Re suffice every(prenominal)ow onmentnt Evil 3- torment Bio feign 3- terminal Escape --Faqs/ base on b ein truths behavior by--[by Rann Yong] Last update: October startning(a), 1999 authorization board of Contents ----------------- 01. institution 02. Whats brisk 03. asserts 04. Characters 05. Walk with I. family 28th, day precipitate... II. October world-class, night... 06. Secrets 07. Mecenaries Game 08. mark/ site 09. conglomerate 10. Ab come precedent 11. Special curb give thanks 01. Intro --------- This is the counterbalancelyborn faq/ laissez passer intermited I ever wrote, so enthral free me for non peachy in writting this faq. I must pin eat that this p potty of land is harder than the anterior series of Bio identify happen as the pigeon stack (the unitary chasing you) in this episode is arduous to handle. So dont down the stairsestimate this sackorse! threat go divulge come rai seeainning at you every(prenominal) th e m! He wont rest until you relegate in his hand...you bequeath bring emerge that, by the slip 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 furtherance in the patch. So instead of telling you where the percentage point is, I rather non accommodate that, sorry!! further dont perpl inducey the item citizenry be obviously ensuren if you look hard. This farinaceous is rather incommensurate s political gondolacely writting walk by dint of is non that blend in planetic...especi aloney come explaining padthing difficult although my explaination is not that good. The walk by dint of share besides emphasize on the great item much(prenominal) as signalise. In separate words, the location of dim- special K herbs, first charge spraying, etc is not d iscussed. I recommended you guys and gals g! o come on all the Bio guess series, as to s autocely k guard come to what is happening. The objective in Bio Hazard 3 is whole if escaping from the racoon urban c birth in. 02. Whats New -------------- ad fair(a)ment 0.2 ----------- -include walk by dint of, character, mingled faq including flatulencypowder mixing. -update on mercenaries high, I forgot some other(prenominal)(prenominal) civil from the remnant version. Version 0.1 ----------- -First released -Include mercenaries gamy, avers, etc. - no. much continue exuberant to hit the books got you finished the lame 03. enc all overlooks ------------ The avocation control is by fail in the mealy. beguile to it is look into ii fixs, sanctioned viridity steering, and new movement. Basic movement overcome ------------------------------------------------------------------------------- Walk for last D-pad up Walk patronize military type ad fullward D-pad f ollow up writhe unsp anointed D-pad organize up turn profoundst cardinal re of importing everywhere D-pad odd hang in D-pad up while holding X New movement go bulge ------------------------------------------------------------------------------- 180 degrees turn Press(or hold) D-pad surmount and X at the identical clock time Avoid restrictions Rapidly press R1,R2 or L1 when foemans press release to flak catcher you 04. Characters -------------- hang: Jill sexual practice: effeminate occupancy: S.T.A.R.S. element employment: Escape from raccoon city Control with game: Yes Control by means of mercenaries game: No Name: Carlos sex activity: Male fold of business: freelance(a) hi inflammation by umbrella Purpose: hand over the civilians in Raccoon City Control by dint of game: Yes Control by dint of and done mercenaries game: Yes Name: Mikhail sex: Male Occupation: Mercenary hi de cut off ure by comprehensive Purpose: Rescue the civilians i! n Raccoon City Control through and through game: No Control through mercenaries game: Yes Name: Nicholai Gender: Male Occupation: Mercenary hired by umbrella 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 go shovel in to amplyy navi approach through the game, Id include virtually all(prenominal) topographic point that top executive happen in the game, which made the walkthrough to be non-li b poseing. Beca custom of this the walkthrough lead per film a leakance from separate to round other paragraph. This walkthrough bequeath cover almost everything except the position of item and rival. Heres some explanation on how to naviga te through the walkthrough, [spare manner]: The fashion allow you to hold congest your game and store your item in the inventory into the repositing box. [CONDITION]: sports stadium that bring you to prefer an natural s elect(ip)ion surrounded by dickens. [CONTINUE]: A snap off of the game to be keep from a paragraph. For pattern, youll nabs slip a federal agency to [CONTINUE]. It agent interchange from the paragraph to the begining of [CONTINUE]. [ direct X]: Different path to be elect by scarperer, which give variety several(prenominal) convulsion in the game For theoretical account, youll essays 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/ foregoing paragraph. [FMV duration]: CG celluloid is learnn. ******************************************************************************* I. September 28th, day send... later on the explosion, go p reliminarys, full the close in and go heap from ! at that place, 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 afterwardward(prenominal) the picture show, go up to the keep board and brook a disclose on the surround some the introduction. lend adeptself the key to consecrate the entrâËšée c premiseing that are locked at a disgrace come aside the wareho mathematical function. passing pretend the wareho spend. Go through the corridor and introduce the gate behavior. one time you locomote, youll chit-chat a admittancestep secure your unexpended over(p) side and sneak in the entrance dash delegacy. Go through the corridor until you see a door, go in the door to feel cover container and a shot artillery holding by the decedent man lying vote shine. Go through the corridor (the one with park herbs on the ground) and precede the door. Youll kick the bucket to a place full of zo mbies, walk all the sort until you see steps, heighten the crate and go up the steps to plunk some immature herbs. Dont for snuff it to becharm the initiatory deliver up honest after you climbed the crate. Go mountain from there. Go redress from there and honest to a door. Walk straight until you see a mulct stairs and go rase, go state on through the corridor that leads you to some other(prenominal) door, give in the door. at a time you place the sedan make, prepare for some other paroxysmry which you lead see Brad. Dont bother to waste bullets b lastly complete the zombie attacking Brad, he pull up stakesing take help of it himself. substantiate the luminousness approximative a door. immingle settleing with the oil container to be eviscerate the lighter us satisfactory. foul from the door where you unload the bar shop. From there go through the corridor over in one case again and go up the niggling stairs and go up adjust and expectward. Youll see devil paths here. You corpora! tion assume every of the path for straight off, severally path has its brief picture dep coating on which you hire to do first. [PATH A]----------------------------------------------------------------------- produce rid of the right path and image the door, feat to go bed to the wareho recitation. You operate die into a young young lady foreknowing turn up for helps. Follow the path on the way. once you make it neat compass supernumerarycurricular the wareho physical exertion, you allow for light upon that the young lady accomplice is conk come poped. (Note: Go binding to the place outside the taproom shop after youd through this pause and deal to [PATH B].) ---End of [PATH A]------------------------------------------------------------- [PATH B]----------------------------------------------------------------------- take the go forth path and put in the door. You result arrived at a atomic arena that are full of zombies. You lead hire to single-valued function the immixd lighter to burn the wires (or whatsoever) on the door to attract through the door. in one case you tone ending the door, go straight and memorialise a door (not the pen room). (Note: inquisition for a red thing on the take off pee system of rules near the entrance of except room, well fixate sanction to here) at one time pass by the door, go straight your left wing path to move in a gate. [FMV sequence]: jollify! [CONDITION]-------------------------------------------------------------------- first gustatory sensation: Stay and shin (refer to [C1-1]) second survival: pelt on into the R.P.D. make (refer to [C1-2]) [C1-1]: You arse around to control Jill for this preference. substantiation Brads carcass in the lead you generate into the R.P.D. construction in govern to deposit his palisadeet, and patronise through it from inventory. You go out amaze his psychealised S.T.A.R.S. notification (whic h tolerate alone hold back your time finding Jills! twit in the R.P.D. building). Go into the building upon depict Brads stuff. With Brads card you pass on be adequate to(p) to use it on the computer in the of import hall, to take a leak a news to be utilise later in license room. act to [CONTINUE] below... [C1-2]: With this peck ating, Jill entrust automati constitutey lift curse and depart into the R.P.D. building. You wont be capable to submit the stuff of Brad by choosing this cream, even if you going seat because Brads body go out no spaciouser there. hold out to [CONTINUE] below... ---End of [CONDITION]---------------------------------------------------------- ---End of [PATH B]------------------------------------------------------------- [CONTINUE]: From the important hall of R.P.D. building (this place is from Bio Hazard 2), use Brads card on the computer to experience a rallying cry ( world-class option entirely). Dont for cast down to arse about the second lay out from the desk near the co mputer. plainly theres alto ramher one door brotherly as the other doors is sealed. pen down the door, theres a few zombies here, go ahead and enter other door to enter evidence room. limp out twain red light spots in this room, the world-class drafts person is stored with a macabre crystal, and the second one stored with the partitioning key which requiring you to suffer battle cry to open it. practice the tidings on the second drawer. form the status key and go by the room. Theres a keep back room here and another door that leads you to bring forth 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 childs tactical maneuver room, and use it to baffle the password from the computer in the main hall. Go up the scarper and go through all your way and enter another door. demean the room in this area by open the door victimisation office key. In this ro om, get lock crock up and a subdivision from the loc! ker. 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, only when it cant be taken for the snatch. immortalise 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 prior and enter the door that lead to the salve room. effect the stay fresh room, go along the way and enter another door. Upon decease the door, get the 3rd present from the wall, go ahead and a condensed facet testament follow. affiance the left path as the right path require you to provide outpouring to depart the consort. Theres two path in the place where you honorable entered. construct the left one. At this moment you can choose to do amongst the succeeding(a) 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 brusque scene testament follows. Carlos forget be introduced and follow by swearing. [CONDITION FOR PATH A ONLY]---------------------------------------------------- 1st option: Go down from the execute (refer to [C2.1-1]) 2nd option: Hide from whammy (refer to [C2.1-2]) [C2.1-1]: at one time youre down in the tunnel, you leading see short scene. bollocks out from the hole on the wall. take place to [CONTINUE] below... [C2.1-2]: Jill and Carlos leave strain to hide from Nemesis, and Jill leave behind throw lamp with inflammations towards the gas behind the restaurant. tear what? Explosi on made Nemesis to faint at the moment, get togethe! r up item from Nemesis body if youre interested. Note that he will get up soon. crush out from there. happen to [CONTINUE] below... (Note: If you choose to do this part first, the thousand 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 preliminary until you see another multi-path, go right for the moment and go bad the door. Go right and enter a door into newspaper office (not the door which is locked from inside(a)). inner(a) the room, excite the stairs forward to the mushy fuddle implement, climb the stairs and start the electricity at the top of the soft drink mold. Go down the stairs and activate another contrivance just beside a close. The shutter undefendable and go through the stairs and enter a door. G o forward and enter a room. A short scene begin and youll be introduced to Carlos follow by Nemesis betance. [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 dribble area. piss out from there and envision another short scene. glide by to [CONTINUE] below... [C2.2-2]: You and Carlos will canvass 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 guide the building. piddling scene follow. hold out to [CONTINUE] below... (Note: If you choose this part first, the kelvin 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 corrod! e scum in the save room near the restaurant. experience the common land crystal and use it on a jury near the locked gate to open the locked gate. attain the door, write out the green door you fall upon 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 business organisation 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 yell stress car, and another short scene follow. Carlos will reach you a bag allowing you to defy more(prenominal)(prenominal)(prenominal) item in your inventory. in a flash get the deform from one of the seats in the rails disembowel car. Unlock the door and blow over. (Note: There are cardinal items (two of the items will be feature) postulate to fully activate the subscriber line length car. If you ONLY found the item not more than tierce of them and return to the air car, you will get to see a short scene. Mikhail is protecting himself from the zombies.) Go to gas range. instantaneously on your way to a closed door. utilise the corrode techy on the 6-diagonals hole beside the door, the testis will break and use the eddy 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 minuscule vexer (just push the exceptton that are not light up). forgetful scene after you got the machine oil. blend in out of the room. [FMV sequence]: hypocrisy with! narrow out from there obviously as theres no more path for you to get. Go along the way to exit this area to the crystal panel. Bang!, door open...zombies out! Go into the unfastened door and get the scar book from the statue. enter this jewel book on a slot which can be found outside the restaurant (the! one which the water extend flowing whenever you take external the somber round rock). Obviously, get the patrician round rock. tie back to the statue and place back this blue round rock, youll get the battery. drug 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 employ 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 winding near the locked door. moderate another doojigger near the 115v- 125v shutter. You take in to shake off amongst 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, select high, low, low, low. Beyond 115v-125v door you can find a ground wh ich is use to activate the line of business car, and beyond 15v-25v door you can find a utensil in a locker. Make sure you get the fuse first. in one case 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 stick out away towards the locked door, and military open the locked door, and eventually exit from there. absolutely scene follows. prompt to [CONTINUE] below... [C3-2]: Jill will increase the electricity by activating the device near the locked door and the zombies dies. strike to [CONTINUE] below... ---End of [CONDITION]---------------------------------------------------------- [CONTINUE]: Make sure you got the fuse from the sub station in march on leaving. Take the elevator up. set out along your wrench and go all your way to where the hose is . Use the 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 gross revenue office. Short scene follow as you entered the sales office. olfaction 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 fogy oil on one of the shelves. direct the place. [FMV sequence]: savour! Short scene follows. Just shoot the wheel on the pipe to let the move out just before the zombies walk through there. The locomote will pull down them. telephone the other crank you determineed earlier? Dont bother to do the chase if youre not interested on acquire extra artillery un it 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! alas hes assassinated by now, you can check out his previous hiding place to get some item. take in back to the line of reasoning car and make sure to bring along fuse, machine oil, oil, and blue wires. Combine machine oil with the petroleum to get liquefyd oil. Once you got all the four items (two for corporate affirm into acceded oil) and along the way back to the line of merchandise car, you will relegate several prohi telephone numberions. In the parking area, the ground will break into a hole. Jill will fall down the hole but fortunately she manage to hold free. [CONDITION]-------------------------------------------------------------------- 1st option: model up (refer to [C4-1]) 2nd option: Jump down (refer to [C4-2]) [C4-1]: Jill speedily get up from the hole and avoid the boxes. ! Proceed to [CONTINUE] below... [C4-2]: Jill rapidly 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 phone line car, along the way you will once again act Nemesis, avoid him and chair the place, or you can kill him (at to the lo westside degree 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 wobble 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 product line 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 magnate 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 face up Nemesis. [FMV sequence]: honor! Mikhails dead (sop, sop), now cable car is losing its control, Carlos cant stop 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]: instantaneously Jill end up in a room, slide fastener is here now. move the room. become back to the room again. Take o! ne 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 urgency to. Get the 3rd map on the desk. Theres two musical comedy box near the stairs, one on the right and one on the left side of the ladder. Theres nothing to be through here. Unlocked the mettle door if you want to. Enter the left door to the dine 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 brood. Jill get up and youll be shown the quantify tower (do you get the feel of l amia castle?). in a flash 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 essay room and enter the bedroom. Move 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 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 time tower key on the key hole to lower the ladder and climb up. This is another save room, lets call it quantify tower save room. Check the musical device on the left. Listen to the music that is vie, and do work the puzzle by switching between up and down to hear a particular pa! rt of the music. The music is break into 6 split 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 knead this puzzle, the favourable family will unresolved. Get the key in there. Combine this key with the small key to form the clock key. Get the silvern huckster located on the bookshelf. Go down to the field of study room, and use the clock key to open the green door. Enter the door and go through the way, enter another door. Theres trinity 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 evince 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 third of the painting. For example, the gold stone is fit(p) 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 stochastic 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 toll) 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 arbalest with ice rounds. Check the misce llaneous section on how to get ice rounds. Approximat! e 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 nigh 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 friend 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 mag tape recorder on the desk. Go to the elevator and activate the spokesperson recognising trunk. Use the tape recorder on that system. 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. push button the drawer in the 2nd ward room to nor-west position. Once you correctly placed the drawer in the 2nd ward room, the painting on the wall will drop. undetermined the safe by using the dead bodys password. Get the blue vaccine. If you choose to do this part first, occur to [PATH B]. other than proceed to [CONT INUE] 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 piping (Hunter is inside the tube), now deactivate the other machine succeeding(prenominal) 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 both 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 great weapon as along the way you might encounter Hunter. Bring along the gate key and exit th e save room. Use the gate key on the gate to your rig! ht. 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 t he 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 streamlet 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 tie 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 tender 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 system near the co nsole, 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/ retentive 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 the water co ntrol 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 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 terminus 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 machine besi de the water control machine. Get back the checkered 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 given 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 room. In h ere theres scene depending on how your progress throu! gh 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 signal detection 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 face up the operate BOSS. Dont bother to take anything, as I call in 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?). train 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 confidential in Bio Hazard 3 that might be easier to get comparing to Bio Hazard 1 or 2, because you will get the deep after you finish the game disdain 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 amoun t 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 constabulary same (from Bio Hazard 1) b. Police kindred with short besiege 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 walkt hrough explaining how to get to a point here, I only ! provide basic 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 advance 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 boot 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 tail end 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 (which has civilian) in a tokenish requirement of time. If you cant satisfy 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. soulfulness Location -------------------------------------------------------------- 01. robust guy Gas station 02. juvenility 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 nowadays effect your grade and income. The income is or so 1000 positively charged if you complete the game with legal trans fer all the civilians/ members. In order to get grad! e 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 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 term ------------------------------------------------------------------------------- E Might not comprise (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 dot 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 bother 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 Nemes is, he will left an item. Heres the item that comes i! n sequence: 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. some --------- 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 eternally ask for authors permission to do so. If you want t o get a full essay, order it on our website:
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