run directly behind the green car. Whether the dog jumps or not, proceed to the right around the gas pumps and run to the exit. 9 City Hall Head down the path to your left. RTf 10 Shopping Arcade Annex MIKHAIL: Stand near the white line on the 1 — ? ground, (1) aim towards the center of the ■ mass of zombies, and when they get close, start firing your Shotgun, shifting your aim toward any that are still standing. You can (2) combo up to +64 seconds. Head forward past the corpses and take the second door to your I right. Inside is a pile of junk - (3) the first touch point. Hit it, leave, and take the other door. CARLOS: Same as Mikhail, only use the Machine Gun. We suggest you skip the touch point and go down the alley to your right. N ICHOLAI: Upon entry start (1) running along the wall to the right of the group of zombies. Halfway through the group, (2) hook left and then right around the last four. To the door it is. 1 7 8 3 Mercenary Mode Walkthrough 03/10 MIKHAIL: Equip the Magnum and as soon as you enter, (1) shoot the Hunter to your right. Turn left, run toward the stairs and wait at the bottom. (2) When the second Hunter appears, shoot it, then head up the stairs and leave. CARLOS: SKIP NICHOLAI: Immediately run left toward the stairs. Near the top, hug tho vAial! tn urn ir riaht and rhanpp tn a walk, fl^ n ... >jfiSS ; The Hunter at the top to the stairs will swipe at you and miss. Then, as you come closer to the top of the stairs, (2) he will jump at you. AS SOON as he starts his jump, (3) run around him to your left and he will jump down the stairs. Continue to the door. t 2 1 '5 1 "8 2 H ,•"■1 *•. 3 * ■t 1 12 Newspaper Building 2F MIKHAIL: Switch to Shotgun and decap the first rr ~ T 2 zombie. Turn left, go through the door. Try for a I 1 17J 28 ^,'26-75 4 i combo on the four zombies that await you. L W^J 9 f|j fi v " Rescue the hostage, collect your loot, and leave. ■» ^ M fr CARLOS: SKIP NICHOLAI: (1) Wait at the flames and start shoot- y ing. This will lure 2 zombies from the nearby A door; keep shooting 'til they're down. (2) Then | run up and knife them to death. Run through the 1 1 door, shoot at a zombie there, and run back out to the hallway. The last 2 zombies will follow you out and you can finish them off. Grab the hostage and loot, and leave the building, carefully dodging the 2 Hunters on the stairwell. 13 Shopping Arcade Annex #2 MIKHAIL: Go back the way you came and take the other route (down the alleyway). CARLOS: SKIP NICHOLAI: Same as Mikhail. 14 Shoi Arcade MIKHAIL: Run down the long hallway, 'til you see a sign along the top of the awnings that says "Barber Time". Once you reach this sign, stop. (1) Turn 90 degrees to your left, and (2) run along the wall past the 2 dogs and make a beeline for the door. CARLOS: Same as Mikhail. NICHOLAI: Turn right at the corner and hit the door. Mercenary Mode Walkthrough 04/10 IS Inside the Restaurant MIKHAIL: Switch to Magnum, run forward to the r~; wall, then hit Ri and (1) fire to kill the Hunter off- screen. Then run down the hall, wait at the (2) corner for the next Hunter to appear and kill it. Go down the ladder. CARLOS: Same as Mikhail, except use the Machine Gun instead of the Shotgun. Don't for- get to use the stutter technique mentioned in the Mercenary Training section for the Hunters. NICHOLAI: SKIP rf " 11' 2J J