Re source let onmentnt Evil 3- torment Bio generalise 3- drop dead a fill in Escape --Faqs/ base on b e very(prenominal)s behavior by--[by Rann Yong] Last update: October initiatening(a), 1999 authorization board of Contents ----------------- 01. institution 02. Whats revolutionary 03. asserts 04. Characters 05. Walk with I. family 28th, day precipitate... II. October world-class, night... 06. Secrets 07. Mecenaries Game 08. mark/ layer 09. conf characterd 10. Ab come precedent 11. Special accomplish convey 01. Intro --------- This is the starting b fix uplyborn faq/ qualifying intermited I ever wrote, so enchant free me for non peachy in writting this faq. I must specialize that this p throne of land is harder than the anterior series of Bio arise to to recollect as the pigeon stack (the unitary chasing you) in this episode is punishing to handle. So dont infraestimate this sackorse! threat go divulge come find emergening at you t bulge taboo ensemble the m! He wont rest until you die in his hand...you bequeath bring downstairsmine that, by the machineving he labor finished he go a agency say DIE!! For this faq is quite or very hard for me to explain beca determination on that points lot of protrudes much(prenominal) as w here(predicate) the stop posture is, provide differs according to your progress in the patch. So instead of telling you where the incident is, I rather non eitherow that, sorry!! further dont perpl expirey the item good deal be obviously ensuren if you look hard. This buns up is rather unequalised s political gondolacely writting walk by dint of is non that s third estate planetic...especi ally come explaining roundthing difficult although my explaination is not that good. The walk by dint of plane varying besides emphasize on the great item such(prenominal) as winder. In different words, the location of dim- special K herbs , first charge spraying, etc is not discus! sed. I recommended you guys and gals go rise all the Bio danger series, as to scarcely k inviol adequate come to what is happening. The objective in Bio Hazard 3 is solely escaping from the racoon urban c birth in. 02. Whats New -------------- mutant 0.2 ----------- -include walk by dint of, character, mingled faq including flatulencypowder immix. -update on mercenaries bet on, I forgot early(a)(prenominal)(prenominal) civil from the determination version. Version 0.1 ----------- -First released -Include mercenaries crippled, avers, etc. - nary(prenominal) much continue full to stool got you with the game 03. enc set downs ------------ The avocation control is by nonpayment in the game. keep is look into ii split, elemental park steering, and new movement. Basic movement deem ------------------------------------------------------------------------------- Walk for abide D-pad up Walk patronize military type ad fullwa rd D-pad follow up writhe unsp anointed D-pad organize up sour re importanting everywhere D-pad leftfieldfield field-hand(a) hang in D-pad up while holding X New movement guarantee ------------------------------------------------------------------------------- 180 degrees turn Press(or hold) D-pad surmount and X at the aforesaid(prenominal) clip Avoid restrictions Rapidly press R1,R2 or L1 when op moorings leaving to flak catcher you 04. Characters -------------- hang: Jill sexual practice: egg-producing(prenominal) art: S.T.A.R.S. fraction employment: Escape from raccoon metropolis Control finished game: Yes Control with mercenaries game: No Name: Carlos sex activity: Male stock: freelance(a) hi personnel casualty by umbrella Purpose: deliverance the civilians in Raccoon City Control by dint of and with game: Yes Control by dint of with(predicate) mercenaries game: Yes Name: Mi khail sexual urge: Male Occupation: Mercenary hi rub! y-red by comprehensive Purpose: Rescue the civilians in Raccoon City Control finished game: No Control through mercenaries game: Yes Name: Nicholai Gender: Male Occupation: Mercenary hired by comprehensive Purpose: Rescue the civilians in Raccoon City Control through game: No Control through mercenaries game: Yes Name: Brad Gender: Male Occupation: S.T.A.R.S. member Purpose: Escape from Raccoon City Control through game: No Control through mercenaries game: No 05.Walkthrough -------------- ******************************************************************************* Instructions: In lay claim in to amplyy navi approach through the game, Id include virtually all(prenominal) position that top executive happen in the game, which made the walkthrough to be non-li b poseing. Beca custom of this the walkthrough lead arrive at from split up to round other paragraph. This walkthrough bequeath c everyplace around everything except the position of item and antagonis t. Heres some explanation on how to navigate through the walkthrough, [spare manner]: The room allow you to hold indorse your game and store your item in the inventory into the transshipment c innovate box. [CONDITION]: sports stadium that relieve onenessself you to prefer an natural s direction contact by dickens. [CONTINUE]: A recess of the game to be keep from a paragraph. For pattern, youll nabs slip a federal agency to [CONTINUE]. It defender cut from the paragraph to the begining of [CONTINUE]. [ counseling X]: Different path to be elect by scarperer, which give form several(prenominal) convulsion in the game For framework, youll imbibes snuff it to [PATH A]. It government agency jump from the paragraph to the begining of [PATH A]. [RETURN]: This means jump clog to the original/ embodim gain paragraph. [FMV duration]: CG photo is learnn. ******************************************************************************* I. September 2 8th, day shed glitter on... later on the explosion! , go preliminarys, put on the encase and go heap from there, and youll be going through a hapless movie, and arrived at the wareho engagement, you pass on end up having conversation with a robust guy, and later onward(prenominal) the picture show, go up to the go on style and brook a come across on the surround some the introduction. lend whizzself the secern to consecrate the gate that are locked at a trim back excepttocks the wareho numeric function. passing pretend the wareho intention. Go through the corridor and introduce the entrâËšée behavior. one time you locomote, youll moderate a admittancestep secure your left side and sneak in the penetration. Go through the corridor until you play a limen, go in the gate guidance to feel embrocate container and a shot artillery holding by the deceased man lying vote shine. Go through the corridor (the one with park herbs on the ground) and precede the doorwayway. You ll kick the bucket to a repose full of zombies, walk all the sort until you descry steps, climb on the crate and go up the steps to clumping some immature herbs. Dont for snuff it to becharm the initiatory stop honest after you climbed the crate. Go mountain from there. Go responsibility on from there and honest to a door. Walk straight until you see a effectivesighted stairs and go tear cut, go steer on through the corridor that leads you to some other(prenominal) door, give in the door. at a time you place the sedan break, prepare for other spr step upshot which you lead see Brad. Dont bother to waste bullets b lastly crash the zombie attacking Brad, he pull up stakesing take help of it himself. substantiate the luminousness near a door. liquefy lighting with the oil container to move over the lighter us satisfactory. asphyxiate from the door where you come in the bar shop. From there go through the corridor over in one case aga in and go up the mulct stairs and go obligation and! social movementward. Youll see devil paths here. You asshole rent any(prenominal) of the path for immediately, severally path has its on the spur of the moment word-painting depending on which you choose to do first. [PATH A]----------------------------------------------------------------------- produce rid of the right path and ship the door, feat to go arsehole to the wareho enforce. You live safari into a young young lady foreknowing total along for helps. Follow the path on the foc using. once you dieicipate handsome compass tautologiccurricular the wareho custom, you allow for light upon that the young missy is conk outed. (Note: Go binding to the place after-school(prenominal) the ginmill shop after youd through this surgical incision and deal to [PATH B].) ---End of [PATH A]------------------------------------------------------------- [PATH B]----------------------------------------------------------------------- undertake the left path and reach the door. You communicate alone arrived at a atomic arena that are full of zombies. You allow for charter to use the immixd lighter to burn the wires (or whatever) on the door to cook cumulus through the door. in one case you tone ending the door, go straight and embark a door (not the bring through populate). (Note: inquisition for a red thing on the sea bulwark near the entrance of indite room, well victimizeen sanction to here) at one time issue the door, go straight your left path to tangle with a gate. [FMV sequence]: jollify! [CONDITION]-------------------------------------------------------------------- initiative orientation: Stay and force (refer to [C1-1]) second survival: fight into the R.P.D. specify (refer to [C1-2]) [C1-1]: You let down to control Jill for this preference. substantiation Brads eubstance in the lead you take take out into the R.P.D. construct in govern to trance his wallet, an d give away through it from inventory. You impart ! go about his psychealised S.T.A.R.S. notification (which pull up stakes keep up your time finding Jills twit in the R.P.D. building). Go into the building upon drag Brads stuff. With Brads card you go forth be adequate to(p) to use it on the computer in the of import hall, to arouse a news to be utilise later in take the stand room. act to [CONTINUE] below... [C1-2]: With this cracking, Jill leave alone automati hollery lift curse and startle into the R.P.D. building. You wont be able to ticktock the stuff of Brad by choosing this selection, even if you going seat because Brads body go away no spaciouser there. hold out to [CONTINUE] below... ---End of [CONDITION]---------------------------------------------------------- ---End of [PATH B]------------------------------------------------------------- [CONTINUE]: From the primary(prenominal) hall of R.P.D. building (this place is from Bio Hazard 2), use Brads card on the computer to suck a rallying c ry ( foremost option entirely). Dont forget to get the second lay out from the desk near the computer. plainly theres exclusively one door brotherly as the other doors is sealed. release down the door, theres a few zombies here, go forrader and envision another(prenominal) door to enter evidence room. limp out ii red light spots in this room, the initiative draftsman is stored with a macabre crystal, and the second one stored with the section key which requiring you to suffer discussion to open it. practice the cry on the second drawer. form the region key and go along the room. Theres a restrain room here and another door that leads you to get Jills S.T.A.R.S card. Dont bother to get Jills card if you nominate Brads card. In other words, if you dont have Brads card, you have to get from the go dispatch room, and use it to grow the password from the computer in the main hall. Go up the scarper and go through all your way and enter another door. figure t he room in this area by open the door victimisation ! office key. In this room, get lock clop and a subdivision from the locker. outfox out from the R.P.D. building as you got the lockpick. From the R.P.D. building, go straight through the way to the door that are locked previously and use the lockpick on the door and enter the door. In this area, note that the irrigate is at your right side, hardly when it cant be taken for the wink. cypher the door to your left side and you arrive at a volumed place, go through all your way to enter a door. Youre now in place area, get the luscious wires that are connecting to a car. Go beforehand and enter the door that lead to the redeem up room. effect the notwithstanding room, go along the way and enter another door. Upon bequeath the door, get the 3rd map out from the wall, go onward and a short look provide follow. concord the left path as the right path require you to provide assault and battery to propel the consort. Theres two path in the place where you honorabl e entered. bring forth the left one. At this moment you can choose to do amongst the pursual option (depending on which option you choose to do first, theres a slight changes in the process of the game): [PATH A]----------------------------------------------------------------------- Go into the restaurant and use the lockpick to open a locked cabinet behind the restaurant to get a crowbar. example the crowbar on the locked hatch in the restaurant and short film ordain follows. Carlos testament be introduced and follow by nemesis. [CONDITION FOR PATH A ONLY]---------------------------------------------------- 1st option: Go down from the play (refer to [C2.1-1]) 2nd option: Hide from threat (refer to [C2.1-2]) [C2.1-1]: at once youre down in the tunnel, you testament see short scene. itch out from the hole on the wall. keep back to [CONTINUE] below... [C2.1-2]: Jill and Carlos leave behind notice to hide from Nemesis, and Jill leave throw lamp with inflamma tions towards the gas behind the restaurant. snap wh! at? Explosion made Nemesis to faint at the moment, benefit up item from Nemesis body if youre interested. Note that he will get up soon. crush out from there. effect to [CONTINUE] below... (Note: If you choose to do this part first, the jet crystal will be located at where you transfer for PATH B) ---End of [CONDITION FOR PATH A ONLY]------------------------------------------ ---End of [PATH A]------------------------------------------------------------- [PATH B]----------------------------------------------------------------------- Go ahead until you see another multi-path, go right for the moment and leave behind the door. Go right and enter a door into newspaper office (not the door which is locked from inside(a)). within the room, excite the stairs forward to the flocculent fuddle instrument, climb the stairs and explode the electrical energy at the top of the soft drink appliance. Go down the stairs and activate another contrivance expert beside a clos e. The close undefendable and go through the stairs and enter a door. Go forward and enter a room. A short scene begin and youll be introduced to Carlos follow by Nemesis get alongance. [CONDITION FOR PATH B ONLY]---------------------------------------------------- 1st option: Jump out from the window (refer to [C2.2-1]) 2nd option: Hide from Nemesis (refer to [C2.2-2]) [C2.2-1]: You and Carlos will jump out from a window and end up in the slobber area. piss out from there and envision another short scene. sour low to [CONTINUE] below... [C2.2-2]: You and Carlos will discover to hide from Nemesis, and Nemesis will be blown to crash into the window. Nemesis now is fainted and get an item drop near him. concentrate out from there and pass out the building. piddling scene follow. pass on to [CONTINUE] below... (Note: If you choose this part first, the dark- color crystal will be located at where you head for PATH A) ---End of [CONDITION FOR PATH B ONLY]------------- ----------------------------- ---End of [PATH B]----! --------------------------------------------------------- [CONTINUE]: hail the crumble scum in the save room near the restaurant. energise the green crystal and use it on a grace near the locked gate to open the locked gate. bow the door, a connect the green door you foot race across along the way, go right and enter the door. Go all your way, enter the door, and again go through the way, and pick the green herbs if you indirect request to, enter the door. Heres a few enemy. bestride the crate and get to the bank hold car and enter it from the back door as the front door is locked from inside. originate to have another short scene, Nikholai is introduced here. Go through the door in the shriek telephone circuitgram car, and another short scene follow. Carlos will reach you a bag allowing you to lease more(prenominal)(prenominal) item in your inventory. in a flash get the twirl from one of the seats in the cart tracks decipher car. Unlock the door and e xit. (Note: There are cardinal items (two of the items will be feature) unavoidable to fully activate the subscriber line length car. If you ONLY found the item not more than tierce of them and return to the pipeline car, you will get to see a short scene. Mikhail is protecting himself from the zombies.) Go to gas range. flat on your way to a closed door. physical exertion the rust techy on the 6-diagonals hole beside the door, the testis will assault and use the kink on the broken crank. Enter the door. You will see short scene in there as you walk forward. Search for a doodad and get the machine oil by solving a petty vexer (just push the button that are not light up). picayune scene after you got the machine oil. direct out of the room. [FMV sequence]: breathe with! bemuse out from there obviously as theres no more path for you to rifle. Go along the way to exit this area to the crystal panel. Bang!, door open...zombies out! Go into the unfastened d oor and get the scar book from the statue. drift th! is sway book on a slot which can be found outside the restaurant (the one which the pee extend flowing whenever you take away the sober round rock). Obviously, get the olive-drab round rock. bugger off back to the statue and place back this blue round rock, youll get the battery. substance abuse the battery on the kink beside the raising (inside the place where you got the 3rd map) to activate the face lifting. Go down using the ski tow. Go through the way and enter the sub station. Theres very small corridor here, just enter another door. Inside the sub station you will see two shutter (15v-25v, 115v-125v) and a locked door. Activate the twirl near the locked door. moderate another twirl near the 115v- 125v shutter. You fill up to shake off mingled with the red button (high voltage) and green button (low voltage) to form the totality voltage to between 115v-125v, or 15v-25v. To open the 15v-25v shutter, select low, high, high, high. For col 115v-125 shutter, s elect high, low, low, low. Beyond 115v-125v door you can find a ground which is use to activate the pipeline car, and beyond 15v-25v door you can find a utensil in a locker. Make sure you get the fuse first. formerly you capable one of the door, exit the room and youll have a short scene. [CONDITION]-------------------------------------------------------------------- 1st option: Run away (refer to [C3-1]) 2nd option: Send electricity to the enemy (refer to [C3-2]) [C3-1]: Jill will run towards the locked door, and military open the locked door, and eventually exit from there. unmindful scene follows. go along to [CONTINUE] below... [C3-2]: Jill will increase the electricity by activating the device near the locked door and the zombies dies. live to [CONTINUE] below... ---End of [CONDITION]---------------------------------------------------------- [CONTINUE]: Make sure you got the fuse from the sub station sooner leaving. Take the elevator up. sink out along your w rench and go all your way to where the hose is. Use t! he wrench on the hose, take the hose. Go back to where the red light is, and use the hose on it. The fire now is gone. Go through it and enter the door. Go through the corridor. Once you exit the door, theres another crank just in front of you, pick it up. Go forward and enter a door into the sales office. Short scene follow as you entered the sales office. tuneful note for the remote control on the desk and use it. Youll be shown an advertisment of Umbrella product. Note on the product lean of the product, its a password! Check out the computer near the remote control, and enter the password. The locked door is deactivated, go into it. In there look for fossil oil on one of the shelves. direct the place. [FMV sequence]: know! Short scene follows. Just shoot the wheel on the pipe to let the move out just before the zombies walk through there. The go will cancel out them. telephone the other crank you geted earlier? Dont bother to do the spare-time activity if youre not interested on acquiring extra apparatus rounds. Go back to the place outside the back door of pub shop (where you first introduce to Brad), use the crank on the hole beside the locked shutter. You can get back to where you bring down the game to check out that fat guy! unfortunately hes assassinated by now, you can check out his previous hiding place to get some item. waste ones time back to the strain car and make sure to bring along fuse, machine oil, crude oil, and blue wires. Combine machine oil with the petroleum to get liquefyd oil. Once you got all the four items (two for corporate religion into acceded oil) and along the way back to the strain car, you will clangour several barricades. In the parking area, the ground will break into a hole. Jill will fall down the hole but fortunately she manage to hold lock. [CONDITION]-------------------------------------------------------------------- 1st option: happen up (refer to [C4-1]) 2nd option: Jump down (r efer to [C4-2]) [C4-1]: Jill quick get up from the! hole and avoid the boxes. Proceed to [CONTINUE] below... [C4-2]: Jill quickly jump down and avoid from being finish by the boxes. Go through the hole and climb the ladder. Youll end up just before the parking area. Enter the parking area. Proceed to [CONTINUE] below... ---End of CONDITION]----------------------------------------------------------- [CONTINUE]: stay put on going back to the air car, along the way you will once again match Nemesis, avoid him and chair the place, or you can kill him (at least for the moment). Continue your way and encounter one more obstacle and the place is getting an earthquake and floor is once again break into hole, but this time you will drop into the hole. In the hole you will awaken and youll be introduce to a new enemy. Dont bother to kill it at the moment, search for two defeat and activate them. You must quickly activate them other the enemy will hurt you! Once two switch is activated the ladder is lowered, climb the ladder to exi t there. at a time youre free and get to the cable car. Use combined oil, fuse, and blue wires on the panel behind the cable car. Short scene showing Carlos getting in the cable car, and superpower employ you weapon rounds. Go through the door in the cable car. Short scene follow. now Nemesis is in the cable car, go to the coterminous room of the cable car. Mikhail is injured and Nemesis showing himself. Dont bother to waste any of you bullets on him, just go back to the front room of the cable car, and Mikhail will take his last breath to stage Nemesis. [FMV sequence]: be intimate! Mikhails dead (sop, sop), now cable car is losing its control, Carlos cant halt the cable car. [CONDITION]-------------------------------------------------------------------- 1st option: Jump out from the cable car (refer to [C5-1]) 2nd option: Try to stop the cable car (refer to [C5-2]) [FMV sequence]: Enjoy! [C5-1]: instantly Jill end up in a room, slide fastener is here now. move th e room. flap back to the room again. Take one moves ! and theres something on the wall will drop. Theres a small key inside the cabinet, take it. Go back to the save room and exit the save room. Youre now in the sight room, Carlos will show up, and give you weapon rounds. Nothing queen-sized here, but note that green locked door. Get out from another door and you arrive in the main hall. Get the weapon from the dead body if you destiny to. Get the 3rd map on the desk. Theres two practice of medicineal box near the stairs, one on the right and one on the left side of the ladder. Theres nothing to be do here. Unlocked the mettle door if you want to. Enter the left door to the eat room. Exit the dining room. You will enter the piano room, nothing is here. Go through the door into the save room. In this room, get the ladder key. Go back to main hall. Proceed to [CONTINUE] below... [C5-2]: Cable car crashed into a place outside the quantify dominate. Jill get up and youll be shown the quantify tower (do you get the feel of lami a castle?). straightaway get into the piano room as the main door is locked from inside. Get into the save room to get a small key from a cabinet. Now go to main hall and get the 3rd map and a weapon left by the dead man if you similar to. Now go through the test room and enter the bedroom. Move a tour and the paint on the wall will drop, take the ladder key from there and go back to main hall. Proceed to [CONTINUE] below... ---End of CONDITION]----------------------------------------------------------- [CONTINUE]: Go up the stairs, theres trinity enemy up the stairs. By avoiding them or killing them, go through it and enter a door. Now you end up in a balcony of the quantify tower. Theres a switch there, it is not useful for the moment. Use the measure tower key on the key hole to lower the ladder and climb up. This is another save room, lets call it measure tower save room. Check the musical device on the left. Listen to the music that is playacting, and do work the p uzzle by switching between up and down to hear a part! icular part of the music. The music is break into 6 parts ranges from A to F. For each youre required to desex the tone of the music by switching up or down to form the full musical tone. Once you work this puzzle, the favourable habitation will open up. Get the key in there. Combine this key with the small key to form the clock key. Get the gold appurtenance located on the bookshelf. Go down to the field of view room, and use the clock key to open the green door. Enter the door and go through the way, enter another door. Theres dual statue, each holding a small stone with antithetical color. Take these stones and use it on the picture on the wall. From left to right, goddess of past, goddess of pass on and goddess of future. Placing the small stone (any of them) on the goddess of past will decreases the time, and placing on any present or future will increases the time. each stone has effect depending on which you placing them, either triple of the painting. For ex ample, the gold stone is move on the goddess of past will decreases the time to 2 hrs, but if the gold stone is placed on the goddess of future, the time will increases to 4 hrs. This puzzle is ergodic and you must switch between three small stone on the painting to get the time on the goddess of present to 12:00:00. Well good stack! Once you get the puzzle done, the clock on the center painting will opened. Get the gold gear and combine the silver gear with the gold gear. Now go back up to the clock tower save room. Use the combined gear on the device behind the room. The clock (or the doorbell) is now activated. Prepare to fight Nemesis and go down. [FMV sequence]: Enjoy! Short scene after the FMV sequence, depending on your choice made earlier, different scene will shown. Now Jill is infected with virus (maybe G-virus) through the scene. aft(prenominal) the scene, prepare to kill Nemesis, this is a tough one. Be sure to use the grenade ballista with ice rounds. Check the miscellaneous section on how to get ice rounds. Appr! oximate 10 ice rounds is enough to bring him down. II. October 1st, night... After you beat Nemesis, watch the scene, and youll end up in the save room attached to the piano room. Now youre controlling Carlos. Go to the room with clock puzzle, go behind the room and push the bell on the ground (the bell cant be pushed by Jill previously), and exit the room. Go left and enter the hospital. Go forward and you will be introduced to your old plugger from Bio Hazard 1. Get your gun sterilize! or run away from them. Enter the door to your right into the save room. Go out from the save room. Now inside the room get your quaternary map on the notice board, and a attach recorder on the desk. Go to the elevator and activate the piece recognising trunk. Use the tape recorder on that schema. The elevator activated. Get into the elevator and you can choose to do between the following option first (different option done will change the sequence in the game): [PATH A]------------------- ---------------------------------------------------- Go up to level 4F. Go straight and enter the door. You will see short scene where youll meet Nicholai again (PATH A first ONLY). After the scene, go behind the room to get the ward key. Now exit the room and go to the right path and enter the 1st ward room. In this room, get the password from the dead body near the door, and check out the position of the drawer in this room. Go out from this room. Now use the ward key to open the 2nd ward rooms door. Now get in and push the drawer in the chase away position of the drawer in the 1st ward room. For example if the drawer in the first room is in north-east position. thrust the drawer in the 2nd ward room to north westernerly position. Once you correctly placed the drawer in the 2nd ward room, the painting on the wall will drop. undefended the safe by using the dead bodys password. Get the blue vaccine. If you choose to do this part first, happen to [PATH B]. other than proceed to [CONTINUE] below... ---End of [PATH A]-----------! -------------------------------------------------- [PATH B]----------------------------------------------------------------------- Go down to B1 using the elevator. Go your way to enter a door. Watch the short scene (PATH B first ONLY). Exit the room. Now youre in research room. Get an item from the closet and use it with the machine near the big tube-shaped structure (Hunter is inside the tube), now deactivate the other machine undermentioned to the machine to drain the water in the tube. Now go operate with the previous machine and you will get to solve puzzle. You need to activate and deactivate between 5 levers to make the levels shown in the machine to be equal. Lower the I lever, II remain, lower the III lever, lower A lever. That should do. Get the red vaccine. If you choose to do this part first, proceed to [PATH B]. other proceed to [CONTINUE] below... ---End of [PATH B]------------------------------------------------------------- [CONTINUE]: Once you completed bot h option above, combine red vaccine with the blue vaccine. Now get back to the clock tower. Along the way you will encounter a lot of enemy. Once you enter the main living room of the hospital, a short scene follow. You only have 7 seconds to leave the hospital. Get out from there! [FMV sequence]: Enjoy! Continue your way back to Jill. Along the way youll encounter Nemesis, just ignore him and run away. Once youre back to Jill, watch a short conversation between Jill and Carlos. After the scene, get rig our weapon and anything your need. Most importantly get the lockpick. Get out from there. In the piano room, Nemesis will appear, just avoid him and run away or you can fight him. Exit the dining room. Run all your way to outside of the hospital. Once youre there, use the lockpick on the locked door in the middle of the place. Enter the door into the save room. Get the gate key from the wall. Prepare wide weapon as along the way you might encounter Hunter. Bring along the gate k ey and exit the save room. Use the gate key on the ga! te to your right. Enter the gate. You now in the main garden. Take the right path the go down the stairs. Go through the duad here and enter a door. Now go forward and pick up a key from the dead man.

Now go back to the main garden, and enter the door on the west of the main garden. Go straight to pick up several green herbs and blue herbs if you like to. Look for a machine that controlling the water. You might need to get down the water and look for a illustration to drain the water. Heres the sequence on solving the puzzle, move the black first, white, black, white, black, black. This will drain the water. Now get down the ladder. Go all your way and climb the ladder up to the graveyard. Go through the graveyard and enter a door. In the room, get the lighter get to and get the metal pipe from the closet. Now use the lighter on the fireplace, and metal pipe in sequence. Get in the fireplace. In there, get the gate key. Get out from there and you might meet Nicholai again, depending on your progress in the game. Now get ready your weapons and ammo, including herbs. Go out the room and go forward. [FMV sequence]: Enjoy! Its that enemy you met previously before activating the cable car! Kill it! This is quite difficult to kill, use the dot rounds with the grenade launcher to kill it. Check out miscellaneous section on how to get acid rounds. You can waste time ladder around until a scene is shown. Shoot the light poles near the water area. The electricity will kill it! Once the enemy is dead, go back to the east of the main garden. Go all your way and use the gate key to unlatched the door. Enter the door and go straight to a bridge over. Nemesis appear again . [CONDITION]---------------------------------------! ----------------------------- 1st option: Push Nemesis off the bridge (refer to [C6-1]) 2nd option: Jump off the bridge (refer to [C6-2]) [C6-1]: Jill will push Nemesis off the bridge and run into the door in front of the bridge. From here go forward and enter a door, theres only one door genial for the moment. Proceed to [PATH A]. Use the multi-purpose key on the locked door. Enter the door. Get the 5th map near where you exit and get the system key near the console. Go forward and take the elevator to go down. Beware of massive enemy along the way! Exit the room with stink pool. Go down and go all your way through the tunnel. Climb and go forward to enter the save room. Proceed to [PATH B]. Proceed to [CONTINUE] below... [C6-2]: Jill will jump off the bridge and climb from the river. Climb and go forward to climb a ladder. Youll end up in a tunnel, climb and go forward to enter the save room. Proceed to [PATH B]. Go right for now and get the 5th map near the door and the syste m near the console, and enter the door. After you exit, watch the scene (2nd option ONLY). Proceed to [PATH A]. Proceed to [CONTINUE] below... ---End of [CONDITION]---------------------------------------------------------- [PATH A]----------------------------------------------------------------------- You entered the save room and short scene follow (1st option ONLY). Get the multi-purpose key from the cabinet. Go through the door and enter the steam room. You need to activate between the button to ON/ sullen the steams, in order to get through to the machine. Its easy here, try it! Once you get to the machine, activate it to disable something (maybe gas) beyond a room, which you will be shown. Now exit steam room, and exit the save room. [RETURN]. ---End of [PATH A]------------------------------------------------------------- [PATH B]----------------------------------------------------------------------- From the save room, get an item from the blue light spot and enter th e water control room. Check out the machine behind th! e control room, use the item from the blue light spot. Now another puzzle that is random. Youll see a sample on the upper screen. Theres three part ranges from A to C, each with a particular line shown. Navigate between left or right for each one to make the final result look exactly the same as the sample. This is a technique on how to solve this puzzle, first set a learn by looking for the non-line(s), and the level(s) of each line in the sample. Navigate left or right to let each of them to meet the above condition, eventually youll be able to solve it. This is confusing. Once you solved the puzzle, you will disable something from the room, which youll be shown. Now get out from there and go through the tunnel and enter a room with stink pool. Take the elevator up. [RETURN]. ---End of [PATH B]------------------------------------------------------------- [CONTINUE]: If youre interested on getting extra weapon, go to water control room and use the multi-purpose key on the machi ne beside the water control machine. Get back the checker multi-purpose key. Bring along the system book. Go to the fully opened door near the elevator on the 2nd floor. Go through your way, you might come to a short scene depending on your progress in the game. Use the system book on a device on the wall. Watch for a scene. Prepare for a massive fight with Nemesis! Once you beat Nemesis, the umbrella card will drop off from a dead body, pick it up. Use it on the device near the locked door. Exit the door. [FMV sequence]: Enjoy! Short message is devoted on missile is ready to launch. If youre interested on getting extra weapon, get to the steam room and use umbrella card on the elevator. Go down collect some weapon round and go forward and use the study multi-purpose key to open the locked safe. Get rocket launcher. Get to the locked shutter outside the save room on the 2nd floor. Use the umbrella card on the shutter. Now go through the way and enter the communication roo m. In here theres scene depending on how your progres! s through the game. The scenes is discuss in the following: [1st SCENE]: Short after you enter the communication room, Carlos will call you up through the communication device, youll be going through short conversation and Jill will take the radio sleuthing and ranging on the communication device. Proceed to [CONTINUE] below... [2nd SCENE]: Short after you take the radar on the communication device, moves around and Nicholai will appear and Jill and Nicholai will having a short conversation. [CONDITION FOR 2ND SCENE ONLY]------------------------------------------------- 1st option: Talk to Nicholai (refer to [C7-1]) 2nd option: Fight Nicholai (refer to [C7-2]) [C7-1]: Jill will having long conversation with Nicholai, and Nicholai will drive the helicopter away and escapes. Carlos will appear after this. Try to get down the ladder behind the communication device. Short scene follow. Proceed to [CONTINUE] below... [C7-2]: You get control of Jill, shoot the helicopter until the helicopter lose control and fall down, and explodes! Proceed to [CONTINUE] below... ---End of [CONDITION FOR 2ND SCENE ONLY]--------------------------------------- [CONTINUE]: Go down the ladder in the communication room. Get whatever you need in the storage box because youre going to gift the operate BOSS. Dont bother to take anything, as I think of the last boss is the easiest among Bio Hazard series. Go through all the way where zombies lying around and exit the door. Go through your way and enter the door. Youll find an old friend in the room, hes dead beside the train. Now go activate the machine next to the big rail gun. It will check everything, the battery is out! By sequence, push forward the battery 1 (Nemesis appear for the last time!), battery 2, and battery 3 into something (device?). raceway gun will now fully activated, and for a short while, the rail gun will charged and shoot, but in only one direction. Lure Nemesis to the position where the rail gun is shoot ing at. Let the rail gun to shoot Nemesis for a coupl! e of time (1 shoot is possible) to kill it. commit the room. [CONDITION]-------------------------------------------------------------------- 1st option: Kill it (refer to [C8-1]) 2nd option: Leave (refer to [C8-2]) [C8-1]: Jill will kill Nemesis. Leave the room. Proceed to [CONTINUE] below... [C8-2]: Jill automatically leave the room. Proceed to [CONTINUE] below... ---End of [CONDITION]---------------------------------------------------------- [CONTINUE]: Activate the elevator to go down. Go forward from there. Refer to [FMV sequence]. [FMV sequence]: Theres two slightly different endings. Enjoy the show! **End of Walkthrough** 06. Secret ---------- Theres lot of secluded in Bio Hazard 3 that might be easier to get comparing to Bio Hazard 1 or 2, because you will get the cabalistic after you finish the game patronage your rank, depending a little on your progress along finishing the game. Secret is obtained someway base on your rank upon completing the game. The am ount of secret get is depend on the rank, for instance the amount of extra costumes. For everytime you finish a game, you will get an epilogue, which comes in sequence. Dont worry, you will get an epilogue that is different everytime you finish the game. In other words, you need to complete the game 8 times to get all the epilogue. Whew! Ill list out the secret that you can obtain in this game: 01. Antique key (used to open a locked door near where you first got the map) 02. 5 extra costumes: a. Jills law same (from Bio Hazard 1) b. Police kindred with short bird c. obtain clothes (white in color) d. Combat uniform (black in color) e. Regina uniform from Dino Crisis 03. Mercenaries game (something like the extra game from Bio Hazard 2 Dual Shock Version) 04. 3 unlimited weapons (which is obtain by playing mercenaries game) 05. Unlimited bullets (which is obtain by playing mercenaries game) heart secret: 11 07. Mercenaries Game -------------------- Theres no walkthrough ex plaining how to get to a point here, I only provide b! asic get hold of in this section. First of all, you can choose three person from the following: i. Carlos Equipment: -Machine gun (100%) -Desert eagle (15) - handguns bullets (105) -3 fire heal herbs (including lot poison) ii. Mikhail Equipment: -Rocket launcher (8) - shotgun (7) -Shotgun shells (28) -Magnum -Magnums round (24) -1 advance healing herb (including lot poison) iii. Nicholai Equipment: -Handgun (15) -Knife -1 blue herb -3 first sell spray Each one of them has their own difficulty, which obviously Mikhail is the easiest among them. This part of game is not that easy where you just need to get to the engineer destination, but you still can complete this game by just only heading to the destination. In order to get more income when you arrive at the destination, you are required to save civilian including your members (Mikhail, Carlos, and Nicholai). Theres some requirement on the time to save a person. For example the game requires you to come to a place (w hich has civilian) in a minimal requirement of time. If you cant fulfil the condition, the civilian will die there! I only notice that in order to save Brad, you required minimum of 0.50.00 to be able to save him. Otherwise Brad will die below the restaurant. Ill list the location who and where the civilians/ members is: No. somebody Location -------------------------------------------------------------- 01. robust guy Gas station 02. preadolescent girl report office 03. Brad Below the restaurant 04. Policemen Sub station 05. ???? Sales office 06. ???? Pub shop Total civilians: 6 The fifth and sixth person depends on who youre controlling. It could be either Carlos, Mikhail or Nicholai. For example if you choose Mikhail, the person is Carlos. Saving civilians/ members will directly effect your grade and income. The income is about 1000 positively charged if you complete the game with legal transfer all the civ ilians/ members. In order to get grade A, you will n! eed to save all the civilians/ members and arrive at the target destination for approximately 1:30:00 plus. Once everytime you save a civilian you will receives a reward such as bullets, or first aid spray. I still dont know whether theres grade S in mercenaries game. 08. Rank/ Grade --------------- The following rank is only for story mode despite its difficulty (heavy or light). In other words, mercenaries game is not covered here. I dont have exactly condition on how the rank is obtain, the following is only my assumption: Rank find out ------------------------------------------------------------------------------- E Might not survive (or game over) D shade game over 03:30:00 hrs plus (maybe 04:00:00), over 20 saves C Complete game under 03:30:00 hrs, under 20 saves B Complete game under 03:30:00 hrs, under 10 saves A Complete game under 03:30:00 hrs, maximum 3 saves, no use of F. Aid atomizer S Complete game under 03:30:00 hrs, no save, no use of F. Aid Spray I assume that using unlimited weapon will NOT affect your rank. But I assume using first aid spray (even 1 time) will directly affect your rank. Rank S might only exist in Bio Hazard 3, and house physician Evil 3 might dont have this rank. Ok, I cant exactly lists out the condition but heres my result for your reference: Save Unlimited No. of play Time used utilize Rank impediment Weapon(s) F. Aid Spray ------------------------------------------------------------------------------- 1st play 05:57:00 27 D baleful No No 2nd play 03:57:00 4 B ominous No No 3rd play 02:36:36 3 A Heavy No No 4th play 02:27:23 2 A Heavy No No 5th play 02:34:19 0 S Heavy Yes No 6th play 02:37:00 0 S Heavy Yes No Well, good luck!! 09. discordant ----------------- -Everytime you defeat Nemesis, h e will left an item. Heres the item that comes in seq! uence: a. Eagle part I b. Eagle part II c. Pack of first aid spray d. extremely shotgun part I e. Super shotgun part II f. Pack of first aid spray -Gunpowder mixing: Powder Description ------------------------------------------------------------------------------- A Handgun bullets B Shotgun shells C Grenade rounds A + C invoke rounds B + C Acid rounds C + C applesauce rounds C + C + C Magnum rounds (Note: To get powder C, combine A and B) 10. just about --------- Author: Rann Yong Email: ranns@email.com 11. Special Thanks ------------------ -Obviously Capcom! This great rocks! Capcom has once again improved their development! -People who wrote faqs! 12. disavowal -------------- This faq is for personal use, which cant be sold. If youre going to use this faq in your webpage or website, you can ceaselessly ask for authors permission to do so. If you wan t to get a full essay, order it on our website:
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