BioHazard 3: Last Escape Resident Evil 3: Nemesis FAQ V. 0.1 By SomaAddict (Nixon Hazard) and FireFlite (Mikeee) valentine@nearmiss.com Table of Contents .I. Introduction .II. Future version plans .III. Gunpowder Mixing .IV. Walkthrough Part I: 24 hours before 1. Uptown 2. Police Station 3. Downtown 4. Cable Car 5. Clock Tower Part II: 24 hours after 1. Carlos 2. Park 3. Disused Chemical Plant 4. Attack .V. Notes .VI. Acknowledgements .VII. Disclaimer .I. Introduction This is only a first draft of what is going to be a VERY difficult FAQ to write. We've currently beaten this game 4 times, and have noticed very dramatic plot differences and item placements in each instance. We've also seen 2 different endings. It's worth noting that this currently only covers the 'light' mode, as we have very little experience with heavy as of yet (though the puzzles do seem to be identical). While herbs and ammo placement will be covered in this FAQ as their whereabouts seem to be fairly constant between games, powders and other items will not because they are almost always randomly placed (at least they won't be covered until we get a better idea of where they are between games). Furthermore, do not take this FAQ as is, there are several places where you may get a choice which this FAQ doesn't cover, or that you won't get a choice that is covered. Fortunately, necessary items are constant (key items such as keys and crowbars required to further the game) so they are covered here. Remember this is only version .1 so be lenient in your criticism. Speaking of, criticism, hints, tips, and secrets are welcome to be sent to valentine@nearmiss.com. Acknowledgements will be given to any who contribute to the growth of this FAQ. Suggestions for improving the layout or clarity of the FAQ are also welcome. .II. Future Version Plans *Monster/Boss strategies *More on the Mercenaries subgames *Better coverage of the branching plot *Discrepancies between heavy and light game modes *Full coverage of heavy mode (if required) *Better coverage of item whereabouts (when they're constant anyways) *Coverage of where to get the other weapons and weapon upgrades not currently covered *Weapon profiles *Character bio's *More about the subgame and the benefits you receive from beating the game with better scores *Secrets (if we find any :) .III. Gunpowder Mixing You'll find Various gunpowders scattered randomly throughout the gameworld. The reds are Gunpowder A's and the Yellow is Gunpowder B. Use the mixing tool (it's in your inventory when you start the game) on the gunpowders and they will yield various types of ammo. Combine an A and B powder to create a C powder. Here's a list of what the various combinations will provide when combined with the mixing tool. Powder A - 30 Handgun Bullets Powder B - 14 Shotgun Shells Powder C - 20 Grenade rounds Powder A+C - 20 Fire Rounds Powder B+C - 20 Acid Rounds Powder C+C - 20 Blue Rounds Powder C+C+C - 48 Magnum Rounds .IV. Walkthrough Part I: 24 Hours Before RE2 The game starts in an alley. There's an explosion, and Jill appears. 1. Uptown Run forward, kill the zombies if you want. Watch scenes, check the west wall for a First Aid Spray. Go up the stairs and turn right. Go up more stairs and enter the room. Get the sparkling key on your right. Look at your inventory and read the blue and red books to add them to your file. Check the box for your save ribbon and save if you want. Go out of the room, back down the stairs, and go straight to the door with a green light above it. Open it with your key and select the first option (it asks if you want to throw the key away because it's useless now). Once out, go straight and through the door. Go left and through the door. Go straight until you reach a door on your right. If it doesn't open by itself, open it. Go through. Go down the stairs and pick up the shiny thing (lighter oil). Check the corpse on the far end if you want a shotgun. Go back up and go straight into the next alley. There's two green herbs here. Keep going until you reach a door. Once through, go forward, turn right, and go straight. Jump up on the crates before turning down the alley and check the right wall for a map. There should be some red herbs at the top. Get down, continue down the alley and go through the door. Go straight and down the stairs on your right. Go up the next set of stairs and through the door. Help with the death and destruction. Hey! It's Brad! the helicopter pilot from RE1 and the zombie you had to kill to get extra clothes in RE2. After he leaves, check to the left of the door he went out for your zippo. Check behind the bar for a postcard of a clock tower. There are handgun bullets in the cash register. Go back in the door you came through. In the next room go through the north door (although you can go and unlock the southeast one if you want). Here, the zombies may break though the barrier, if they do wait until theyre near the red barrel, shoot it, and take out the survivors. If they dont they probably will when you try to open the door. After the Zombies are taken care of, use your lighter on the door. If it doesnt work, make sure you combined the lighter fluid with your lighter. There are also 2 red herbs in this room where the zombies used to be. Go through the door and forward. Left door is a save point, with 2 gunpowders on the shelf. Go through the door at the end, turn left and go though the next one. You're now at the police station. 2. Police Station You'll see some scenes, and then be given a choice. Choice i. Stay and fight ii. Run away If you choose to stay and fight him, make sure you exit through the north door, but check brad's body first for a card case. In your inventory, select the card case and inspect it. You'll get a S.T.A.R.S. Card. Inside the police HQ you can save if you have your ink ribbon. There are some green herbs to the right of the door. Check next to the computer for a map of the station, and check the outside desk for a clip. If you got the S.T.A.R.S. Card from Brad skip to A. Go through the door on the west side. Go to the office and check the corpse for a note. Go through the door to the north. To your left, check the locker with the red light for a jewel. Go though the next door. Go through the first door on your left. Enter the big room and take the shiny thing on the table (S.T.A.R.S. card). In here, go into the back room and check the fireplace for shotgun shells. Now go back to the main hall. A. Check the computer and select the first option. This code is random. Either way, remember it and go back to the room you got the blue jewel in (Evidence Room). Go to the locker and put the code in. Take the key. Go out the next door and turn left. Behind the stairs there is a save room. Go up the stairs, down the hall and through the door. At the end of this hall there are 2 red herbs. Open the door with your key and throw it away. Check the desk on the right in the middle of the room for your lock pick. On the left side of the room is a Clip. Check the fax machine for a fax. On the right side of the room, check the boxes for a First Aid Spray. Check the locker next to the radio equipment. This item varies, but you probably won't need the magnum. Leave the Police Station. Watch out for Nemesis on your way out, he has a rocket launcher this time. 3. Downtown Once out of the station, go the end of the street and turn left. Use your lockpick and go through the door. Check the corpse at the second corner for bullets and a note. Once out the next door, turn left. There are 2 blue herbs in front of the door. Go through it and the next on your right. Check the crackling car for your cables. Go to the end and through the door on the right. There are handgun bullets on the desk. Save if you want. Go out the other door, down the street, and through the next door. Check the wall on the left for a map. Go forward. You can point up and shoot the crate to kill one of these guys but its really more trouble than it's worth. Once they're gone, turn left and go through the door. Turn right, then left, and go through the door at the end of the street. Check the tables for a city guide. Go into the kitchen. Next to the door, there is a locked cabinet. Use your lockpick to open it. take the crowbar. Go to the locked hatch and use the crowbar on it. Choice: i. Go down the ladder ii. Use electric light on the gas Once the scenes are done, run out the door next to where you got the crowbar. Run left, then right. On the right hand side is a saveroom. enter and take the crank sparkling on the floor. Check the bookcase for shotgun shells. Go back to the alley, watch out for nemesis, and take the door at the end of the hall. Turn right and go in the first door you see on the left. (Newspaper office). Check the desk for a first aid spray. On the left side of the room, check above the phone for Picture B. Push the little stepladder in front of the door you came in all the way to the left. Climb up and turn on the switch. Go through the shutter. Go up both flights of stairs and through the door. Go to the office and take the shiny thing on the door. Go look for a note. When you leave the office, you'll be attacked by Nemesis. If Carlos is there, you'll be given an option, Choice: I believe the top choice here is to jump out the window and the bottom is to fight, though i have been unable to recreate this choice as of yet. if he's not, you will just have to run. Either way, escape and take both of your jewels and insert them in the panel in front of the locked gate to the City Hall. It's the west door outside of the newspaper office. Here, go forward and take a left. Go through the door at the end of the next area. The next area has 2 green herbs in the alley. The big red barrel is very useful on the next screen. Go forward, kill zombies, and enter the cable car. After the conversations are done, take the wrench from the seat. 3. Cable Car Take the crank and bring it with the wrench to the gas station. Once there, use the crank, then the wrench on the panel next to the shutter. Go inside and take the first aid spray from the shelf. Check the cabinet. This puzzle has 4 red lights above a green A, B, C, and D. Light the red light that corresponds to whichever letter is lit. (EX:If the A is lit, then make sure only the first light is on, this puzzle is random, so I can't walk you through it). Exit the gas station. Go down and turn left. Go through the door that breaks open. Push the switch on the statue and take the book. In the street that goes to the restaurant (northeast on the map), go to the corner and place the book in the slot. Take the bronze plate from the other slot and go back to where you got the book. Place the plate in the statue and take the battery. Go to the locked door (elevator) on the right side of the map that leads to the Sub Station. Place the battery in the slot and ride the elevator down. Go through this area and enter the Sub Station. In the station, press the switch with the red light and move to the corner to the left of the shutters. You need to set this to 15- 25 Volts to open up the first control room and 115-125 Volts to open up the second. If you select the second option (turns the voltage down) it first deducts 5, then 10, then 15, then 20. The solution for the first door (115- 125V) is down, up, down, up. The second (15-25) is up, down, down, down. Check the closest room and take the sparkling thing on the shelf. This is your fuse. Choice: i. Run through the door ii. Flip electrical switch In the next control room, theres a locker. Depending on what you got in the S.T.A.R.S. office, this will be either a magnum or a grenade launcher. Theres 2 red plants outside of the Sub Station. Go back to uptown. Once there, go through the first two doors. In the next alley, go to the end and use your wrench to take the hose. Select the first option to throw the wrench away. Go back and through the first door on your left. Go through the alley and the door at the end, and take the first door on your left in the next street. Run down aways until you get to a red light with water dripping from it. Use the hose on this and continue down through the door past where the fire used to be. Go through the next alley and door. Outside of this door, check the bags on your right for another crank. Continue through into the sales office. Check the file cabinet next to the new corpse to get a fax. Check the cabinet closer to the window to get an F. Aid Spray. Next to the remote control for the TV is a piece of paper. Take it and turn on the TV. Write down the name of the product. This is your password for the computer (next to the TV). Go through the newly unlocked door. Go to the end and take the oil from the shelves. If you dont like zombies, shoot the wheel on the pipe to release steam. Head back to the cable car in downtown. Watch out for Nemesis where the hose and fire were. If you're interested in Grenade rounds you can take your crank to the small storage area behind the bar (where you see brad shooting zombies) and use it on the shutter. When going through the Parking Lot, the floor will start shaking and form a hole. Choice: i. Try and climb up ii. Fall down If you fall down, just go through the small area and climb up the ladder. If you choose to climb up, you'll just be where you started. Either way, just continue on to the cable car. Watch out because Nemesis might be back on the way. When you get to lonsdale yard, go through and marvel at your misfortune. What you have to do here is simple, theres a ladder that needs to be taken down, and you have to flip two switches to do it. They're both next to holes the big wormy guy pops out of, so just run in and hit it as fast as you can. Try and hit them one right after another so the worm will be distracted for awhile trying to leave the other hole. Head down towards the ladder. TIP: You have to kill the worm to get out of here, so when heading towards the ladder, go to the prerender scene right before you can see the ladder. Move to the edge of this scene and you'll hear the worm scream and see the floor shake. When you see/hear that move back a ways and start capping him with whatever you've got. (shotgun and magnum work well) If you hit the next prerender you know you've gone too far. Keep doing that until he's dead. Once he's dead, hit the button next to the ladder to drop it and then climb up. Now go to the Cable Car. In the cable car, combine the two oils, and use that, the fuse, and the cables you got from the car on the small panel to get the cable car working. Go talk to carlos. The cable car starts working, and you're attacked by Nemesis. Beat him. Choice: i. Jump out the window ii. Use the emergency brake 4. Clock Tower If you used the emergency brake, you'll be in front of the clock tower. Look for items and go through the door. Go through the next one to enter the chapel with a typewriter and box. On the other side of the room is a chest with a key. Take it. Exit the chapel and kill zombies. Use the key on the locked door. Go talk to Carlos. Search for items and go through the next door. Check the body right outside the door for some shotgun shells and a note. Check the desk for a map and F. Aid Spray. Go through the east door and look for the picture. Go through the south door into the save room. Go south again and take the key from behind the picture. Leave the room. Go back to the main hall and go up the stairs. Go forward and through the door. Use your key on the gold plate in the middle of the balcony. Throw away the key. Climb up. On your right there'll be a gear on the bookshelf next to the typewriter. On your left is a puzzle. The options are, in order, move peg up, move peg down, next, return, stop. All you have to do is match the tune the pegs play with the one that's played before the puzzle. The placement is random so I can't help you with it, but unless you're completely tone deaf it shouldn't provide too much of a hassle. Once it's solved, take the key and combine it in your inventory with the other one you have. Choice: i. Turn on the light ii. Place electric cables in water Go back to the main hall. At the bottom of the stairs, take a left (east) and go through the door. Use your combined key on the green door. Go through this hall. In the next room, pick up a document from the people laying on the ground. Take the stones from the three statues. What you have to do here is place the stones in the plates below the pictures so that the middle clock reads 12:00. Again, the placement of the hands in this puzzle is random, so I will just tell you what each stone does in each slot. The left hand picture is the goddess of past, the middle the goddess of present, the right the goddess of future. Yellow - Past:-3 Present:+3 Future:+6 Black - Past:-2 Present:+2 Future:+4 Silver - Past:-1 Present:+1 Future:+2 For example, if the middle clock already reads 9:00, then place Brown in past 9:00 - 2 hours = 7:00, yellow in present 7:00 + 3 hours = 10:00, and silver on future 10:00 + 2 hours = 12:00 Take the golden gear and combine it with the silver one you got earlier. Go back up to the tower with the music box puzzle. Go to the non working gears next to the storage box and place the gold and silver gear in the slot. You might want to save here. Go back down the ladder and leave. Watch scenes then kill nemesis. Part II: 24 Hours After 1. Carlos Jill now has a virus, and it's up to Carlos (now you) to save her. You'll start out in the cathedral here. Go to the place with the three time goddess puzzle. Go behind the statues and push the big bell. Go through the door. Go forward and turn left. Enter the hospital. Go through the next two doors and check the corpse sprawled on the cushion for a note. You can see a sparkling thing from there, that's your tape recorder. Check the locker behind the corpse for handgun bullets, and next to the lockers check the wall for a map. Go to the elevator and check the panel next to it. Select the first option to turn the microphone on. Then use the tape recorder on the panel to open the elevator. It doesnt really matter which floor you go in first, but this faq will go to B1 first. B1 Go through to the next door after the elevator. In this room, watch the scene, and head to the next room. On your left from the door is a bookcase with a sparkling thing, take it. Check the desk in the middle of the room with a light shining on it for a note. Use the vase you got from the bookcase on the machine in between the tubes with the frog things in them. Check the panel to the right and select the first option to drain the tanks. Check the machine again and select the first option. There are 5 options here, the first three change the position of the levers, the 4th moves you down so you can change the position of the next two, and the fifth quits. The bottom options are just move lever A, B, and go up. What you have to do is match the lights on both sides with the arrows. (so only the yellow parts are lit) I believe this puzzle is random also so I don't believe I can help, just keep trying until the two sides match. Once you've solved it, take the thing that appears and head back to the elevator. Go to the fourth floor. 4F From the elevator door, take the first left and enter the first room, check the doctor and write the code down (it's random). Go out, take a left back into the hall, and go to the door at the end of the hall opposite the elevator. If you went to this floor first, you'll see a scene. Go to the back wall and pick up the key and picture on the desk. Take the bullets from the white desk near the door. Go out the door, take a right down the hallway, proceed to the second door and use your key. At the far end of the room is a little drawer type thing you can push. Push it to one of the four corners (the metal plates). The one you push it to is random, but you'll know when you're wrong (you might want to try the corners nearest to you first, to save time). You'll have to leave the room to reset the drawer. Once you get it right, use the keycode you got from the dead doctor on the safe. Take the vaccine, and mix it with the one from the basement. Go back to the elevator and return to 1F. Leave the hospital. That timer is not a good thing. Return to the cathedral and use the vaccine on Jill. You will have to wrestle with nemesis for awhile on your way back to the chapel, just run past him and you should be fine though. 2. Park Back as jill, run back towards the hospital. Use the lockpick on the door right outside of the back entrance to the clocktower. Take the park key from the key rack. Leave the room, turn left, and enter the park. Go to the east stairway, and go down. Go past the dock, and check near the red barrel in the next area for a key and a note. Check the dead body next to the locked fence for some magnum rounds. Return to the main area of the park. Go through the west door. On the right is a machine. Enter the water through the stairway to the left of it, and go to the end of the pool for an illustration of the gear placements. Go back to the machine and place the gears accordingly (this machine controls the faucets on the fountain. Feel free to mess with it by using the illustrations just to the right of the machine). After the pool is drained, go back down into the pool and go down the ladder in front of the illustration. Go to the end of the sewer, climb up on the concrete, and climb up the ladder. In the graveyard, go to the north wall on the right, and use the key you got from the other side of the park. In the cabin, take the pipe from the closet. Use your lighter on the fireplace and discard it, (if you forgot your lighter there is a save spot and box in the next room with an F. Aid spray next to it) then use the metal pole to knock the stones out. There's a memo and key on the big table, and a fax on the blackboard. Leave this room (you will get called by a radio again). Go stock up and save, there's a big fight next. Once the big guy's dead, climb up the fallen grate. Go back to the main area of the park, and go through the east stairway again. Continue through this area until you reach the locked grate and use the key from the cabin. Go across the bridge. Theres an option here, the top one is to knock him off the bridge, the bottom to jump off the bridge. This walkthrough doesn't currently cover the second option, though it will in the next update. 3. Disused Chemical Plant If you choose to knock him off the bridge, continue to the save place and talk to Carlos. There's a report right next to the typewriter. Go check the bookshelf to the left of the box for a sparkling key. Right next to the box is an F. Aid Spray. Go into the next room. This is a rather simple puzzle, just hit the switches for the steam on the left and right sides until you can pass to the computer. When you reach it, use the computer to partially unlock a remote door. Go back through the save room and into the hallway. Unlock the first door on the left with your key. Check the back side of the middle console for a system disk. There are three green herbs in the corner here. Use the elevator (the unlocked door in this room) to go to the first floor. There are two units of shotgun ammo on the right of the computer here. Continue through the next two rooms to find a save area. On the far wall there is a thing with three blue lights. Check it for a sample tube. Right of there is a manual. Go to the next room. Go to the far end of the room and place the sample in the computer. Here's another random puzzle. The theory of this puzzle is not difficult, but it may take some time. Basically you have to match the tune with the one above. Note that the a, b, and c rows add up. For example, if you have a line on the far left side for a, b, and c, they will add up to form a stack 3 units high when you play it. If there are 2, it will be 2 high, and so on. A: = = = = B: = = = C: = = = 3 2 2 2 1 Result: 3 2 2 2 1 = = = = = = = = = = As I said, it will take some time, but once you input the combination, you'll get a key. Place it into the machine on the right for another key. Head back to the second floor. Go through the door you unlocked on the second floor (to your left from the elevator). Move through the next room and use the system disk on the lock. A magnum would be VERY helpful against Nemesis here. 4. Attack After he's dead, go grab the umbrella key from the scientist and use it on the door. Go back to the room with the steam and switches (east of the save room on the second floor). Don't worry about the missle, it won't start counting down until you get to a certain point. In the steam room, use the umbrella card on the elevator. Go Down. There are some grenade rounds on the boxes to your left from the elevator. Go to the end of the hall and use the key on the door to get the rocket launcher. Go back through the save room and use the umbrella card on the panel next to the locked shutter in this hall. Walk through and go out the door, you might want to pick up the green herbs at the end. Once through the door, take the radar from the table. Nicolai may appear in the helicopter if he wasn't killed. I believe the top option is to talk to him and the bottom is to fight him, I can't remember which is which. There should be some magnet bullets in the case next to the door and an F Aid Spray in the drawer on the left side of the room (Jill's left upon entering the room). Once done with whatever scene you encounter, open the shutter and enter. At the bottom of the ladder there is a save box thingy, be sure to stock up for the coming war that is about to break out. Special items (i.e. lockpick, etc.) are not needed from here on out so only take weapons, ammo and herbs as needed. Walk through the hall. At the end there are some shotgun rounds to the left of the door. Enter the door. Check the ground here for a picture. Go through to the next room. Check the computer in this room. (do YOU remember the guy crashed in the wall?). Push the battery 1 into the wall to begin activating the system. This is where the rocket launcher comes in handy. Wait until Nemesis starts crawling away, then push batteries 2 and 3 in to activate the rail gun. Now simply wait until Nemesis is shot for the second time by the railgun. Try to leave through the elevator door. Choice: i. Fight ii. Run through the door. Go through the elevator door and go down. Voila. .V. Notes Just a few side notes, in the Mercenaries game, you start as one of the mercenaries in the game. Carlos, Mikhael, or Nikolai. You go from the cable car to where you started in the regular game, with a 2 minute time limit, although you can gain more time by killing zombies. The money you get depends on how well you do (and if you pass) but you'll probably get an average of $500 per game. The money can then be exchanged for the machine gun for $2000, the gatling gun (cool) for $3000, and the rocket launcher for $4000. Once purchased, they can all be used in the regular game (though only in the difficulty you selected for the first game) and all have infinite ammo. The fourth, for $9999, I haven't been able to get yet, although the description seems to describe it as 'various items', so I can only assume its infinite ammo, F. Aid Sprays and the like. .VI. Acknowledgements LAFY (Rafy Riquelme), for his generous kanji mistranslations. LAFY, I hope you have many happy comes throughout the rest of your life. Remember, this FAQ is a very cold season. dlrs (Jason Phillips), your blue hair has provided endless amusement for us while writing this, both in front and behind your back. yukijirushi brand coffee, for allowing us to proceed with the making of this FAQ with only a fraction of the sleep normally required .VII. Disclaimer This FAQ is meant for personal use only. It cannot be altered and it can be reproduced in electronic form only. It cannot be published in magazines, articles or by any other form of commercial reproduction. The FAQ is not meant for sale. This FAQ is made by SomaAddict ( Nixon Hazard ) and FireFlite (Mikeee ). If you want to use this FAQ for your website or webpage, please seek the author's permission. This FAQ is not meant for sale. Soma&Fire September 28, 1999