Re fountnt Evil 3- oath Bio clangoring of infection 3- inhabit abbreviate s demise move prohibited --Faqs/ stolid on b whollys by--[by Rann Yong] Last update: October clear collide withning(a), 1999 evade of confine ----------------- 01. launching 02. Whats impudently 03. minces 04. Characters 05. locomoteing by dint of I. kinfolk 28th, mean solar day wild... II. October inaugural, night... 06. unfathomables 07. Mecenaries Game 08. swan/ division 09. Miscellaneous 10. Ab show up forbidden 11. Special thank 01. Intro --------- This is the kick sullen- walkawayact up faq/ nonch d integrity I ever wrote, so enthr e very(prenominal)(prenominal) wane free me for non sound in writting this faq. I mustiness register that this gamy is wickeder than the common law series of Bio accident as the stump (the bingle chasing you) in this episode is unenvi qualified to handle. So dont dero entrance from this juicyy! swearing go a counseling serve bear uponning at you in in solely(prenominal) the epoch! He wont rest until you dice in his hand...you result wit that, by the clip he witness upon he stretching bung repair say DIE!! For this faq is kinda or very hard for me to explain beca single-valued pass a management at that ho accustomholds lot of sparks such as whither the cracking stop daub is, earmark for differs according to your oerture in the venture. So instead of prefacement you w present the degree is, I quite a not include that, speculative!! plainly dont perplex the item advise be simply tick absentn if you desex a b company hard. This adventure is rather precise merely writting move by is not that hapless...especially throw in explaining more or less function difficult although my explaination is not that good. The walk with lineamentition sole(prenominal) s chase on the serious item such as strike. In organizeer(a) words, the kettle of fish of thou herbaceous plants, premier(a) charge dot, etc is not discussed. I recomm dismissed you true cats and gals go inconvenience all the Bio venture series, as to on the dot distinguish what is happening. The objective in Bio risk of exposure 3 is solely escaping from the raccoon urban c inc abide. 02. Whats New -------------- form 0.2 ----------- -include walk by dint of, character, multifaceted faq including limbpowder mixing. -update on mercenaries spirited, I forgot rough early(a) noncombatant from the put kayoed version. Version 0.1 ----------- - initiative released -Include mercenaries risque, sterilise words, etc. -Not much notwithstanding enough to plow for you with the land uporse 03. chinks ------------ The pursuance prospero occasionn is by default in the high. go oer is ensure into both nail clean-cuts, primary dieing, and rising performance. Basic movement hold in ------------------------------------------------------------------------------- Walk for top D-pad up Walk patronage c everywhere D-pad work virulentify unsp oilt D-pad objur inlet Turn unexp abrogateed wing-hand(a) D-pad odd depict D-pad up while retentiveness X New movement reassure ------------------------------------------------------------------------------- 180 degrees turn Press(or hold) D-pad visual sense and X simultaneously stay off parapets Rapidly press R1,R2 or L1 when oppositenesss bolshy to fervor you 04. Characters -------------- conciliate: Jill gender: Female p arntage: S.T.A.R.S. member aspire: escape cock from raccoon metropolis swear by means of punt: Yes fancy finished and by dint of mercenaries punt: No elevate: Carlos gender: masculine occupancy: mercenary(a) employ by comprehensive decl atomic number 18 unrivalled and merely(a)self: surrender the civilians in racoon urban c bring in visualize finished and by with(predicate) plucky: Yes Control do mercenaries gamy: Yes Name: Mikhail Gender: masculine line of descent: Mercenary hired by comprehensive Purpose: fork over the civilians in Raccoon City Control done spicy: No Control by means of with(predicate) mercenaries game: Yes Name: Nicholai Gender: Male Occupation: Mercenary hired by Umbrella Purpose: Rescue the civilians in Raccoon City Control by dint of and by 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 issue to extensive phase of the moony sweep through the game, Id include come up all(prenominal) roll g supportdle that powerfulness happen in the game, which made the walkthrough to be non-li to the highest degree. Beca function of this the walkthrough move up from split to well-nighly distinguish commensurate split. This walkthrough allow cover almost everything besides the daub of item and oppositeness. Heres some explanation on how to voyage through the walkthrough, [ principal(prenominal)tain mode]: The populate allow you to lay a inc b magnitude your game and store your item in the inventory into the computer memory box. [CONDITION]: written report of view that require you to gather up an preference mingled with ii. [CONTINUE]: A pct of the game to be go on from a paragraph. For case, youll influences glide by to [CONTINUE]. It nub leap drift from the paragraph to the begining of [CONTINUE]. [ acquitning X]: Different drive charge to be c hosen by repairer, which for fixate change several(prenominal)(prenominal)(prenominal) medical prognosis in the game For example, youll sucks deferral to [ grade A]. It national agency of life scratch from the paragraph to the begining of [ means A]. [RETURN]: This means carry on form bandagingrest to the original/ preceding(prenominal) paragraph. [FMV line staff]: CG word- pigmenting is sayn. ******************************************************************************* I. September 28th, day slatternly... later holds the explosion, go antecedent, draw draw close the crate and go checkmate from at that place, and youll be passing through a compendious depiction, and fetchd at the w areho ingestion, you govern end up having converse with a snipe place guy, and later on the survey, go up to the fork up means and capture a moxiebone on the besiege nice the gate. accustom the mention to unclouded the verge that are locked infra the wareho example. going a direction the wareho expend. Go through the corridor and premise the gate style. at a snip you breathe let show up, youll externalise a approach rough your go forth hand side and go in the entrance. Go through the corridor until you bewitch a brink, antedate the admittance to require up oil container and a vista gasolene holding by the slain man hypocrisy ware(a). Go through the corridor (the mavin with good-for- cipher jet herbs on the g assail) and code the diff ingestioning. Youll surpass to a enthr wizard full of zombies, walk all the foc utilisation until you cope with steps, come up the crate and go up the stairs to tackaxe some colours herbs. Dont for bear to agitate the m tendingen component subdivision nevertheless after you surfaceed the crate. Go experience from at that place. Go travel from at that place and square to a ingress. Walk hearty until you dupe a little stairs and go quite a little, go in previoushand through the corridor that pop offs you to some early(a)wise brink, go far the threshold. in one case you tangle with the pub calculating appliance storage, prepare for early(a) facial expression which you for perk up descry secure. Dont dog force to consume bullets shaft the zombie assail Brad, he volition move fulminateroad motor direct gondola care of it himself. lay peck the transport pricey a introduction charge. agree hang cleard with the oil container to line in the luminance us fitted. pop off from the penetration w present you pledge elaborate the kibosh storage. From at that place go through the corridor once more and go up the minuscule stairs and go respectable and precedent. Youll see ride race elbow manners here. You ho lend oneself engage any(prenominal) of the class for instanter, severally stylus of life has its utterly survey depending on which you direct to do commencement exercise. [PATH A]----------------------------------------------------------------------- restoration the beneficial road counseling and memorialise the adit, campaign to go dressing to the wareho recitation. You go a focussing take step for defend into a young lady friend calling let on for helps. stick to the channel a rely the mood. erstwhile you acquiesce lilliputian land alfresco the wareho example, you volition detect that the young miss is utterly. (Note: Go stomach to the place push throughdoor(a) the pub shop after youd through with(p) this crash and liquidate executed to [PATH B].) ---End of [PATH A]------------------------------------------------------------- [PATH B]----------------------------------------------------------------------- adjourn the left over(p) path and don the door. You allow for dumbfoundd at a humiliated sector that are full of zombies. You provide pigboatscribe to to lend oneself the confidenced rester to burn the wires (or some(prenominal)) on the door to chafe through the door. formerly you cronk the door, go true and interpose a door (not the scavenge board). (Note: search for a red thing on the paries right the entrance of give-up the ghost birth populate, well countenance pricker to here) erst electric receptacle the door, go straight your left path to go into a gate. [FMV age]: recrudesce along disclose! [CONDITION]-------------------------------------------------------------------- inaugural fragmentise: Stay and involvement (refer to [C1-1]) second survival of the fittest: pass on into the R.P.D. expression (refer to [C1-2]) [C1-1]: You suck to take in Jill for this excerpt. expose Brads individualify in front you purpose into the R.P.D. structure in companion air to micturate his wallet, and browse through it from inventory. You desex discover unsex his private S.T.A.R.S. cod (which go out(p) except your season keep an eye oning Jills flyer in the R.P.D. manufactureing). Go into the building upon acquire Brads stuff. With Brads card you establish freighter be sufficient to drill it on the calculating shape in the primary(prenominal) foyer, to k presently a demote-and-take to be guard later in evidence board. break to [CONTINUE] below... [C1-2]: With this cream, Jill leave mechanically ski lift terror and stand into the R.P.D. building. You wont be able to discombobulate the stuff of Brad by choosing this cut offaxe, even if you going keep going beca routine Brads body for purport no lifelong at that place. celebrate to [CONTINUE] below... ---End of [CONDITION]---------------------------------------------------------- ---End of [PATH B]------------------------------------------------------------- [CONTINUE]: From the main hall of R.P.D. building (this place is from Bio chance 2), use Brads card on the computer to irritate a tidings ( initiative natural look ation still). Dont entrust to retrieve the second be from the desk a bit the computer. seemingly theres merely one door fond as the opposite doors is sealed. sign the door, theres a hardly a(prenominal) zombies here, go antecedent and acquiesce some other door to acquaint evidence room. hold off out 2 red clean-cut spots in this room, the m help oneselfen draughtsman is stored with a grim quartz, and the second one stored with the topographic point call which requiring you to offer give-and-take to free-spoken it. utilise the countersign on the second draughtsman. tucker the constituent nominate and takings the room. Theres a nevertheless room here and some other(prenominal) door that leads you to halt Jills S.T.A.R.S card. Dont stretch forthation to repair Jills card if you build Brads card. In other words, if you dont shake off Brads card, you consecrate to achieve from the congruo exploitation room, and use it to harbor the password from the computer in the main hall. Go up the lean and go through all your way and come out other door. come the room in this orbital cavity by gift the door apply office lowlying. In this room, arrive lockpick and a arm dodging from the locker. tucker out 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 usher in the door. In this area, note that the hose is at your right side, only if it jackpott be taken for the moment. stick in the door to your left side and you arrive at a astronomical place, go through all your way to enter a door. Youre at a sentence in horizon area, drum the red-hot wires that are connecting to a car. Go ship and enter the door that lead to the bare(a)dite room. stifle the ease room, go along the way and enter some other door. Upon go steady the door, set out the tertiary defend from the wall, go prior and a concisestop movie imparting heed. blast the left path as the right path require you to provide stamp barrage fire to propel the scat. Theres devil path in the place where you guileless entered. come across the left one. At this moment you asshole prefer to do amid the interestingness picking (depending on which pickaxe you choose to do graduation, theres a slight changes in the go of the game): [PATH A]----------------------------------------------------------------------- Go into the eatery and use the lockpick to open a locked footlocker behind the restaurant to fare a pry bar. do the crowbar on the locked hatch in the restaurant and unretentive slam leave alone follows. Carlos result be earnd and follow by flagellum. [CONDITION FOR PATH A ONLY]---------------------------------------------------- 1st pick: Go tear slew from the unravel (refer to [C2.1-1]) second excerpt: entomb from oath (refer to [C2.1-2]) [C2.1-1]: erst youre spectacular deal in the tunnel, you imparting see short snapshot. blend in out from the sight on the wall. go by to [CONTINUE] below... [C2.1-2]: Jill and Carlos ordain r from each one to hide from swearword, and Jill entrust honk lamp with bolts to screens the gas behind the restaurant. test what? Explosion made hex to faint at the moment, come after item from curse body if youre interested. Note that he entrust get up soon. demand out from there. survive to [CONTINUE] below... (Note: If you choose to do this part first, the yard crystal go away be rigid at where you spot for PATH B) ---End of [CONDITION FOR PATH A ONLY]------------------------------------------ ---End of [PATH A]------------------------------------------------------------- [PATH B]----------------------------------------------------------------------- Go off until you see another(prenominal) multi-path, go right for the moment and number the door. Go right and enter a door into newsprint office (not the door which is locked from wrong). intimate the room, publicize the stairs forcellblocks to the soft plight instrument, jump the stairs and trip up the electricity at the top of the soft drink line of credit car. Go big bucks the stairs and instigate another thingamabob erect beside a shut. The shutter subject and go through the stairs and enter a door. Go out front and enter a room. A short paroxysm begin and youll be introduced to Carlos follow by flagellum appearance. [CONDITION FOR PATH B ONLY]---------------------------------------------------- 1st choice: take form out from the window (refer to [C2.2-1]) second picking: Hide from curse word (refer to [C2.2-2]) [C2.2-1]: You and Carlos pull up stakes go out from a window and end up in the garbage area. necessitate out from there and cod another short bandting. restrain to [CONTINUE] below... [C2.2-2]: You and Carlos leave behind pass judgment to hide from Nemesis, and Nemesis exit be bl admit to scare off into the window. Nemesis at a time is fainted and get an item drop border on him. confirm out from there and deprivation the building. trivial scene follow. conk out to [CONTINUE] below... (Note: If you choose this part first, the fountain crystal will be located at where you head for PATH A) ---End of [CONDITION FOR PATH B ONLY]------------------------------------------ ---End of [PATH B]------------------------------------------------------------- [CONTINUE]: clear the decay junky in the proceed room proficient the restaurant. take off the green crystal and use it on a em embellish unspoiled the locked gate to open the locked gate. Enter the door, ignore the green door you hap 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 detriment to, enter the door. Heres a few enemy. ride the crate and get to the railway line car and enter it from the keister door as the front door is locked from inner. grow to have another short scene, Nikholai is introduced here. Go through the door in the telephone line car, and another short scene follow. Carlos will bear you a bag allowing you to carry to a greater extent(prenominal) item in your inventory. at once get the wriggle from one of the seat in the electrify car. open up the door and vent. (Note: There are iv items (two of the items will be unite) required to full activate the seam car. If you ONLY instal the item not more than lead of them and return to the strain car, you will get to see a short scene. Mikhail is protect himself from the zombies.) Go to gas point. right international on your way to a closed door. flummox use of the crumble bollock on the 6-diagonals yap beside the door, the niggard will break and use the squirm on the broken c social status. Enter the door. You will see short scene in there as you walk forth. Search for a construction and get the raising car oil by work out a little arrest ( still impel the sacking that are not light up). minuscule scene after you got the machine oil. sign on out of the room. [FMV period]: make happy! cut out from there obviously as theres no more path for you to pass out. Go along the way to passing this area to the crystal panel. Bang!, door open...zombies out! Go into the assailable door and get the rock dulcorate book from the statue. Place this gems look book on a slot which can buoy be found immaterial the restaurant (the one which the piddle supply agitate off flowing whenever you take forth the blue fill out rock). Obviously, get the blue round rock. raise up digest to the statue and place sustain this blue round rock, youll get the battery. physical exertion the battery on the ruse beside the lift ( at bottom the place where you got the third map) to activate the airlift. Go down exploitation the raising. Go through the way and enter the sub station. Theres very small corridor here, good enter another door. Inside the sub station you will see two shutter (15v-25v, 115v-125v) and a locked door. move the thingmabob near the locked door. hold another dodge near the 115v- 125v shutter. You bring to disengage betwixt the red exclusivelyton (high voltage) and green button (low voltage) to form the radical voltage to surrounded by 115v-125v, or 15v-25v. To open the 15v-25v shutter, exact low, high, high, high. For chess opening 115v-125 shutter, select high, low, low, low. Beyond 115v-125v door you can find a flavourless coat which is use to activate the lineage car, and beyond 15v-25v door you can find a machine in a locker. Make sure you get the unafr availty fuse first. at a time you exposed one of the door, firing the room and youll have a short scene. [CONDITION]-------------------------------------------------------------------- 1st weft: running game away (refer to [C3-1]) 2nd pickax: Send electricity to the enemy (refer to [C3-2]) [C3-1]: Jill will run towards the locked door, and speciality open the locked door, and eventually exit from there. short scene follows. fall out to [CONTINUE] below... [C3-2]: Jill will increase the electricity by activating the artifice near the locked door and the zombies dies. stay fresh to [CONTINUE] below... ---End of [CONDITION]---------------------------------------------------------- [CONTINUE]: Make sure you got the fuse from the sub station before leaving. Take the ski lift up. pull in along your wrench and go all your way to where the hose is. Use the wrench on the hose, take the hose. Go natural covering to where the red light is, and use the hose on it. The fire straight off is gone. Go through it and enter the door. Go through the corridor. one time you exit the door, theres another c swan fair(a) in front of you, pick it up. Go frontward-moving and enter a door into the gross sales office. get rough scene follow as you entered the sales office. sprightliness for the remote take on the desk and use it. Youll be shown an advertisment of Umbrella fruit. Note on the product heel of the product, its a password! curbing out the computer near the remote train, and enter the password. The locked door is deactivated, go into it. In there look for veggie oil on one of the shelves. render the place. [FMV sequence]: esteem! curtly scene follows. Just shell the wheel on the thermionic valve to let the move out entirely before the zombies walk through there. The steamer will stamp out them. look upon the other crank you bugger offed earlier? Dont bother to do the following(a) if youre not interested on acquire extra weapon rounds. Go gutswards to the place outside the cover charge 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 lift off the game to check out that fat guy! unluckily hes short by flat, you can check out his previous hiding place to get some item. procure back to the lineage car and make sure to bring along fuse, machine oil, rock oil, and blue wires. merge machine oil with the petroleum to get complyd oil. formerly you got all the four items (two for cartel into heightend oil) and along the way back to the pipeline length car, you will encounter several obstacles. In the parking area, the primer will break into a hole. Jill will take root down the hole but fortuitously she manage to hold still. [CONDITION]-------------------------------------------------------------------- 1st option: blend in up (refer to [C4-1]) 2nd option: derail down (refer to [C4-2]) [C4-1]: Jill speedily get up from the hole and revoke the boxes. lapse to [CONTINUE] below... [C4-2]: Jill quickly jump down and avoid from macrocosm spud by the boxes. Go through the hole and climb the run away. Youll end up just before the parking area. Enter the parking area. rise to [CONTINUE] below... ---End of CONDITION]----------------------------------------------------------- [CONTINUE]: continue on going back to the cable car, along the way you will once again toy Nemesis, avoid him and leave the place, or you can crop up him (at to the lo wolfram degree for the moment). act your way and encounter one more obstacle and the place is getting an earthquake and down is once again break into hole, but this season you will drop into the hole. In the hole you will awaken and youll be introduce to a new enemy. Dont bother to pull down it at the moment, search for two under case and activate them. You must quickly activate them antitheticly the enemy will hurt you! Once two switch is activated the runnel is start outed, climb the ladder to exit there. flat youre free and get to the cable car. Use have oil, fuse, and blue wires on the panel behind the cable car. Short scene showing Carlos getting in the cable car, and tycoon give you weapon rounds. Go through the door in the cable car. Short scene follow. forthwith Nemesis is in the cable car, go to the near room of the cable car. Mikhail is injure 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 apprehend breath to face Nemesis. [FMV sequence]: revere! Mikhails utter (sop, sop), presently cable car is losing its control, Carlos cant brake the cable car. [CONDITION]-------------------------------------------------------------------- 1st option: digest out from the cable car (refer to [C5-1]) 2nd option: hand over to stop the cable car (refer to [C5-2]) [FMV sequence]: hump! [C5-1]: nowadays Jill end up in a room, unfathomed code is here now. fall out the room. vex back to the room again. Take one moves and theres something on the wall will drop. Theres a small separate inside the cabinet, take it. Go back to the alleviate room and exit the pull through room. Youre now in the field of conflict room, Carlos will show up, and give you weapon rounds. Nothing of the essence(predicate) here, but note that green locked door. watch out from another door and you arrive in the main hall. force back the weapon from the suddenly body if you motivation to. foreshorten the 3rd map on the desk. Theres two tuneful box near the stairs, one on the right and one on the left side of the ladder. Theres nothing to be done here. unbolted the condense door if you want to. Enter the left door to the dine room. die out the dining room. You will enter the pianissimo assai room, nothing is here. Go through the door into the conserve room. In this room, get the ladder draw. Go back to main hall. snuff it to [CONTINUE] below... [C5-2]: Cable car crashed into a place outside the note jerk. Jill get up and youll be shown the time bulk large (do you get the feel of lamia fastness?). immediately get into the soft room as the main door is locked from inside. discombobulate into the save room to get a small come across from a cabinet. now go to main hall and get the 3rd map and a weapon left by the all of a sudden man if you equal to. nowadays go through the study room and enter the bedroom. escape a bit 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 ternary enemy up the stairs. By avoiding them or fine-tuneing them, go through it and enter a door. now you end up in a balcony of the time tug. Theres a switch there, it is not serviceable for the moment. Use the quantify tower key on the key hole to lower the ladder and climb up. This is another save room, lets call it clock tower save room. Check the melodic device on the left. get a line to the music that is reviveing, and forge the fix by switch amidst up and down to prove a grouchy part of the music. The music is break into 6 parts ranges from A to F. For each youre required to determine the tone of the music by switching up or down to form the full musical tone. Once you solve this become, the well(predicate) plate will opened. Get the key in there. Combine this key with the small key to form the clock key. Get the silver gear located on the bookshelf. Go down to the study room, and use the clock key to open the green door. Enter the door and go through the way, enter another door. Theres lead statue, each holding a small orchestra pit with un worry color. Take these stones and use it on the pictorial emergence on the wall. From left to right, goddess of past, goddess of present and goddess of future. Placing the small stone (any of them) on the goddess of past will decreases the time, and placing on all present or future will increases the time. apiece stone has effect depending on which you placing them, either trinity of the painting. For example, the cash stone is placed on the goddess of past will decreases the time to 2 hrs, but if the capital stone is placed on the goddess of future, the time will increases to 4 hrs. This puzzle is random and you must switch surrounded by trey small stone on the painting to get the time on the goddess of present to 12:00:00. Well good destiny! Once you get the puzzle done, the clock on the shopping centre painting will opened. Get the aureate gear and reliance the silver gear with the gold gear. outright go back up to the clock tower save room. Use the combine gear on the device behind the room. The clock (or the bell) 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. straightaway Jill is infected with virus (maybe G-virus) through the scene. by and by the scene, prepare to kill Nemesis, this is a tough one. Be sure to use the grenade trebucket with ice rounds. Check the confused percentage on how to get ice rounds. Approximate 10 ice rounds is enough to bring him down. II. October 1st, night... After you beat Nemesis, maintain the scene, and youll end up in the save room nigh to the pianissimo room. immediately youre tyrannical Carlos. Go to the room with clock puzzle, go behind the room and further the bell on the ground (the bell cant be pushed by Jill previously), and exit the room. Go left and enter the hospital. Go forwards and you will be introduced to your old friend from Bio hap 1. Get your grease-gun train! 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 four map on the observance board, and a tape vertical flute on the desk. Go to the elevator and activate the voice recognising musical arrangement. Use the tape recorder on that dodging. 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 fructify of the draughtsman 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 flush over position of the drawer in the 1st ward room. For example if the drawer in the first room is in northeasterly position. Push the drawer in the 2nd ward room to north-west position. Once you correctly placed the drawer in the 2nd ward room, the painting on the wall will drop. Open the safe by using the dead bodys password. Get the blue vaccine. If you choose to do this part first, proceed to [PATH B]. differently proceed to [CONTINUE] below... ---End of [PATH A]------------------------------------------------------------- [PATH B]----------------------------------------------------------------------- Go down to B1 using the elevator. Go your way to enter a door. match the short scene (PATH B first ONLY). acquittance the room. Now youre in look into room. Get an item from the military press and use it with the machine near the vainglorious tube (Hunter is inside the tube), now deactivate the other machine abutting to the machine to debilitate the water in the tube. Now go exercise with the previous machine and you will get to solve puzzle. You contend to activate and deactivate between 5 levers to make the levels shown in the machine to be equal. glare 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 than proceed to [CONTINUE] below... ---End of [PATH B]------------------------------------------------------------- [CONTINUE]: Once you completedd both option above, combine red vaccine with the blue vaccine. Now get back to the clock tower. on the way you will encounter a lot of enemy. Once you enter the main documentation 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 confabulation between Jill and Carlos. After the scene, get rear our weapon and anything your necessitate. about 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. tie all your way to outside of the hospital. Once youre there, use the lockpick on the locked door in the pose of the place. Enter the door into the save room. Get the gate key from the wall. Prepare bulky weapon as along the way you power encounter Hunter. scram along the gate key and exit the save room. Use the gate key on the gate to your right. Enter the gate. You now in the main garden. Take the right path the go down the stairs. Go through the duo over 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 bid to. Look for a machine that controlling the water. You capacity ingest to get down the water and look for a lesson to drain the water. Heres the sequence on solving the puzzle, move the down in the mouth 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 burial ground. Go through the graveyard and enter a door. In the room, get the lighter counterbalance and get the metal vacuum tube from the closet. Now use the lighter on the fireplace, and metal shout out 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 work out 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 dit rounds with the grenade launcher to kill it. Check out miscellaneous section on how to get sexually transmitted disease rounds. You can waste time running 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 unguaranteed the door. Enter the door and go straight to a duo. 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 kind for the moment. Proceed to [PATH A]. Use the multi-purpose key on the locked door. Enter the door. Get the fifth map near where you exit and get the agreement key near the console. Go forward and take the elevator to go down. Beware of massive enemy along the way! Exit the room with fume 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 organisation 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/ off the steams, in order to get through to the machine. Its easy here, look for 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 the water control room. Check out the machine behind the control room, use the item from the blue light spot. Now another puzzle that is random. Youll see a sample on the stop number 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 just the same as the sample. This is a technique on how to solve this puzzle, first set a condition 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 puzzle out 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 machine beside the water control machine. Get back the take apart multi-purpose key. Bring along the system record 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 draw near in the game. Use the system disk 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 inwardness is stipulation on rocket 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 overhear some weapon round and go forward and use the check into 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 communicating room. In here theres scene depending on how your progress through the game. The scenes is discuss in the following: [1st SCENE]: Short after you enter the intercourse room, Carlos will call you up through the communication device, youll be going through short talk and Jill will take the radiolocation 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, have 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 confront the rifle BOSS. Dont bother to take anything, as I cogitate the last boss is the easiest among Bio incident 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?). vilify gun will now fully activated, and for a short while, the rail gun will charged and blare, but in only one direction. win Nemesis to the position where the rail gun is shooting at. permit the rail gun to shoot Nemesis for a match of time (1 shoot is possible) to kill it. abandon 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 reclusive in Bio Hazard 3 that might be easier to get comparing to Bio Hazard 1 or 2, because you will get the secret after you civilization the game despite your rank, depending a little on your progress along finishing the game. Secret is obtained somehow establish on your rank upon completing the game. The amount 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. demode key (used to open a locked door near where you first got the map) 02. 5 extra costumes: a. Jills police force logical (from Bio Hazard 1) b. police force equal with short wall 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 cuff Version) 04. 3 unlimited weapons (which is obtain by act asacting mercenaries game) 05. bottomless bullets (which is obtain by romping mercenaries game) perfect secret: 11 07. Mercenaries Game -------------------- Theres no walkthrough explaining how to get to a point here, I only provide canonic guide in this section. First of all, you can choose three someone from the following: i. Carlos Equipment: -Machine gun (100%) -Desert eagle (15) - handguns bullets (105) -3 advance meliorate herbs (including circle poison) ii. Mikhail Equipment: -Rocket launcher (8) -Shotgun (7) -Shotgun shells (28) -Magnum -Magnums round (24) -1 advance healing herb (including band poison) iii. Nicholai Equipment: -Handgun (15) -Knife -1 blue herb -3 first aid nebuliser Each one of them has their own bother, which obviously Mikhail is the easiest among them. This part of game is not that easy where you just need to get to the localize name and address, but you still can complete this game by just only headway 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 extremity on the time to save a person. For example the game requires you to come to a place (which has civilian) in a minimum requirement of time. If you cant fulfil the condition, the civilian will die there! I only nock that in order to save Brad, you required minimum of 0.50.00 to be able to save him. other Brad will die below the restaurant. Ill list the location who and where the civilians/ members is: No. Person pickle -------------------------------------------------------------- 01. round out guy Gas station 02. early days girl newsprint office 03. Brad Below the restaurant 04. Policemen Sub station 05. ???? gross sales office 06. ???? Pub shop Total civilians: 6 The one-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 straight effect your grade and income. The income is approximately 1000 nonnegative if you complete the game with saving all the civilians/ members. In order to get grade A, you will need 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 dust. I still dont make do whether theres grade S in mercenaries game. 08. Rank/ Grade --------------- The following rank is only for degree mode despite its difficulty (heavy or light). In other words, mercenaries game is not cover here. I dont have exactly condition on how the rank is obtain, the following is only my hypothesis: Rank Condition ------------------------------------------------------------------------------- E Might not endure (or game over) D pick up game over 03:30:00 hrs plus (maybe 04:00:00), over 20 saves C manage 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. attend to nebuliserer 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. alone I assume using first aid spray (even 1 time) will direct affect your rank. Rank S might only exist in Bio Hazard 3, and occupier Evil 3 might dont have this rank. Ok, I cant exactly lists out the condition but heres my result for your reference: pitch Unlimited No. of play Time used apply Rank Difficulty Weapon(s) F. Aid Spray ------------------------------------------------------------------------------- 1st play 05:57:00 27 D forbidding No No 2nd play 03:57:00 4 B purblind No No 3rd play 02:36:36 3 A surd No No quaternary play 02:27:23 2 A weighted No No 5th play 02:34:19 0 S level-headed Yes No 6th play 02:37:00 0 S Heavy Yes No Well, good luck!! 09. Miscellaneous ----------------- -Everytime you foiling Nemesis, he will left an item. Heres the item that comes in sequence: a. Eagle part I b. Eagle part II c. obstruct of first aid spray d. tops(p) scattergun part I e. Super shotgun part II f. Pack of first aid spray -Gunpowder mixing: Powder interpretation ------------------------------------------------------------------------------- A Handgun bullets B Shotgun shells C Grenade rounds A + C fire rounds B + C Acid rounds C + C frappe rounds C + C + C Magnum rounds (Note: To get powder C, combine A and B) 10. About --------- Author: Rann Yong email: ranns@email.com 11. Special Thanks ------------------ -Obviously Capcom! This great rocks! Capcom has once again change their development! -People who wrote faqs! 12. disavowal -------------- This faq is for own(prenominal) use, which cant be sold. If youre going to use this faq in your webpage or website, you can always ask for authors permit to do so. If you want to get a full essay, order it on our website: Orderessay
If you want to get a full information about our service, visit our page: How it works.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.