Medical waste disposal often costs five to eight times as much as solid waste disposal. When health-care professionals select a company to manage their medical waste, they want a reliable service that will address their unique needs. While many services can meet those expectations, their prices can vary dramatically.
Many dental practices find themselves overspending by improperly classifying medical waste and adding items that could be going into the solid waste stream. Properly segregating your waste can help your practice cut down on expenditures, but many health-care providers place items that could be going into a regular trash bin in the red biohazard bags.
A common misconception is that any item that comes in contact with bodily fluids or infectious materials is considered medical waste or biohazardous waste. By OSHA definitions, items with trace levels of contamination can be placed in municipal solid waste. Bandages or gauze with small amounts of blood can be disposed of in regular trash cans.
Step 2: Save Points for Weapon Kills to Buy Shop Items
As you familiarize yourself with the game's levels, sections and where enemies spawn, making save points is a must when it comes to grinding weapon kills for the Shop items that will make things a lot easier in the later, albeit more difficult campaign runs. Once you've reached these safe rooms, make a save and note which points require which weapon kills.
- Raccoon City Outskirts / Dilapidated Shelter (Find a way above ground)
Work on Grenade Launcher, Shotgun and handgun kills. After 6 kills in this area, reload save. Rinse and repeat until you've reached 120 kills with the Grenade Launcher.
- Hospital / Makeshift Sickroom (Defend Jill)
Work on Assault Rifle, handgun and overall kills. If you're working on this section DO NOT plant the detonator as this will keep the zombies spawning continuously until you run out of ammo. Rinse and repeat.
- NEST 2 / Storage (Get the vaccine)
(Work on Lighting Hawk kills. After 5 kills in the room that needed the USB Drive to open, reload save. Rinse and repeat until you've reached 80 kills.)
Once you have enough points, go to Main Menu / Bonuses / Shop. The first thing to buy will be the Infinite Rocket Launcher (for 62,400P) as this will make campaign runs a breeze but won't come in handy during your "Minimalist" run (more on that later). You will also get additional points from completing tasks that are tied to achievements so no need to worry on those. When enough points are earned, start working on these: x2 Recovery Coin (8000P), x2 Iron Defense Coin (8000P), x2 Assault Coin (8000P), S.T.A.R.S. Field Combat Manual (6400P), x2 Hip Pouch (9600P). To get all of the necessary items listed you'll need a total of 114,400P
Step 3: S Rank/Higher difficulty Runs
To tackle the Nightmare and Inferno runs, make sure that you have have all of the items listed in Step 2. Obviously you can't get "Minimalist" during these runs since you have to open the item box to retrieve the Shop items. For the Nightmare run, I did not have to save once since the checkpoints are pretty decent, so just speedrun through it since, at this point, you'll know what to get and what you can skip.
For the Inferno difficulty run, believe it or not, the real danger prior to certain sections in the game, is the first zombie that lunges at you when you meet up with Brad, the second zombie by the fenced gate (near the school bus) after acquiring your handgun, and the two by the elevator as you must time your dodges perfectly to get by them or lure them away. If they happen to grab you, it's instant death, and it'll reload you to the only "free" checkpoint, when you're climbing out to through the window onto the fire escape. After that you must keep your saves to a minimum as this will affect your S Rank on that particular run. 5 saves max will keep your S Rank safe. Make a save at these points: after activating the power at the Substation, head back to the Garage 88 saferoom where you first got the bolt cutters, just in case you mess up trying to avoid the Toy Uncle big rolling head, and the saferoom after defeating Nemesis Stage 2. With the coin perks equipped in your inventory, you should be able to knock these runs out with 1 hour, 35-50 minutes, but well under the 2 hour mark for the "Sprinter" achievement.
You can actually stack "I Might Need These Later!" since the only time you'll use a health herb will be when Jill gets infected at the Subway Power Substation. This is where the Recovery coins come into play. Remember to practice your dodge skill (+) so that when Nemesis or any enemy at that gets to close, you'll enter slowmo, hold then fire since the Infinite Rocket Launcher cannot hurt you, causing a nice radius of splash damage.
Step 4: Minimalist Run
For this run, I recommend Standard since playing on Assisted will automatically give you an Assault Rifle you can't put away/get rid of. Only pick up items that you'll know you need and items with the little trash icon, discard immediately. Hunt down all of the hip pouches to expand your on-person inventory. Or, if at this point, you've already bought the pouches in the Shop. You don't have to kill every zombie in the area, just the ones that'll be in your way on your trips back and forth.
Remember, under any circumstances, DO NOT open or get near an item box. Opening one up will void the "Minimalist" achievement.
Conclusion:
Although the outcry from Resident Evil fans has been that this game was a bit short and lacking in content, I absolutely enjoyed it. I've even gone as far as getting all of the Records challenges done just to continue playing. Playing the game through twice really gave me the confidence to run through areas since I know what to expect. So "Wellcome" Jill and Carlos into the fray!
As soon as you regain control of Jill after meeting Mikhail Victor in the subway car, head up stairs, grab the two green herbs and combine them in your inventory. You can also do this with the gunpowder.
After heading down some steps and into a handful of zombies, head right, up the steps and into the left. Here, it'll be a storage room with a safe near a body on the floor. Use the combination of 9 LEFT, 3 RIGHT, 7 LEFT. It'll reveal a laser dot upgrade for your pistol. Combine it in your inventory.
*MISSABLE*
This one can be a bit intimidating if you don't know where you're going so just follow the video below. This one takes place after you regain control of Jill after Carlos' hospital defense. Also, remember that the timer doesn't start until the fuses blow.
The first Charlie Doll is located after meeting up with Carlos in the subway. Turn around and head up the stairs. It will be between two newspapers stands on the right. Please see "Goodbye, Charlie!" for all of their locations.
One of the easiest way to get this one early on is with the shotgun, and on the baby spiders at the Subway Power Substation. Just have them group together then unload on them. You must kill them with one shot though. Another easy method will be on your way to the Power Substation, to your right will be a fence with zombies lined up. With the shotgun, have the ones at the far end lined up then fire.
*MISSABLE*
There are quite a few strongboxes, safes, lockers and pickable locks in the game. Other than the ones at the police station, Jill will have to do most of the dirty work here as she carries the game's only lock pick. Carlos can open the strongboxes at the police station after obtaining the ID Card from Zombie Brad at the start of the level. Here are their locations:
Safe:
Starting the game on Hardcore will stack with Standard. During your first playthrough, explore the areas, hunt down the Mr. Charlie Dolls, weapon collection, lock picks, safes, files and strongboxes. This should be the run where you must study the layout of the levels as it will come in handy during later, tougher runs. Don't worry about time since you'll be working towards that later (please see Step 2 in the Roadmap). Although the caption states that you'll receive a bit less ammo when crafting but I didn't notice a difference. When confronted with a handful of zombies, feel freel to run by them. This strategy will be helpful when going up against the Hunter Betas at the Hospital. Flash grenades will be the key to conserve ammo, but hand grenades will knock them out completely.
When conserving ammo for the grenade launcher, focus only on flame and explosive rounds since mine rounds can't be crafted. Acid rounds only slow down enemies and will take multiple shots to kill them. A lot of boss fights against Nemesis will take a bit of strategy but nothing too convoluted. Just stun, when possible, then unload on him with what you have. Use dodge () into your strategy when taking him head on. A shotgun will cause major damage. By his Stage 3, the final encounter, will test your dodging skills. Just remember to grab the pistol ammo and healing items BEFORE you grab the experimental weapon to fire at him for the first time.
Beating the game on Hardcore will unlock a new difficulty, Nightmare.
If you haven't purchased the hip pouches in the Shop, I highly recommend you tackle this one on Standard difficulty. But if you have, it will expand your on-person inventory at the first safe room by four slots. Only pick up items that will propel the story forward and items you know you'll need. Make weapon pick ups a priority as the two handguns on Jill won't be necessary since they both use the same ammo type. Also, try not to run "I Might Need These Later!" with this run since you may get seriously hurt as the coins are located in the item box, especially when fighting Nemesis Stage 3. Save precious ammo by skipping fights by running by them. Hoard Lighting Hawk ammo as this weapon is beast later on against tougher enemies. Just combine high grade powder to make more ammo of it.
If you see an item you don't need, leave it. It will take up a necessary slot in your inventory that you'll just discard anyway. Combine ammo slots so that won't take up necessary slots, and load your weapons often.