The Downtown Area


1. Go to the restaurant, flying past the Green Herb x3 and the Bronze Compass puzzle (worry not, you'll deal with this later). Grab the Gun Powder A and ren back into the kitchen area. Use the Lockpick on the small locker and grab the Fire Hook .

2. Use the Fire Hook on the latch in the middle of the kitchen and a small cinema will ensure. Right afterwards, the Nemesis will appear for your third encounter. You'll have two choices (see below).

MAKE A CHOICE
Run to the Basement Hide in the Kitchen
If you choose to run and hide in the basement, a large water leadk will spring and the passage will begin to fill up. Quickly run to the end of the hallway and check the wall opposite of the freezer door. Carlos will come to boost you throught the small passage. you'll end up in the hallway near the barber shop. When you hide in the kitchen, Jill throw the lantern at the propane tanks to knock the Nemesis down (Grab the First Aid Pak x3 from him). You'll still have to fight him, though, so get ready. He'll stand up when you're about to leave the restaurant, so it's best to just equip some powerful ammo and let loose right in the eatery itself.


3. Run up past the barber shop and into the save room. Grab the Rusty Crank and the Shotgun Shells x7 . Leave, and continue through the door around the corner.

4. Make your way past the wrecked cars and enter the newspaper building. Grab the First Aid Spray and the Ink Ribbon x3 . Nudge the ladder until it's lined up with the switch up above the pop machine. Then, activate the power switch by climbing up top. Run down to the fire shutter, and access the panel to open up the door and gain entry to the office.

5. Once you're in the office area, grab the Green Gem and the Gun Power A x2 . Head back down to the city hall entrance to use bothe the Green and Blue Gems on the clock near the gat. The gat will unlock and you can now enter the city hall area.

6. Proceed to the park area and head left up at the fork. Wander through the alley and grab the Green Herb x2 before heading through the gate. Run past the small fire and over the crate, then go the rear of the trolley car. Enter to find Nicholai and Mikhail. After talking to them, you'll have a quick chat with Carlos. He'll give you the Assault Pack (which increases your maximum item capacity by two), and then you should preoceed to the front of the trolley car you can grab the Wrench . Unlock the front door and leave.

7. Make your way back to the entrance of the city hall area and pass the green door. Zombies will be flowing out like water, so do your best with your shotgun to rack up multiple hits per shot. Run up to the statue and grab the Bronze Book .

8. You'll need to backtrack quite a bit. Pass the barber shop and head north to the area with the Bronze Compass. Once there, you'll need to place the Bronze Book in the first slot before you can run up to take the Bronze Compass from the second slot (I know they're mentally challenging you now).

9. Now, head back to the city hall entrance once more. Go to the statue of Micheal Warren and place the Bronze Compass in thehands to reveal a Battery (remember the elevator that needed power?). Take it and run pass the barber shop into the room with the elevator.

10. Place the Battery in the elevator, then ride to the lower level power control area. There are a lot of Zombies down here, so bring some ammo or it will be a short trip. Search the corpse to reaveal a jar of Gun Powder A , then head over to the far corner and enter the door.

11. Sometimes there are Brain Suckers (thowse darned arachnid beasties) waiting inside the small passageway, sometimes there aren't. Prepare for the worst (as always) and assume that there will be. In other words, pack some serious heat if you plan on getting through this room with no troubles. There are usually some Red Herbs x2 here, but somtimes they magically disappear. Another one of those freaky random thingies...

12. Enter the power room and activate the power generator with the startup switch first (a separate machine toward the center of the room). Then, run over to othe main control box to encounter your first real puzzle. This one is frustrating, so here's the quick solution.

Door #1 Red Blue Blue Blue
Door #2 Blue Red Blue Red


In the first room lies the Fuse , and in the second room will be either the Magnum or the Grenade Launcher (depending on which one you got in the S.T.A.R.S office earlier). When you exit the first room, you'll be faced with another frenzied decision.

MAKE A CHOICE
Head to Emergency Exit Increase Electricity
You'll quickly dart to the back of the room and open up an extra passage that leads out into the main area that you just came fom (bypassing the Zombies altogether). The downside is that you'll have to go back for the weapon in the second room, killing all the Zombies with whatever ammo you have left anyhow. This one is highly recommended, since you'll get to melt all those Zombies simultaneously (with no ammo expenditure), and hear that cool "head-pop" sound five or six times in a row. You'll also be able to run into the second room and grab the weapon from the locker, and leave much faster than if you took the emergency exit.


13. You may choose to no neither and just fight the Zombies straight up, but we all know that would be a major waste f ammo, now wouldn't it...

14. Leave the room, and get ready for one of two things. Sometimes (very rarely), the Nemesis will appear on the roof of a nearby building and begin heaving rockets at you. There is no choice but to run, so be quick! Most of the time, he won't show up and you'll be able to just waltz righ back up to the elevator.



Main Walkthrough Enemies Weapons Herb and Gunpower Mixing Extras Mercenaries


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