The Dead Factory


1. In the save room, grab the Facility Key, First Aid Spray, Gunpowder A x2 and the Ink Ribbon x3 . Head through the next door, and you get to start fiddling with the ever-so-frustrating steam puzzle (don't worry about the elevator just yet). Basically, you'll need to push the switches in the exact order as listed on the chart below. You'll gain quick access to the power system to deactivate the second lock.

2. Scurry back to the room across the hall and grab the System Disk from the computer terminal, as well as the Green Herb x3 from against the wall. Run back into the elevator again, head down to the sewer area and go through the save room. Go down the steps once more and approach the machine next to the sample testing equipment. Input the facility key and it will rewrite the data for later use (you'll use this in a few minutes).

4. Head back up to the elevator and ride it back up to the main floor. Dart through the hallway and into the nearby save room. Sae the game here and load up on your best ammo for the final encounter with the Nemesis (well...kind of). Freeze Rounds work well, but so do Flame or just standard Grenade Rounds. Head into the door that you spent all this time unlocking and use the System Dik on the computer panel against the rear will. A brief cut-scene will occur; then you'll fight the Nemesis.

5. Every once in a while, I was able to shoot the small wheels and release acid on the Nemesis. It's a bit trick to dial in on them, but when you do, they can cause some massive damage if you have him lined up correctly. When he falls, grab the Card Key from the dead scientist, and leave the room for a CG cinema.

6. Head back to the save room across the hallway and go into the steam room to ride the elevator down (use the card key). When you arrive downstairs, grab the Grenade Rounds x12 and head over to the locker against the wall. Use the Facility Key (make sure you had the data rewritten back near the water sample machine), and you'll get the Rocket Launcher with four rockets. That's some heavy artillery, baby!

7. Once you're back upstairs, save one last time (this will be your final save!) and load up on healing items and powerful ammunition. My recommendations are to bring the Rocket Launcher and the .44 Magnum. Approach the only door that you haven't yet explored (the one with the large fire shutter blocking your path) and use the Card Key to gain access. Blast the few remaining Zombies into oblibion and go through the next couple of doors in order to enter the Rail Cannon room.

8. Once inside the room with the Rail Cannon, you'll need to access the control panel and start up the series of system checks. Next, you'll need to push each of the three batteries into their respective holders (and in subquential order) to start up the cannon. After you secure the first battery, a giant heaping glob that used to be the Nemesis will plop down through some crack in the wall. He's a bit angry now (you blew his head off, for gosh sakes!). Quickly dash to the second battery and secure it. Run to the third and final battery, next to the control panel itself, and the Rail Cannon will automatically go into firing mode. Basically, you're going to want to use that Rocket Launcher that you found to pump this grimy corpse into a slimy pulp while you're waiting for the Rail Cannon to release its first shot. When it does shoot, stay clear of the beam, as it will rip a hole right through you. After the first shot, you'll need to try to get the Nemesis mutation to crawl into the hole and be zapped by the Rail Cannon. If you inflict enough damage on him, he'll just crawl in there on his own (although it will take more than four rockets to induce such a reaction). Once the Rail Cannon hits him, you'll have one more choice to make.

MAKE A CHOICE
Eliminate the Monster Ignore and Evacuate
Why wouldn't you choose this choice? You've worked all this way and fought so har for the cause, so why not pump a few final rounds into the dead carcass and finish it off for good! This choice won't affect your ending at all, but it does grant a certain amount of "wimp-out" points if you choose it. I mean, come on! This guy has been chasing you for what seems like an eternity-kill him!




Main Walkthrough Enemies Weapons Herb and Gunpower Mixing Extras Mercenaries


Valid XHTML 1.0!