Strategy Guide - Guide for Resident Evil 3: Nemesis
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Resident Evil 3 Nemesis A Walkthrough by Henry LaPierre firstname.lastname@example.org Version 2 Updated to fit the North American Release November 11th, 1999 Copyright (c) 1999 Henry LaPierre S.T.A.R.S. Special Tactics And Rescue Service Farewell to my life. Farewell to my home. This is my last chance for survival... This is my, last escape... Table of Contents: The Prologue The Play Guide: Chapter 1 : When There's No More Room In Hell... Covers Jill's arrival at the Warehouse Chapter 2 : ...The Dead Shall Walk The Earth Covers chasing after Brad Vickers Chapter 3 : Haven't I met you someplace before? Covers Jill's meeting with Brad Chapter 4 : Just Passing Through Covers reaching the Raccoon Police Department Chapter 5 : Falling S.T.A.R.S. Covers Brad's turning Chapter 6 : Whatcha Gonna Do When They Come For You Covers the Raccoon Police Department Chapter 7 : Heading Downtown Covers making your way Downtown Chapter 8a: Damned If You Do... Covers choosing the Grill 13 Restaurant first Chapter 8b: ...Damned If You Don't Covers choosing the Raccoon Press Building first Chapter 9 : Mercenaries For Hire Covers meeting the Biohazard Counter-Measure Force Chapter 10: Self Service Only Covers the Stagla Gas Station Chapter 11: Jill, The Master Of Electricity Covers the Electrical Substation Chapter 12: Nicholai Covers the Pharmaceutical Company Sales Office Chapter 13: Gettin' Outta Dodge Covers leaving on the Trolley Chapter 14: Evil Inside The House Of God Covers Saint Michael's Clock Tower Chapter 15: Carlos Covers the Raccoon Hospital Chapter 16: A Walk In The Park Covers Raccoon Park Chapter 17: All Things Must Come To An End Covers the abandoned Waste Processing Plant The Controls: Actions/Controls Menu Screen Storage Boxes Map Controls The Lists: Map Locations File Locations Key Item Locations Common Items Characters Enemies Enemy Attack Damage Percentages Enemy Kill Chart Weapons Weapon Speed Listing Ammunitions Mixing Ammunition Items Dropped By Nemesis in Hard Mode Health Herbs Differences Between Easy and Hard Modes: Easy Mode Starting Inventory Hard Mode Starting Inventory Save Spots/Typewriter Locations Explosive Objects: Drum Locations Bomb Locations Contents Of Files Differences between US and Japanese versions Timeline of Raccoon City The Secrets: Ranking Tabulation Charts Bonuses Mercenaries Mode Ranking Chart The Boutique Key Extra Costumes Epilogues Mercenaries Mode: Special Weapons Inventory Per Character Bonus Times Reward Values Of Enemies Bonus Items Enemy Locations The Nemesis Appearances The Choices Random Notes Thanks Copyright and Disclaimers ------------------------------------------------------------------------ Section 1, The Prologue: ------------------------------------------------------------------------ Prologue A month and a half has passed since the incident... September has come to Raccoon City, a small industrial city in the American Midwest. People are starting to forget the chaos at the mansion as their everyday lives return to normal. The bizarre incident that occurred in the Arclay Mountains, the destruction of the special taskforce S.T.A.R.S., Umbrella Corporation's secret biological weapons laboratory hidden in an old mansion, the power of the T-Virus that turns humans and animals into horrible monsters... How could it all happen here? People could not believe the survivors' reports. Stories of their incredible experiences, and of stranger biological weapons and zombies were beyond the townsfolk's imagination. The surviving S.T.A.R.S. team members headed to Europe even before the town heard the full details of what had happened. They hoped it was all over. But then it happened again. Suddenly, a series of inexplicable murders occurred, and a strange disease began invading neighborhoods. T-Virus was flowing into the city... The invisible plague snuck up silently and turned unsuspecting citizens into monsters. People cursed their foolishness. But the nightmare had already begun... The future was out of their control. Raccoon City was on the brink of collapse... Cut to Jill Valentine, alone in her apartment, contemplating the recent events that have transpired in Raccoon City. It all began as an ordinary day in September... An ordinary day in Raccoon City... A city controlled by Umbrella... No one dared to oppose them, and that lack of strength would ultimately lead to their destruction. I suppose they had to suffer the consequences of their actions, but there would be no forgiveness. If only they had had the courage to fight. It's true that when the wheels of justice began to turn, nothing could stop them... Nothing... It was Raccoon City's last chance... And my last chance... My last escape... ------------------------------------------------------------------------ Section 2, The Play Guide: ------------------------------------------------------------------------ Chapter One When There's No More Room In Hell... September 28th, daylight... The monsters have overtaken the city... Somehow, I'm still alive... After Jill comes crashing out the front door of a building, hop over the dumpster a short ways down the alley to trigger a cut scene in which Jill breaks through a door to escape a hoard of zombies. From there, she makes her way to a nearby Warehouse. Inside the Warehouse is a man named Dario who has just witnessed his daughter's death. Due to this, instead of going with Jill when she makes the suggestion that they leave the Warehouse and look for a way out of Raccoon City, he hides in a large storage container (there is a First Aid Spray on the counter to the left, next to one of the forklifts, as well as a box of Handgun Bullets which can be found by pressing the lit green button located in the rear left corner of the Warehouse). With that, proceed to the Warehouse Office, located on the second floor. Inside, you'll find the key to the now-locked backdoor of the Warehouse hanging on a hook near the office door, a typewriter and Ink Ribbon, two bottles of Gunpowder Type A in a rear locker, and a storage box (the contents at start differ depending on the difficulty level of the game). After getting the items, and using the storage box and typewriter (if necessary), return downstairs and use the Warehouse's Backdoor Key to unlock the backdoor, then leave the Warehouse. Chapter Two ...The Dead Shall Walk The Earth Outside, pass through the alley alongside the Warehouse, then make your way to the small Basement Bottle Storage Room (most times, if you go to the left through the door after exiting the alley alongside the Warehouse, Brad Vickers, fellow S.T.A.R.S. member, will burst out from the Basement Bottle Storage Room and run down the alley across from it, upon your nearing it's door. If you choose to go around to the right, and take Fisson Street to Jack Street to reach the Basement Bottle Storage Room, you may need to attempt to open it's door in order for Brad to burst through it (due to the semi-randomness of the game, these may be reversed). Inside the Basement Bottle Storage Room you'll find the Shotgun and the Lighter Oil. Once you have these two items, leave the room (there are two Green Herbs on the ground just across from the doorway to the Basement Bottle Storage Room) and make your way to the rear door of Bar Jack, to catch up with Brad, as that's where he went (if you return to the Warehouse at this point, along the way you'll hear a woman scream, and possibly see her running from some zombies. No matter how fast you are, or even that you kill the zombies that are trying to capture her, she will always be killed by the zombie in front of the Warehouse's backdoor. There is no way to save her. This type of situation will happen a few times during the course of the game. What happens depends on the routes you travel to and from your objectives by). Along the way you'll find the Uptown Map on a wall above some crates at the curve in the road after the Boutique. You can also climb the fire escape next to it (the map) to find a few extra Green Herbs. Chapter Three Haven't I met you someplace before? Once you reach the Courtyard Garbage Dump behind Bar Jack, you'll see Brad fending off a gang of zombies. Upon your arrival, he quickly darts inside the bar. Follow him into the bar by way of the back door, and you will see him attempting to dispose of another zombie. Once you regain control of Jill, feel free to help him out, as it'll save some time (Brad cannot be killed by this zombie. If you do not help him kill it, he will do it by himself). After the Zombie has been dispatched, Brad starts raving on about an approaching danger that will kill all remaining S.T.A.R.S. members, after which he runs outside through the front door of the bar. With Brad gone, pick up the Lighter from the table next to the pay phone, then find the postcard of St. Michael's Clock Tower on the bar itself (don't forget to check the register for bullets). Once you've found the items, combine the Lighter with the Lighter Oil, thereby filling it so it can be lit if needed. With that accomplished, leave Bar Jack by the rear door (the front door to the bar is now unlocked due to Brad's opening it from the inside) and proceed to the alley leading North (the one with the dark pavement. Note, if you try the door at the end of the Southeastern alley, Jill will unlock it from this side). Chapter Four Just Passing Through At the top of the Northern alley, pass through the door, and follow the next alley towards it's end. Here you will find a door tied shut with rope, as well as numerous zombies trying desperately to get to you through a barricade. Upon inspecting the door, the zombies manage to push the barricade over. They then both crawl and walk towards you. After disposing of the zombies (an easy way is to back up and shoot the red drum when most of them are even with it. Red drum... hmmm... that sounds familiar ;) check the rear of the alley (where the barricade was) for some Red Herbs and Photo A (on the body of one of the dead policemen), then use the Lighter on the rope tied door to burn it open. After passing through the door, proceed up the next alley, (known as the back lane) past the fire that is burning out of control (watch out for the zombie dogs that are lurking here) until you reach the gate at the end (there is a small Storeroom/Save Room just before the gate, should you need it. It also contains a bottle of Gun Powder Type A and Gun Powder Type B). Pass through the gate to reach the Northern end of Fisson Street. Walk a short distance up Fisson Street to Ennerdale Street (also known as E.63rd), where you will find the Raccoon Police Department (to the left of the broken fire hydrant). Chapter Five Falling S.T.A.R.S. Upon entering the front gate to the grounds of the Raccoon Police Department, Brad runs in behind you, followed shortly by the Nemesis. With terror in his voice, Brad screams to you for help, but before you can do anything, Brad is silenced by the Nemesis. You are then given a choice (the first of many, which you'll have to make at key points in the game in order to decide which path you will follow). The choice is as follows: A. Fight with the monster B. Enter the Police Station If you choose neither selection, the Nemesis attacks you where you are. If you've chosen to "Fight with the monster", inspect Brad's body to find his wallet (Card Case) which contains his S.T.A.R.S. Badge, then use the "Inspect" command from the inventory menu on this item to take his S.T.A.R.S. Card out (the Nemesis will try his best to kill you, so either knock him down completely, in which case if you're playing on Hard Mode you will earn an item upon doing so, or just inspect Brad's body quickly then run into the Police Department where you'll be out of harm's way). After which, enter the Raccoon Police Department. If you've chosen to "Enter the Police Station", then Jill will enter the Raccoon Police Department in a cut scene. Chapter Six Whatcha Gonna Do When They Come For You Once inside the Raccoon Police Department (there are three Green Herbs next to the boarded up door at the Southeastern corner of the Main Hall), take the Police Station Map off the front desk in the Main Hall (next to the computer. There is also a box of Handgun Ammunition at the front desk as well), then use Brad's S.T.A.R.S. Card in the computer beside it (if you don't have a S.T.A.R.S. Card in your current inventory, you can find Jill's Card, along with an Ink Ribbon, in the Conference Room, which is located at the Northwest corner of the Police Station's first floor. Return to the computer when you have it. Note that at the end of the Northwestern hallway in front of the Conference Room, you may also find two "Random Items", both Red Herbs). You will find out by way of the computer, that due to the recent events, the key to the S.T.A.R.S. Office has been moved to the Evidence Room. You are then shown the numerical password for the combination on the locker it is in (the four possible numerical passwords are, 0131, 0513, 4011, and 4312). Make your way to the Evidence Room (on your way there, stop in the West Side Office located in the Party Room, and pick up Marvin's Report. A "random item" that you may also find in the office, is a case of Shotgun Shells), and open the locker near the door you just passed through to find the Sapphire Jewel, as well as entering the combination in the locker around the back of the room to open it and receive the S.T.A.R.S. Office Key (after receiving the Lockpick a little later, return to this room and use it to open another of the lockers to find a bottle of Gun Powder Type B). Once you have the key, walk upstairs and use it to enter the S.T.A.R.S. Office (if you first stop at the Dark Room, you can find an Ink Ribbon, David's Memo and a bottle of Gun Powder Type A). Here you will find the fax on Handguns from the Kendo Gun Shop in the fax machine, the Lockpick on Jill's desk, a First Aid Spray hanging on the wall near Rebecca's desk, either the Magnum or the Grenade Launcher in the locker by the radio, and a box of Handgun ammunition on Barry's desk. After collecting all the items, attempt to leave the room. At this point the two-way radio kicks on, and you hear a person by the name of Carlos, obviously in trouble. Once the radio goes out, leave the S.T.A.R.S. Office (there may be two Red Herbs at the end of the hall outside the S.T.A.R.S. Office, courtesy of the "Random Item" system) and return downstairs. As soon as you pass the window in the lower hallway at the bottom of the stairs, the Nemesis crashes through it (the window). Either run from him (he follows you through all rooms until you reach the Main Hall), or attempt to take him down (worth another item if you're playing on Hard Mode), after which, leave the Police Department and return to the Northern end of Fisson Street (towards where you came through the gate prior to entering the Raccoon Police Department's Grounds). Chapter Seven Heading Downtown On Fisson Street, use the Lockpick to enter the door next to the Gallery (where the motorcycle is lying on the ground, and a fire is burning around an overturned car). Check the body at the second bend of the alley you appear in to find some Handgun ammunition and the Merc's Diary, then continue on through the next alley (in which you'll find two Blue Herbs at the end of, as well as a chance of three Green Herbs by way of the "Random Item" placement), until you reach the Parking Garage, whose door is just next to the rear of the crashed number 33 Midtown Bus (check the body behind the bus for a bottle of Gun Powder Type B). On your way through the Garage, take the Power Cable from the sparking battery in the mini-van parked in the corner, then pass through the Garage Office (there is a Blue Herb Bush located at the door to the Parking Garage Office, on the Garage's side, in case you ever need them. You can also find both an Ink Ribbon and a box of Handgun ammunition inside the Garage Office) on your way to Flower Street (outside the Garage Office). From Flower Street, walk up Fox Street (only way you can go) and pass through the door that leads to the Construction Site. Here you will encounter two Drain Deimos (don't forget to check the body for a bottle of Gun Powder Type A, as well as take the Downtown Map from the wall near the door where you entered). After doing away with the Drain Deimos (if you lure them beneath the crate suspended in the air at the intersection of the hallways, you can drop it onto them by shooting it. This will crush them), exit the Construction Site by the door at the other end of the blue power cord (the Northern door). Once you're outside the Construction Site, you need to decide which route you'd like to take for the next section of the game. You can head to either the Raccoon Press Building (reached by cutting through the Shopping District alleys behind the Grill 13 Restaurant, then heading North on Warren Street for one block before turning right to reach the Raccoon Press Building), or the Grill 13 Restaurant (which is located just around the corner from the Construction Site). This decision will effect the next several scenes in the game. Chapter Eight (A) Damned If You Do... If you choose to proceed to the Grill 13 Restaurant first, grab the City Guide from the table in the front (you may also have a chance of finding two bottles of Gun Powder Type A here by way of the "Random Item" placement), then use your Lockpick to open the small locker at the rear of the Restaurant (next to the back door) so that you can find the Fire Hook. Once you have the Fire Hook, use it to open the heavy entry grate that leads to the Basement, which is located at the front of the Restaurant's kitchen. At this point, a cut scene plays out in which Carlos shows up and introduces himself to Jill. The introductions are unfortunately cut short due to the untimely arrival of the Nemesis. At this point you are given the following choice: A. Run into the Basement B. Hide inside the kitchen If you choose neither option, the Nemesis charges you where you stand. If you've chosen to "Run into the Basement", Jill and Carlos climb down the ladder into the Basement. Unfortunately a pipe ruptures, and the Basement begins to fill with water at an alarming rate. After the water reaches a certain height, if you haven't already climbed back up the ladder, Carlos calls out for you to follow him back up so that the two of you don't drown. Once you're back up in the kitchen of the Restaurant, the Nemesis continues his deadly assault on you. You can either run away (in which case the Nemesis will follow you outside after a short cut scene in which Carlos asks you to join his group, if you can trust them that is), or you can stay and fight the Nemesis. If you decide to fight the Nemesis, Carlos will help out by firing upon the Nemesis with his Assault Rifle, but beware, if Carlos is killed, it's game over (if you'd like to further explore the Basement after it's been flooded, flip the water main switch located on the wall just to the right of the Basement entry grate, as doing so will drain the water). If you've chosen to "Hide inside the kitchen", Jill and Carlos will run around the counter into the front of the Restaurant (hey, that's not "inside the kitchen"). Jill then grabs a lamp and tosses it into the back of the Restaurant, towards the broken gas main that's leaking gas at the rear of the kitchen. When the flame from the lamp hits the gas leak, it erupts with a mighty explosion, taking the Nemesis out (if you're playing on Hard Mode, an item is dropped at this point), along with half of the kitchen. The celebration is short lived though, as the Nemesis soon arises. Will nothing stop this demon? At this point you can either run away (in which case the Nemesis will follow you outside after a short cut scene in which Carlos asks you to join his group, if you can trust them that is), or you can stay and fight the Nemesis. If you decide to fight the Nemesis, Carlos will help out by firing upon the Nemesis with his Assault Rifle, but beware, if Carlos is killed, it's game over. Once you've finished at the Grill 13 Restaurant, make your way over to the Raccoon Press Building (stop at the Storeroom on the Shopping District Alley on the way there to find a box of Shotgun Shells and a Rusty Hex Crank. Also, check the body next to the gate to the City Hall Grounds on Warren Street to find a box of Handgun ammunition). Inside, check the information counter and boxes stacked next to the pay phone to the right for both a First Aid Spray and an Ink Ribbon. You'll also find Photo B on the pay phone to the left (near the vending machine). Once you have these items, have Jill push the small step ladder to the left side of the room so that it comes to a stop against the vending machine. Climb the step ladder so that you can reach the panel with the red flashing light, and flip the switch so that power is restored to the shutter that's blocking the stairs to the upper levels. Once that is accomplished, hop down and open the shutter itself by way of the access panel on the wall beside it. Climb the stairs to the top, then enter the third floor Raccoon Press Office at the end of the hall. Here you will find the Reporter's Memo sitting on a cabinet to the far left, Photo C on the large desk to the left, and the Emerald Jewel on the desk across from the door (you will also have a chance at finding two bottles of Gun Powder Type A by way of the "Random Item" placement, if you haven't previously found them in the Grill 13 Restaurant that is). After obtaining these items, leave the Raccoon Press Building, and make your way to the front gate of the Raccoon City Hall (otherwise known as the Municipal Building, located on Warren Street, around the corner from the Raccoon Press Building, and directly across from the door that leads to the Shopping District alleys). Chapter Eight (B) ...Damned If You Don't If you choose to proceed to the Raccoon Press Building first (check the Storeroom/Save Room on the Shopping District Alley to find a box of Shotgun Shells and a Rusty Hex Crank. Also, check the body next to the gate to the City Hall Grounds on Warren Street to find a box of Handgun ammunition), once you enter it (make sure to check both the information counter and boxes near the pay phone to the right for a First Aid Spray and an Ink Ribbon, as well as looking on-top of the pay phone to the left to find Photo B), you'll need to push the small step ladder to the left so that it comes to rest below the panel with the flashing red light on it (next to the vending machine). With the step ladder in place, climb it and flip the switch to turn on the power to the shutter blocking the stairs to the upper levels. Now that the power is on, hop down and access the shutter switch on the wall next to the shutter. Flip this switch to raise the shutter so that you may climb to the top of the stairs and make your way into the Raccoon Press Office on the third floor. Here you will find a semi-conscious man. This is Carlos, the man you heard call for help over the radio in the S.T.A.R.S. Office of the Police Department. Carlos is also a member of the Biohazard Counter-Measure Force sent by Umbrella to check for survivors. After fully coming to, and introductions have been exchanged, you hear the now terrifyingly familiar sound of the Nemesis coming up the stairs. At this point you are given a choice: A. Jump out of the window B. Hide in the back If you choose neither choice, you will fight the Nemesis in the hall. If you've chosen to "Jump out of the window", before the Nemesis can reach them, Jill and Carlos hurl themselves through the window at the end of the hall. They land safely, albeit shaken up atop piles of rubbish in the alley below (you can find two Red Herbs near the door inside this alley). Exit this alley by unlocking the door at the end from this side. Once back out on the street in front of the Raccoon Press Building, Carlos tells Jill that his task force is only there to aid in the rescue of civilians, to which Jill has her doubts. Before he leaves, Carlos asks Jill to join up with his unit, if she can trust him that is. When you regain control of Jill, make your way into the Grill 13 Restaurant (before going to the Restaurant you can return to the third floor Raccoon Press Office to look for items, as there are both the Reporter's Memo and Photo C, as well as the chance of two bottles of Gun Powder Type A by way of the "Random Item" placement, but beware that the Nemesis will still be there. Also, if you don't return to the Press Office, since you did not previously finish off the Nemesis, he will reappear in a different, although set location later in the game). If you've chosen to "Hide in the back", a cut scene is shown in which the Nemesis is knocked out by an explosion in the room across the hall from where you are (an item is dropped due to his being knocked out if you are playing on Hard Mode). Within moments of the blast the Nemesis regains consciousness, so grab the Reporter's Memo and Photo C from the office (as well as two possible bottles of Gun Powder Type A by way of the "Random Item" placement) then high tail it out of the building (if you aren't quick enough, or choose to stay and fight the Nemesis, Carlos will help by firing his Assault Rifle at the Nemesis. Beware though, if Carlos is killed, it's game over. If you do leave the Press Building before the Nemesis is finished off, he will reappear in a different, although set location later in the game). Once back out on the street in front of the Raccoon Press Building, Carlos tells Jill that his task force is only there to aid in the rescue of civilians, to which Jill has her doubts. Before he leaves, Carlos asks Jill to join up with his unit, if she can trust him that is. When you regain control of Jill, make your way into the Grill 13 Restaurant. Inside the Grill 13 Restaurant you can find the City Guide on one of the tables in the front (you may also have a chance of finding two bottles of Gun Powder Type A here by way of "Random Item" placement, if you haven't previously found them in the Raccoon Press Office that is), as well as a Fire Hook, if you use your Lockpick to open the small locker next to the back door. Once you have the Fire Hook, use it to open the heavy entry grate leading to the Basement, located on the floor at the front of the Restaurant's kitchen. Upon climbing down the ladder to the Basement, you will be able to find the Emerald Jewel on the body slumped in the corner of the watery passage. After receiving the Emerald Jewel, leave the Restaurant and make your way to the front gate of Raccoon City Hall (otherwise known as the Municipal Building) located on Warren Street, just around the corner from the Raccoon Press Building, and directly across from the door that leads to the Shopping District alleys). Chapter Nine Mercenaries For Hire Once you're at the front gate to City Hall (otherwise known as the Municipal Building), place the Sapphire and Emerald Jewels into the gem encrusted clock beside it to complete the circuit needed to open the gate. Once opened, enter the City Hall Grounds and walk down the path ahead of you until you reach it's branching point. From here, continue down the path towards the left, and make your way through the following alley, and Lonsdale Yard (check the rear walk for two Green Herbs after passing the Lonsdale Yard sign), until you reach Central Street, where your way is blocked by a stack of wooden palettes (check the body near the door for a container of fourteen Shotgun Shells). Climb over the wooden palettes to find yourself at the Central-Raccoon Line's Central Station. Walk down the length of the Trolley that's sitting at the station, and enter it through the rear car. Here you will see an open access panel, which upon inspection reveals that the Trolley is in need of three things to return to working order. The three things are, Mixed Oil, a Fuse, and a Power Cable. There is also a Memo at the rear of the Trolley, just above the access panel. Next, walk towards the front of the Trolley and you will meet a white haired man named Nicholai, who is the Supervising Sergeant of this Biohazard Counter-Measure Force unit. After Nicholai enters the front car, walk forward to follow him, and you'll come across a very badly injured team member lying on the seats. This is Lieutenant Mikhail, and approaching him causes him to ramble on incoherently. After trying to comfort Mikhail, enter the car at the front of the Trolley and you'll again meet up with Carlos and Nicholai. After a little bit of persuading, Carlos convinces Nicholai to let Jill join forces with their team. Nicholai then tells Jill the plan they have for escaping Raccoon City, after which Carlos gives her a pouch so that she can carry more items (up to ten) in her personal inventory. Since the plan involves using the Trolley to reach Saint Michael's Clock Tower, you'll need to first get it running. Your task now is to find the items necessary for getting it started. Begin by picking up the Wrench from the seat in front of you, then exit the Trolley through the door at the front of this first car (you can unlock it from the inside). Chapter Ten Self Service Only To find some of the Oil that you will need to get the Trolley in working order, you'll need to first make your way to the Stagla Gas Station. On the way, as you walk by the car at the corner of the alley after passing through Lonsdale Yard, a zombie bursts out of it and attacks you (don't forget to check inside the car for a bottle of Gun Powder Type B after you've disposed of him). Continue on to the Stagla Gas Station (upon your reaching the fork in the path at the City Hall Grounds, if you don't already have the Rusty Hex Crank in your personal inventory, return to the Shopping District Storeroom located in the alleys behind the Grill 13 Restaurant, and you'll find it atop the red gas canister next to the door. Be careful on your way out of the City Hall Grounds, as once you approach the green door near the front gate, it swings open and a hoard of zombies burst out to greet you), and once you reach the front door (because of the "Random Item" placement, there may be two Red Herbs next to the gas pumps outside), use the Rusty Hex Crank to attempt to open the closed shutter barring your entrance. Unfortunately the Rusty Hex Crank breaks, and you are now forced to use the Wrench to open the shutter. With the shutter raised, enter the Stagla Gas Station, and upon reaching the rear counter (there may be three bottles of Gun Powder Type A on the table in the front, courtesy of the "Random Item" system), Carlos arrives and lets you know that the zombies are getting restless. After learning this bit of information, head behind the counter to trigger Carlos to go outside and provide cover for you while you continue your search for oil. Inspect the panel in front of the locked green cabinet at the rear left (you'll find a First Aid Spray on the shelf of the cabinet next to it) and you will be asked if you would like to unlock the oil cabinet. Upon attempting to open the oil cabinet, you are presented with a four digit puzzle lock. The object of this puzzle is to light only the red button over the letter highlighted in green. This is performed by pressing a certain sequence of buttons. Since the highlighted letter is random, refer to the table below for a list of each button's function ("alternates", in this table, refers to any of the specified buttons that are "on", going "off", and the buttons that are "off", going "on"): A: Alternates buttons A and B B: Alternates buttons A, B and C C: Alternates buttons B, C and D D: Alternates buttons C and D Once you have performed this task correctly three times, the cabinet opens, and you are given the Machine Oil and Canister. On your way back around the counter, you notice a live wire sparking on the floor of the garage bay. The sparks ignite the oil that's all over the floor, and with the flames spreading rapidly, you must now high tail it out of the Gas Station to safety. Outside, you come across a very weary Carlos (if you left the interior of the Gas Station when Carlos originally left to provide covering fire, you will have already seen this next cut scene, and as such he will not be here when you come outside). After Carlos gets up, start to leave the Stagla Gas Station area. Just as you pass the Delorean (car) with the flag on it, the Gas Station explodes. After this, Carlos leaves, so that he can try to scrounge up some equipment, as there may not be any at the Trolley's destination. With Carlos gone, you're on your own again. The location you decide to explore next determines the outcome of the next few scenes in the game. You can either go to the Electrical Substation (see chapter 11), or the Pharmaceutical Company Sales Office (see chapter 12), whichever one you head to first, will determine where your next possible Nemesis sighting will occur. Chapter Eleven Jill, The Master Of Electricity If you choose to go to the Electrical Substation first, you'll need to make a few stops to pick up some necessary supplies. Make your way through the small hallway that leads to the statue of Michael Warren, in the City Hall Grounds, and once you reach it (you may find three Green Herbs at the beginning of this hallway due to the "Random Item" placement), push the green button on the base of the statue. This will cause the statue's arm to lower, thus giving you access to the Bronze Book (Book of Wisdom) that it is holding. After taking the Bronze Book from the statue, proceed to the section of street in front of the Grill 13 Restaurant. On this street, across from the Raccoon Theater (do you notice what's currently playing? Why it's Biohazard 4) you will find a currently inoperative World War II Memorial Fountain dedicated by the Mayor of Raccoon City, Michael Warren. Walk up to the empty stand (be sure to check the ground here for two Green Herbs) in the rear right corner (to the right of the sculpture of the woman carrying the jug) and place the Bronze Book in it. After placing the Bronze Book in the stand, you are able to remove the Bronze Compass (Future Compass) from the stand just to the left (if you had tried to remove the Bronze Compass before inserting the Bronze Book, the fountain would have activated, pouring water out of the two spouts on either side of you. Due to the electrical short in the light at the base of the fountain, the water is electrically charged, thus preventing you from escaping the watery trap). Once you have the Bronze Compass (you can take the Bronze Book back as well, once you have the Bronze Compass), return to the statue of Michael Warren at the City Hall Grounds. Place the Bronze Compass in the statue's hand, and it will revolve, allowing you access to a hidden chamber in it's base. Inside the base you will find the Battery. Take the Battery to the Construction Site, and climb the stairs inside to reach the elevator. Place the Battery in the terminal next to the elevator to return it to working order, then ride it down to the road that leads to a previously blocked off section of Flower Street (check the construction worker's body near the elevator for a box of Handgun ammunition), where you will find the Electrical Substation. Inside the Electrical Substation (look on the ground in the outer hall for two possible Red Herbs on your way in, courtesy of the game's "Random Item" placement), you will find two closed shutters, and two terminals (also check the rear desk for a "Random Item" chance of two bottles of Gun Powder Type B). One terminal turns on the power (the Power Transmitter, which is the terminal nearest the rear door), while the other is the Transformer (the terminal next to the Low Voltage Control Room). Use the Power Transmitter to turn the power supply to the Transformer to manual mode, then access the Transformer so that you can try your luck at opening the voltage locked shutters to both the High and Low Voltage Control Rooms (the rooms next to the Transformer, and the front door to the Electrical Substation). To open each of the voltage locked shutters, you need to set the voltage output on the Transformer to the below voltages: Low Voltage Control Room Door: Between 15 volts and 25 volts High Voltage Control Room Door: Between 115 volts and 125 volts To do this, you need to choose between increasing and decreasing the voltage that runs to both of the doors. This is accomplished by varying the amounts of electricity that reach the doors by way of the four switches on the panel of the Transformer. Each time you select "Red", the voltage is increased by a set multiple of 15 (shown above each switch's on-screen indicator), while if "Blue" is selected, the voltage is lessened by a set multiple of 5 (also shown above each switch's on-screen indicator). Choose the following settings on the Transformer to open the shutters (both shutters can be opened before entering either room): Low Voltage Control Room: Red, Blue, Blue, Blue = 20 volts High Voltage Control Room: Red, Red, Red, Blue = 120 volts Once you've opened one or both shutters, enter the rooms and find the item located in each. The Low Voltage Control Room contains the Fuse, which is one of the four things needed to repair the Trolley, and in the High Voltage Control Room, stored inside a locker, you will find either the Grenade Launcher or the Magnum, which one you find is dependent on which you already have. Once you've found the first of these two items, and are leaving whichever room that you discovered it in, a group of zombies in the outer hall rush the main door, and converge on the Electrical Substation. You're now forced to make what could be a life or death decision. Your choices are: A. Head to the emergency exit B. Increase electricity output If you choose neither selection, the zombies crash through the door and attack you. Then once you leave the Electrical Substation, the Nemesis attacks you outside on Flower Street. If you choose to "Head to the emergency exit", Jill will use all her strength to bust through the rear door, and pass through the following hallway to reach the street outside. Her escape does not go as well as planned though, as once she reaches Flower Street, an all too familiar adversary attacks (had you chose to "Increase electricity output", the Nemesis would instead attack you at another location a little further into the game). After knocking the Nemesis out again (an item can be had here if you're playing on the Hard Mode setting), make sure that you have the Fuse, then continue on to your next destination, the Pharmaceutical Company Sales Office (see chapter 12). If you choose to "Increase electricity output", the generator will then overload and develop a short, thereby throwing off a power surge that electrocutes the zombies. Also, because of the short, if you still need to use the Transformer to open the other shutter, the "Blue/Decrease" integer will now be set multiples of 10 being subtracted instead of 5. The "Red/Increase" integer remains at set multiples of 15 no matter what. This would then make the solutions to opening the voltage locked doors as follows: Low Voltage Control Room: Red, Red, Blue, Blue = 25 volts High Voltage Control Room: Blue, Blue, Red, Red = 125 volts Once you have the Fuse from the Low Voltage Control Room, proceed to your next destination, the Pharmaceutical Company Sales Office (see chapter 12). Chapter Twelve Nicholai Should you choose to first go to the Pharmaceutical Company Sales Office, which is located at the end of the back lane, you'll need to begin by going to the end of the alley just South of the crashed number 33 Midtown Bus. Here you'll find a Fire Hose attached to a wall mounted fire hydrant. Use the Wrench to remove the Hose from the hydrant and add it to your inventory. Once you have the Hose, make your way to the back lane (the alley directly South of the Police Department, below Ennerdale Street, and West of the Northern end of Fisson Street), to where the fire is burning. Across from the Storeroom, you'll see a wall mounted fire hydrant. Use the Hose on this hydrant and Jill will douse the flames that were previously raging at the fork in the alley. With the flames out, make your way down the now passable section of the back lane. Continue through the door at the end, and pass through the next section of alley (there are two Blue Herbs here for you to find), to come to the alley in front of the Pharmaceutical Company Sales Office. Pick up the Square Crank from off the ground near where you entered, and then makes your way into the Pharmaceutical Company Sales Office itself. Once inside, you will come across Nicholai in the midst of eliminating a possible threat. Check the office for items and files, of which there are plenty of (there is a First Aid Spray in a cabinet near Nicholai, and an Ink Ribbon on the large table. There are two files here as well, the Manager's Report, also on the table, and the Business Fax located in a filing cabinet in front of Nicholai), then use the remote control on the large table to view an advertisement for an Umbrella developed product on a nearby television. Next, access the computer just to the side of the remote control and you'll be asked to input a password in order to open the computer controlled lock on the door leading to the Medical Storage Room at the rear of the office. The password you need is the name of the product that you viewed on the TV (possible passwords are AQUACURE, SAFSPRIN and ADRAVIL). Once the password is input (type in the password using the keyboard that comes up, then hit the return key), enter the Medical Storage Room and gather all the items that you find there (there is the possibility of three Gun Powder Type A's and three Gun Powder Type B's by way of the "Random Item" system). Among them you'll find, a bottle of Oil Additive. Once you have the Oil Additive, attempt to leave the Medical Storage Room. As you approach the bend in the hallway, zombies overrun the office. You can hear Nicholai scream over the cries of the zombies (you must take the Oil Additive from the Medical Storage Room for the zombies to attack Nicholai, and advance on your location). Make your way back to the office (an easy way to kill the zombies and yet conserve some of your ammunition, is to shoot the steam valve on the steam pipe when they get near it. This will cause a steam blast to shoot from the pipe, killing any zombie it touches. There are two of these pipes in this hallway, but be careful, as you too can be injured by the steam that is released, although to a much lesser extent). When you finally get back into the office, the only thing left of Nicholai is his broken PC in a pool of blood beneath a broken window. But is this Nicholai's blood, or the mercenary's that he shot when you were coming in? Since no bodies are here, you can't be sure. Leave the Pharmaceutical Company Sales Office and return to the section of the back lane where you put out the fire. Upon approaching the gate that leads back towards the Police Station, after getting the Oil Additive from the Pharmaceutical Company Sales Office, the Nemesis, with Rocket Launcher in hand, comes crashing through, and with a massive swing, breaks the fire hydrant open. His next target is you (you must either get the Oil Additive from the Pharmaceutical Company Sales Office before going to the Electrical Substation, or have chosen to "Increase the electricity" when the group of zombies attacked at the Electrical Substation, for the Nemesis to appear here). Once you've knocked down the Nemesis (and picked up your item if you're playing on Hard Mode), prepare for your trip to the Electrical Substation (see chapter 11, or if you've already completed the Electrical Substation, continue on to chapter 13). Chapter Thirteen Gettin' Outta Dodge Now that you have the four items needed to repair the Trolley (if at any point you went back to the Trolley before gathering all four of the necessary items, you would have triggered a cut scene in which you help an injured Mikhail into the Trolley), make these next few stops before heading back. First, go to the Courtyard Garbage Dump behind Bar Jack and use the Square Crank in the slot on the wall beside the closed shutter. This will allow Jill to open the shutter where she will find three containers of Grenade Rounds. After this, return to the Warehouse where you started the game (try going by way of Fisson Street, as when you pass the wrecked police car at the corner of Jack Street you'll get a chance to find a bottle of Gun Powder Type B inside it, if a zombie makes a sudden appearance). Inside you will find Dario, the man who was hiding in the large storage container, dead on the floor to the left. Look inside the storage container to find his diary (Dario's Memo), as well as two bottles each of Gun Powder Type A and Gun Powder Type B. Once you've obtained these, head back towards the Trolley. As you start to cross back through the Garage (after getting the Oil Additive from the Pharmaceutical Company Sales Office) the ground begins to shake as you pass by the mini-van where you found the Power Cable earlier (if you didn't get the Power Cable earlier, get it once this sequence is finished. Suddenly the ground gives way, and a large hole opens up beneath your feet. Jill manages to catch the rim as she falls, but upon pulling herself back up, she sees two crates, jarred loose by the tremor, sliding down a loading ramp towards her after falling out of the rear of a nearby truck. At this moment you are forced to make a split second decision. Your choices are: A. Climb up B. Jump off If you don't choose either selection, the boxes will strike Jill, knocking her down into the sewer below. If you choose to "Climb up", Jill will automatically dodge the two crates upon hoisting herself all the way back up into the Garage. Next, continue on towards the Trolley (a zombie will jump out from the car parked on the corner between the Garage Office and the Construction Site, kill it and inspect the inside of car to find a container of Grenade Rounds). If you choose to "Jump off" to avoid the crates, Jill will need to pass through the small sewer tunnel she lands in, in order to reach the ladder at the other end so she can climb back up to street level. On your way through the sewer, you'll see what appears to be a large root protruding through a hole in the sewer wall. Little does Jill know that this is not a root, but a foreshadow of things to come. After climbing the ladder, you appear on Warren Street, just behind the crashed number 33 Midtown Bus. Re-enter the Garage and continue your trek towards the Trolley (a zombie will jump out from the car parked between the Garage Office and the Construction Site, kill it and inspect the inside of car to find a container of Grenade Rounds). Upon reaching the fork in the path at the City Hall Grounds, after getting all four of the items needed to repair the Trolley, the Nemesis is waiting there for you. Knock him down (get an item if you're playing on Hard Mode) and proceed towards the Trolley. As you reach the end of Lonsdale Yard, the ground begins to shake. Soon after, it gives way and you then fall into an underground passageway. If that's not quite bad enough, an enormous worm-like creature (known as the Grave Digger) bursts through a wall and attempts to devour you. To get out of this underground passage, you'll need to lower the ladder at the Western end of the passage. Problem is, you need to engage the power to the ladder in order to do so, and to do that, you need to flip the two switches in the small alcoves located at either end of the passage. Problem number two, every time you try going into one of the alcoves, the Grave Digger comes through the wall in front of you and tries to put a stop to your plan. So you either need to be very quick (run into the alcoves and flip the switch in each), or you need to fight the Grave Digger if you want to proceed (should you choose to try to flip the switches without fighting the Grave Digger, once they have both been flipped, when you approach the switch to lower the ladder, the Grave Digger will attack from the hole in the wall near it). Once the two alcove switches have been flipped, activate the switch at the Western end of the passage to lower the ladder, then climb it to appear around the corner from the Central Raccoon Line Station. At this point, make your way inside the rear car of the Trolley, and install the parts (Power Cable, Fuse and Mixed Oil. You'll need to combine the canister of Machine Oil with the bottle of Oil Additive in order for you to have the correct mixture for the Trolley) so that the Trolley returns to working order. Chapter Fourteen Evil Inside The House Of God 0nce you've repaired the Trolley, Carlos arrives and gives you a container of Flame Rounds. You then share with him the bad news of what happened to Nicholai at the Pharmaceutical Company Sales Office. With Carlos ready to drive the Trolley to Saint Michael's Clock Tower, proceed to the front car so that he can get started. With the Trolley only having barely begun it's journey, you hear Mikhail cry out from the rear car. At this point, enter the rear car to come face to face with the Nemesis. It seems he's upset at you for leaving without first saying goodbye. Whether you knock him down, or just try to run back to the front car (doing this ends the battle) doesn't matter, as once you do either of these things, a cinema kicks in, in which Mikhail orders you into the front car, then sacrifices himself in the hopes of finally stopping the Nemesis for good. Once you're in the front car, the damage done by Mikhail's actions takes it's toll on the Trolley and sends it careening out of control. At this point you must make another crucial decision. Your choices are: A. Jump out of the window B. Use the emergency brake If you "Use the emergency brake", the Trolley crashes to a halt in the Courtyard of Saint Michael's Clock Tower (the same will happen if you choose neither selection when prompted). After disposing of the great multitude of crows that are flying about, check the path behind the statues of the hawks to find an assortment of Herbs (two Blue and three Green), then enter Saint Michael's Clock Tower by way of the door to the left of the main entrance. You are now in the Dance Room of the Clock Tower. Enter the door with the slim windows on it to the left to reach the Chapel. On the shelf at the rear you will find the Winder Key (the Clock Tower Key. Due to "Random Item" placement, there may be two bottles each of Gun Powder Type A and Gun Powder Type B on the stand to the left as well). Once you have the Winder Key, leave the Chapel, and pass through both the Dance Room (using the Winder Key to do so) and the Dining Room (just after the Dance Room. You will find Carlos here, and his nerves are beginning to get to him, as well as the possibility of a container of Grenade Rounds on the fireplace's mantle thanks to the "Random Item" placement system), to reach the Atrium (the large entrance room). Here you will find, a dead Umbrella agent carrying a Mine Thrower (a weapon, on Easy Mode this weapon does not appear in the game. Instead of the Mine Thrower, you will find fourteen Shotgun Shells here) and the Operation Instructions, a bush of Blue Herbs lies against a wall near the agent's body, as well as a Map to the Clock Tower and a First Aid Spray on a desk towards the rear of the room. At both rear corners of the stairs, you'll find a table that has on it a music box. Each of these music boxes tie in with a puzzle that you'll come to later in the game (if you wish you can open the main door from the inside and walk out into the Courtyard). Enter the Study through the door to the East. In the desk in the Study, you can find an Ink Ribbon (there may also be a container of Grenade Rounds on the small table courtesy of the "Random Item" placement, if you haven't already found one in the Dining Room), as well as an Art Picture Postcard with a picture showing three clocks at midnight on it. After taking these items, leave by the door at the rear to enter the Living Room, then pass through to the next room, which is the Bedroom. Here you will find the Bezel Key (2nd Clock Tower Key), hidden behind a crooked picture on the wall (because of the "Random Item" placement you may also find two bottles each of Gun Powder Type A and Gun Powder Type B here, if you haven't already found these items in the Chapel). Once you have the Bezel Key, leave the Bedroom and return to the Atrium, where you'll need to make your way up the main staircase to the second floor. If you choose to "Jump out of the window", as the Trolley violently crashes through the Southeast corner of Saint Michael's Clock Tower, on it's way to a stop in the Courtyard, you bail out. You stand up and see that you are in the back corner of the Bedroom. Make your way to the door to trigger an attack by zombies that were also caught in the crash of the Trolley. To the right of the door, you'll see a crooked picture hanging on the wall. Inspect it to find the Winder Key (also known as the Clock Tower Key) hidden behind it (you may also be two bottles each of Gun Powder Type A and Gun Powder Type B on the small table to the left of the door, due to "Random Item" placement), then leave the room and enter the Living Room. Use the Winder key on the door here to enter the Study, where you will find Carlos, who also managed to survive the Trolley accident. At this point Carlos gives you a container of Freeze Rounds for your Grenade Launcher, then leaves to do a little exploring of his own. In the desk in this Study, you can find an Ink Ribbon (you may also find a container of Grenade Rounds on the small table by way of the "Random Item" system), as well as an Art Picture Postcard that shows a picture of three clocks at midnight. After taking these items, leave by the door on the Western wall to enter the Atrium. Inside the Atrium you will find, a dead Umbrella agent carrying a Mine Thrower (a weapon, on Easy Mode this weapon does not appear in the game. Instead of the Mine Thrower, you will find fourteen Shotgun Shells here) and the Operation Instructions, a bush of Blue Herbs lies near the dead agent, as well as the Map to the Clock Tower and a First Aid Spray on a desk towards the rear of the room. At both rear corners of the main stairs, you'll find a table that has on it a music box. Each of these music boxes tie in with a puzzle that you'll come to later in the game (if you wish, you can open the main door from the inside and then walk outside into the Courtyard to find some herbs, two Blue Herbs and three Green Herbs). Enter the Dining Room through the door to the West (you may find a container of Grenade Rounds here due to the "Random Item" placement, if you hadn't already found this item in the Study), then pass through the next room, which is the Dance Room (the room with the Grand Piano), to reach the Chapel. On a shelf at the rear of the Chapel you will find the Bezel Key (2nd Clock Tower Key. Due to the "Random Item" placement you may also find two bottles each of Gun Powder Type A and Gun Powder Type B, if you haven't already found these items in the Bedroom). Once you have the Bezel Key, return to the Atrium and make your way up the main staircase to the second floor. Upstairs in the second floor corridor, kill or run by the spiders that are there (if you get bit, there is a growth of Blue Herb down in the Atrium), on your way to the Clock Tower Balcony (through the door at the end of the second floor corridor). Once outside on the Balcony, use the Bezel Key in the green plate on the wall at the center of the Balcony (inspect the plate to be asked if you'd like to use the key. There are also two Red Herbs in the rear corner). This lowers a ladder that will enable you to reach the Clock Tower's Machinery Room. Inside the Machinery Room you will find, a Silver Gear, an Ink Ribbon, the gears for the Clock Tower's bells (located at the rear of the room) and a large music box (at the front of the room. You may also find, either a box of Mine Thrower Rounds or two bottles of Gun Powder Type A on a shelf at the back of the room by way of the "Random Item" system). Inspect the music box to hear the tune that it should be set to, then set switches A through F on the music box itself so that when the tune is played when you are finished, it matches the tune you heard when first inspecting the music box. You do this by choosing either the "Up" selection or the "Down" selection. Choose the third selection, "Next", after you've made your decision for the current switch to advance to the next switch (the fourth selection is "Back", choose this if you change your mind about any of your previous switch selections). Once you have made your selections, choose to play the tune the way you chose it to sound (the third selection while using slot F, is "Play" instead of "Next", as there are no slots after F. Also, the solution to this puzzle is random, so the only advice I can offer is that the correct choices are the "in tune" ones. The "out of tune" selections are wrong). If you have chosen correctly, the panel on the front of the music box raises, and you are able to acquire the Chronos Chain. After receiving the Chronos Chain, leave the Machinery Room and start to make your way back down to the Study. As you attempt to return inside the Clock Tower from the Balcony, the Nemesis appears, and you are given two choices on what you want to do. They are: A. Use the light B. Use the cord If you choose neither selection, the Nemesis will attack you on the Balcony. If you choose to "Use the light", Jill will shine the nearby spotlight in his eyes. This will cause the Nemesis to become temporarily blinded, which results in him stumbling backwards and falling over the railing. If you choose to "Use the cord", Jill will toss the live electrical cord in the water at his feet. The Nemesis will then be electrocuted (thereby dropping an item if you're playing on Hard Mode), for a short time. He will eventually get back up and continue attacking you, so be prepared for this if you stay on the Balcony too long (no item is to be had if you wait for him to arise again. Also, if you don't finish him off here, he will be waiting for you in the Study). Once you've dispatched the Nemesis, either by knocking him over the railing, or battling him, proceed to the Study, and once there, combine the Winder Key and the Chronos Chain to form the Chronos Key. Use this newly formed Chronos Key to enter the green door on the Northern wall of the Study, then pass through the following corridor (a container of Grenade Rounds can be found by inspecting the body at the first bend in the corridor) and enter the Closet (it's a room). Here you will find the Mercenary's Pocketbook on one of the bodies near the door, a box of six Mine Thrower Rounds on the table in the rear of the room, as well as three paintings with clocks incorporated into them. Towards the rear of the main section of this room are three statues, each one holding a different colored stone ball in it's hands. Take the three stone balls and return to the clocks. The object of this puzzle is to make the hands on the center clock read midnight. You cause the hands on the clock to move by placing one of the colored stone balls in the tray on each of the three clock painting's frames. The stone balls, depending on color and painting placement, will then cause the hands on the center clock to move either forward or backwards. Since this puzzle is random, you'll need to use the below table to see which stone ball you should place in which painting. Painting 1 Painting 2 Painting 3 Obsidian: Back 2 hours Ahead 2 hours Ahead 4 hours Amber: Back 3 hours Ahead 3 hours Ahead 6 hours Crystal: Back 1 hour Ahead 1 hour Ahead 2 hours Once you solve the puzzle and get the center clock to read 12 o' clock midnight, it's faceplate opens, and you are given the Gold Gear. Now that you have the Gold Gear, return to the Machinery Room and combine the Gold and Silver Gears. Once they are combined, place the new gear in the empty gear slot in the machinery beside the storage box at the rear of the room to get the Clock Tower's bell to begin ringing. This will alert the rescue helicopter of your location, so once the bell is chiming, make your way towards the Courtyard of the Clock Tower. As you pass through the door leading inside from the Balcony, a cinema plays, in which you make it outside to the Courtyard just in time to see the rescue helicopter arrive... then be destroyed by the Nemesis and his trusty rocket launcher. At this point the Nemesis lashes out at you with a tentacle that shoots forth from his hand, and infects you with the virus. With this hindrance, you are now forced to battle with the Nemesis. Once you knock the Nemesis down (twice), he rises and stumbles over to a wall of fire at the rear corner of the Courtyard, where he then collapses. You too, then slump to the ground unconscious... the virus having taken a terrible toll on your body. Carlos soon arrives (if you had originally entered the Clock Tower by way of the Courtyard during the initial Trolley crash, Carlos would then have arrived in the Courtyard during your battle with the Nemesis, only to be injured mere seconds into the fight. Fortunately his gunfire was enough to destroy the rocket launcher that the Nemesis was carrying) and brings you back into the Clock Tower's Chapel to rest. Chapter Fifteen Carlos October 1st, Night... I woke up to the sound of falling rain... I can't believe I'm still, alive... With Jill incapacitated due to the virus, you must now take control of Carlos and search for a cure (note that Carlos cannot access Jill's inventory, but he does have access to any special weapons or items you have previously bought by way of the Mercenaries Mode. These items can be found inside the storage box). Using Carlos, make your way to the Clock Tower Closet, and once there, enter the smaller section at the rear (where the large bell is). Push the bell forward so that you can leave the Clock Tower by way of it's back door, which is blocked by the bell). Once outside, run up the alley to Park Street, then proceed to the left (West) and enter the Raccoon Hospital. Inside, in the Lobby, you will meet the hunters, and boy are they friendly. There are two Red Herbs in the rear of the Lobby, near the pay phone and vending machine if you choose to fight your way to them. >From the Lobby, enter the door next to the reception area to reach the Office. After finding both a First Aid Spray and an Ink Ribbon, proceed through the next door to enter the Doctor's Station. Here you'll find the Director's Diary, a box of Handgun ammunition, a Blue Herb, the Map to the Hospital, a Tape Recorder, and an elevator. Since the elevator has a voice activated lock on it (the panel to it's right), you need to use the Tape Recorder to trick it into thinking you are a member of the hospital's staff (You'll first need to inspect the panel and turn on the microphone by pressing the button when prompted), as it has the voice of one of the doctors on the tape inside it. After using the Tape Recorder on the lock panel, the elevator activates. Walk inside and inspect the control panel twice, to first shut the doors, then choose which floor you'd like to ride to, with your choices being either the 4th floor or the Basement Level 3. If you choose to ride to Basement Level 3 first (some differences occur if you ride to the Fourth Floor first, which I'll mention soon), once there, make your way to the Laboratory where you will find a wounded Umbrella agent (there may also be a box of Handgun ammunition and two Green Herbs here, courtesy of the "Random Item" placement system, if you haven't already found them on the fourth floor) who tells you of Nicholai's treachery. Shortly after you are told this information, the bomb hidden in the wall safe behind him explodes, killing him in the blast (if you had gone to the Fourth Floor before going down to the Basement Level 3, you would have seen a cut scene upon entering the Data (Reference) Room in which Nicholai attempts to kill this Umbrella agent). Once this scene plays out, head through the door at the rear of the Laboratory to reach the Hospital Study. Here, they are performing tests on various breeds of hunters. On a shelf at the Western side of the room you'll find a small bottle containing the Medium Base for creating the Vaccine Medium, which in turn is needed to create the Vaccine needed to cure Jill. After picking up the Medium Base, check the desk to find, and read the Medical Instruction Manual for creating the Vaccine Medium. Next, approach the two pieces of equipment at the Northern wall, and place the Medium Base inside the one to the left (the Synthesizer). Now, flip the switch on the power supply device to the right (with the blue lit monitor screen) to drain the two hunter tanks next to it so that you'll be able to create steam from the fluid that was inside them. Finally, inspect the Synthesizer device you put the Medium Base in and you will see five levers on it's control panel, the top three marked numerically (I, II, III), while the bottom two are marked by the letters A and B. In order to change the Medium Base into a more usable ingredient for the virus Vaccine, you need to center the two indicators (so that they are both level at the central yellow position) at the left side of the control panel. To do this, refer to the chart below (flipping a lever twice reverses the initial outcome): Left Right Indicator Indicator Lever 1: Up 1 Down 4 Lever 2: Up 2 Down 5 Lever 3: Up 3 Down 2 Lever A: Down 4 Up 3 Lever B: Down 3 Up 1 >From this chart you can see that the solution to centering the two indicators is to flip levers, I, III and A (to choose A, choose the fourth selection, which is "Below"). Once you've correctly leveled the indicators, the Medium Base, altered by way of the steam pressure that you input, creates the Vaccine Medium ingredient. Grab the Vaccine Medium, and start to make your way back to the elevator. Just as you are about to pass the spot where you found the Medium Base, the two hunters break free of their tanks and attack you. After killing, or running past the hunters, return to the elevator and ride it to the Fourth Floor. On the Fourth Floor, enter the Data (Reference) Room at the end of the hall to find the Sickroom Key (Room 402) and the Photo D (you may also find a box of Handgun ammunition by way of the "Random Item" system, if you haven't previously found it on Basement level 3). After taking these items, proceed to Room 401 and inspect the body leaning against the wall near the door. You'll be given the combination to the safe in Room 402 (due to the "Random Item" placement, you may also find two Green Herbs in this room, if you haven't already found them on Basement Level 3). Also, take notice of the positioning of the drawer stand that's also in this room. After you've done these things, leave Room 401 and use the Sickroom Key to enter Room 402. To uncover the hidden safe in Room 402, push the drawer stand at the foot of the bed onto the metal plate in the corner across from where the same type of drawer stand was located in Room 401 (for example, if in Room 401, the drawer stand is in the front left corner, then you'd need to push it into the front right corner in Room 402. If it was in the back right in Room 401, then you'd need to push it onto the plate at the back left in Room 402. If you push it onto the wrong plate, you will receive a mild shock. Exit the room and re-enter to reset the drawer stand to it's original position if necessary). Once the safe is uncovered, enter the three digit combination that you found on the body in Room 401 to open it. Inside you'll find the Vaccine Base ingredient, which when combined with the Vaccine Medium, creates the Vaccine (antidote) for the virus that Jill is currently infected with. After receiving the Vaccine Base, return to the Hospital's Lobby, and you will notice a bomb strapped to a nearby pillar. You now have 7 seconds (20 in Easy Mode to get outside the Hospital before the bomb detonates... What are you waiting for? Run like hell!!! As soon as Carlos makes it outside, the bomb goes off and the Hospital is leveled. At this point, start back towards the Clock Tower Chapel. Once you enter the Atrium in St. Michael's Clock Tower, the Nemesis appears and tries to get to Jill in the Chapel by smashing through the doors leading from the Atrium to it (the Chapel). You need to either enter the Chapel, or knock down the Nemesis, as if he gets through the Chapel door and reaches Jill before you do, it's game over (if you try knocking him down, you will not get an item while using Carlos). When you reach Jill, give her the Vaccine which you can create by combining the Vaccine Base and the Vaccine Medium (inspect Jill to give her the Vaccine). When Jill comes to, Carlos fills her in on the current status of Nicholai, then goes off on his own. Chapter Sixteen A Walk In The Park Once you regain control of Jill, start to make your way towards the Clock Tower Closet. You'll soon run into an old friend in either the Dance Room (he comes running through the broken window near the Dining Room, or crashing through the Dining Room door) or the Atrium (he jumps down from the 2nd floor) in St. Michael's Clock Tower. After knocking the Nemesis down (grab your bonus item if you're playing on Hard Mode), make your way outside the back of the Clock Tower to Park Street. Directly across from the alley leading back into the Clock Tower you'll find the Park Security Center, inspect the door to have Jill use her Lockpick to open it. Inside the Security Center you'll find the Main Gate Key to Raccoon Park, Photo E, an Ink Ribbon, as well as the chance at two containers or boxes of either the Grenade Rounds, or the Mine Thrower Rounds, by way of the "Random Item" placement (look for them on the table, and in the locker). After receiving the Main Gate Key, leave the Park Security Center, and walk up Park Street to the front gate of Raccoon Park (found up the stairs to the right of the Security Center). Use the Main Gate Key to enter Raccoon Park's Central Plaza, then make your way down the paths to the Northeast until you find the body with the Graveyard Key and the Written Order on it (there is a clip of Magnum Bullets on a body at the very end of the path, should you need them). Once you have these items, return to the Park's Central Plaza, and enter the Fountain Area (through the gate on the Western side of the Central Plaza). Here you can find the Raccoon Park Map on the board near the gate, as well as three Green Herbs, two Blue Herbs, and the controls for the fountain in the Northeast corner of this area. If you step down into the fountain pool itself, and read the sign at the back of it, you will see a diagram showing the placement needed for the four gears in order to drain the pool. Draining the pool will allow you access to the steel grate below the water level where the diagram is, so your task now is to drain the water from the pool. Return to the water control unit for the fountain (blue machine at the top of the stairs leading to and from the pool), and choose to re-align the gears inside to attempt to solve the drain the pool in the Park puzzle. To solve this puzzle, you must align the gray and black gears, within a set amount of movements (six), so that they are the same as they are on the diagram at the rear of the pool. To do this, move the gears in the following fashion: Move bottom left black gear up Move top center gray gear down Move top right gray gear to the left Move bottom right black gear up Move top center gray gear down Move top left black gear to the right Once the gears are in the proper positions, press the start button on the fountain control panel. The pool will then drain by way of opening the grate. Walk back to the grate and climb down the ladder to the sewers below. Proceed through the sewer, climbing up onto the walkway at the opposite end, then following it to the ladder leading up. Once you climb this next ladder, you will emerge in the Graveyard. Continue through the Graveyard (you can find two Red Herbs in the center of the Graveyard) until you reach the Shed. Use the Graveyard Key to enter the Shed, then gather up the items you find inside, which will include two bottles each of Gun Powder Type A and Gun Powder Type B, and an Iron Pipe. Once you have the Pipe, use your Lighter (there's a storage box and typewriter in the next room, as well as a First Aid Spray) to start a fire in the fireplace. This reveals another hidden room. Use the Iron Pipe here to break away the bricks covering the entrance to the hidden Strategy Room so that you may crawl through and enter it. The Strategy Room contains the Supervisor's Report, the Fax from the H.Q., the Rear Gate Key, a container of Grenade Rounds, an Ink Ribbon (in the sack on the wall) and a two way radio. After taking these items, and attempting to crawl back out of the room, the radio sounds, causing Jill to return to it just in time to hear an Umbrella operative broadcasting for all supervisors to return immediately (to trigger the Umbrella operative to broadcast over the radio when you attempt to leave the Strategy Room, you need to take the Rear Gate Key from the table). After hearing this, crawl back through the fireplace to find Nicholai standing in the main room of the Shed (if you took the Rear Gate Key). Nicholai seems just as surprised to see you as you are him, and lets you in on the true nature of the plan set in motion by Umbrella. At this point the Shed begins to tremble, and Nicholai runs out. Leave the Shed, and on your way back through the Graveyard, the ground gives way, and you fall into a deep trench. To make matters worse, an enormous Grave Digger rises from the dirt and begins a deadly assault on you (an easier way to kill it, rather than just shooting it with weapons until it dies, is to let it damage the two light posts near the small puddle of water, which will happen automatically if you haven't killed the Grave Digger within two minutes, then when it nears them again, shoot both of the light posts. They'll fall into the water, and the Grave Digger will then be electrocuted. Keep in mind that you have to knock down both light posts for there to be enough electricity to kill the Grave Digger). After killing the Grave Digger, climb the section of fence that has fallen into the Northwestern section of the trench. This will allow you to re-enter the sewer section that you came through earlier. Pass through the sewer, climbing the ladder at the opposite end, to return to the Fountain Area of Raccoon Park. From the Fountain Area, make your way back to the end of the long path that winds through the Northeastern section of the Park. At the very end of this path, use the Rear Gate Key to open the padlocked gate that you'll come to, then pass through it to reach the Bridge. Chapter Seventeen All Things Must Come To An End Once you start across the Bridge leading to the abandoned Waste Processing Plant (Dead Factory), the Nemesis rears his ugly face and attacks. At this moment you're given a choice, you can: A. Push him off B. Jump off If you choose neither selection, Jill will automatically shove the Nemesis off the bridge. If you choose to "Push him off", after he falls into the Circular River below, Jill runs across the Bridge and enters the second floor of the Waste Processing Plant. At the end of the Entrance Corridor you'll find the door that leads to the Off-Duty Room. Enter the Off-Duty Room to find Carlos. Carlos then tells you about the plan to launch a missile into Raccoon City, so that no one finds out the terrible secrets of Umbrella. After sharing the news with you, Carlos leaves. Around the Off-Duty Room you'll find various items, including a First Aid Spray, an Ink Ribbon, the Manager's Diary, a Key with a Plastic ID Card attached to it on a shelf to the left of the storage box. This is the Facility Key. You'll also have the possibility of finding three bottles each of Gun Powder Type A and Gun Powder Type B by way of the "Random Item" system. After gathering the items, enter the next room, which is the Power Supply Room (there are two Blue Herbs in this room). What you need to do here, is to reach the power supply unit that's located in the Northeast corner of the room. The problem is, it's blocked by the steam coming from the numerous cracked pipes running around the center of the room. To get to the power supply unit, you need to use the switches you see located at various positions to shut off and turn on the different sections of pipe that run around the center of the room. It seems a lot more complicated than it is, as all you need to do, is walk counter clockwise around the center of the room, flipping each of the switches as you go, then walking clockwise, and flip each switch that's near a steam blast that's blocking your progress, until finally, you walk counter clockwise one last time flipping each switch as you come to it, until you reach the power supply unit. Upon turning on the power supply unit, you'll engage the power to an electronically locked door in the Control Room. After turning on the power, leave the Power Supply Room (flip the switch near the steam blast that's preventing you from reaching the door), and return to the Entrance Corridor. Once there, use the Facility Key to enter the Control Room (non-shuttered door in the Entrance Corridor). In the Control Room, grab the Map for the abandoned Waste Processing Plant (Dead Factory) off the wall near the door and the System Disc off the nearby console (you can also find three Green Herbs and a Blue Herb bush in this room, then step into the elevator and ride it (push the down button on the inside wall) to the first floor. If you choose to "Jump off" the bridge into the Circular River below, after climbing out of the Circular River, hoist yourself up into the Waste-Water Channel, and proceed to the ladder that you'll find inside. Climb the ladder, then when you drop down into the next section of the Waste-Water Channel, run forward through the water (pass by the walkway to the side for now) until a cut scene kicks in, in which Carlos shows up and tells you of Umbrella's plan to launch a missile into Raccoon City at dawn. After telling you this, Carlos leaves. At this point, go to the elevator in the Decomposition Pool Room (doorway on the Northern walkway. You can also find two containers of Shotgun Shells hidden on the bottom of the small table next to the broken control panel for the Decomposition Pool in this room) and ride it up to the first floor Control Room. Inside the Control Room, you will find the System Disc on the console, three Green Herbs, a Blue Herb Bush towards the rear, and the Map to the Waste Processing Plant (Dead Factory) on the wall near the door to the Entrance Corridor. Unlock the door to the Entrance Corridor from the inside (the door next to where the map was), then pass through it to trigger a scene in which Nicholai takes a shot at you before going through a door and locking the shutter to it behind him. Next, enter the door at the Northern end of the corridor to reach the Off-Duty Room. Here you will find the Manager's Diary on the desk, an Ink Ribbon, a First Aid Spray, a Key with a Plastic ID Card attached to it on a shelf to the left of the storage box (this is the Facility Key, since you unlocked the Control Room from the inside, you need only take the key so that you can get it stamped so that you will be able to access the weapons storage locker later in the game) as well as the possibility of three bottles each of Gun Powder Type A and Gun Powder Type B by way of the "Random Item" placement. After gathering all the items, proceed through the door on the Eastern wall to reach the Power Supply Room (there are two Blue Herbs in this room), and once inside, access the power supply unit so that you can turn on the power to the electronically locked door in the Control Room (for the solution to the way past the steam pipes, see the above section "If you chose to Push him off"). After turning on the power, return to the Control Room and take the elevator back down to the first floor. On the first floor, pass through the Decomposition Pool Room (if you haven't been here before, you can find two containers of Shotgun Shells hidden beneath the small table next to the broken control panel for the Decomposition Pool in this room) to reach the Waste-Water Channel. Cross through this to reach the Sewage Monitor Room, in which you will find a storage box, typewriter, Ink Ribbon, a Security Manual, and a Water Sample (on the East wall). After taking the items, proceed down the stairs you'll find through the door at the rear of this room, to reach the Water Testing Room. In this room (you'll find a First Aid Spray here, as well as the "Random Item" possibility of three bottles each of Gun Powder Type A and Gun Powder Type B), place the Water Sample in the machine at the rear left so that you can attempt to get the machine to run a clear check on it. Once you do, you'll trigger a puzzle in which you need to form the above line formation using three different series of lines. The lines get higher when placed upon one another, so align the line groups A, B and C so that when they are read up and down they form the above formation. You can move the lines by choosing either, "Left" or "Right", from the four selections you are given once you choose a line to move ("Back" refers to re-choosing one of the other lines). This puzzle is random, but below are listed four possible solutions: _ _ _ | |___ | |___ _ | | _ | | | | _ | |_ |_| |_| |_____| |_____| |_| |___| A: 4 right, B: 2 right, C: 2 left _ _ _ | | _ | | _ | | _ | | | |_| |____| |_| | | |_ |_| |________________| |___| A: 1 right, B: 1 right, C: 2 left _ _ | | _ _ _ | | _ | |___ | |_| | _ | |_| |_| |_ |_____| |_____| |_| |___________| A: 1 left, B: 2 left, C: 2 right _ _ _ | | _ _ | | _ | |_____| | | | | |_| |___ | |_ |_________| |_| |_________| |___| A: 1 right, B: 3 right, C: 4 left You must choose to "Check" the formation before starting your guesses, and once you have input the proper line formation. If you place the lines wrong, or forget the starting point of any of them, you can exit the puzzle by choosing the last choice "Cancel", while on the initial line selection menu, then inspect the machine again to reset them to their default locations. Once you clear this puzzle, the electronically locked door in the rear of the Control Room will unlock. After doing this, place your Facility Key in the machine with the ultraviolet rays running across it in the rear right corner (near the testing machine you just used) to get it imprinted with a code that will allow you to use it to open a weapons storage locker and receive the Rocket Launcher (don't forget to choose yes when asked if you'd like to take it back from the machine). After stamping the plastic card attached to your key, return to the Control Room, and proceed through the now unlocked door near the elevator. At the end of the passageway (if you chose to "Push him off" at your last life selection point, a scene appears here where Nicholai tries to kill you, but instead is himself killed by the Nemesis), use the System Disc in the panel with the flashing red light on it to open and enter the Treatment Room. Once inside, a short four minute countdown begins, in which the door auto-locks and you have four minutes until the Treatment Room dumps it's garbage. The Nemesis then jumps out and attacks you. You now have four minutes to kill him, then find a way out of this room, or you will be taken out with the rest of the trash. While battling the Nemesis here, you can take him down by using weapons, but it's a lot faster and easier if you lure him near the valve pipes and shoot them, thereby spraying him with the contents of the pipes. After knocking down the Nemesis, you'll see the Card Key necessary to open the door, slip out of the pocket of a dead plant worker. Retrieve the Card Key, and use it on the lock panel next to the door in order to unlock the door so that you may leave the room. Once you're out, a cinema kicks in, in which the body of the Nemesis is dumped into the Decomposition Pool. At this point, return to the Power Supply Room and use the Card Key to activate the small elevator that is in the corner. Ride the elevator to the Weapons Storeroom below, where you'll find a locker at the far end. Use your imprinted Control Room Key in the panel on this locker and you'll find the Rocket Launcher (as well as two containers of Grenade Rounds, should you need them). With the Rocket Launcher now in your arsenal, return up the elevator, and make your way to the shuttered door in the Entrance Corridor. Use the Card Key in the panel to the right of it to open the shutter, then proceed down the following corridor (there are two Green Herbs here) to reach the Control Tower Room. The game then branches here, depending on the choice you made back at the bridge leading to the Waste Processing Plant (Dead Factory). If you chose to "Push him off", Carlos will call you on the radio as soon as you enter the Control Tower Room. He tells you to take the Radar from the console in front of you, and to come to his location, as he has a way out of the city. If you chose to "Jump off", you'll see a small Radar device on the front console. Pick it up and a small radar screen will appear at the top right. Next, attempt to leave the Control Tower Room and the vile traitor Nicholai will call you from his escape helicopter over the two way radio. He threatens your life, at which point you're given two choices. They are: A. Negotiate with Nicholai B. Return fire to the chopper If you try to "Negotiate with Nicholai", he leaves in the helicopter. If you decide to do nothing, or "Return fire to the chopper", you have a short time in which to take down Nicholai in the helicopter while he's firing upon you, or he will leave (one shot from the Rocket Launcher will do it). Carlos then comes into the Control Tower Room, and starts to help you look for another way out (since Nicholai either left with, or went down with what you believe to be the only helicopter). At this point, you need to inspect the hatch leading to the lower level. This will trigger Carlos to suggest that you split up and look for a way out. As soon as Carlos leaves the Control Tower Room, an automated announcement sounds, telling you of the proximity of the missile. After inspecting the hatch (there is a First Aid Spray and a clip of Magnum Bullets in this room) , you now have until the red blip (the missile) reaches the center mark (ground zero, Raccoon City) to finish the game or you'll also be killed in the blast. Proceed down the hatch to the Rear Exit Room for the Waste Processing Plant (there will be a storage box here that you can use if necessary, as well as the Manual for the Incinerator hanging on the wall behind the ladder. At the rear of the room you will also find two containers of Shotgun Shells), and make your way out the door at the back of it to arrive at the Scrap Passage. Lying on the ground here, at the last bend, you will find the Classified Photo File. After picking up the file, head inside the Waste Incinerator, through the large door at the end of the passage. Once inside, there is a large trembling, which causes the door to buckle, sealing itself permanently shut. At this point, proceed to the rear of the room and inspect the terminal sitting next to the Rail Cannon to be informed that there is not enough power to operate the Rail Cannon's program. You now need to push the three large batteries (silver), marked one, two and three, in order, starting with number one, into the battery chambers (reddish in color) that are next to them. As soon as you push battery number one into it's chamber, the Nemesis, now more mutated than ever, thanks to being tossed into the mixture that was the Decomposition Pool, bursts into the room and attacks you. Your goal now, is inflict a set amount of damage on the Nemesis so that he crawls to the corner of the room near the door looking for a way out through the gaping hole that is in the wall. Once the Nemesis is in the corner, push batteries two and three into their chambers (you can attempt this before the Nemesis is in the corner, but it is much easier with him out of the way). Once this is accomplished, the Rail Cannon begins a quick power charge, which when finished, fires a tremendous blast of energy in a direct line through the room, machinery and anything else in it's path, to the spot where the Nemesis is trying to crawl through the hole in the wall. Shortly afterwards, a second shot is fired, which luckily finishes off the Nemesis, as it then overheats and shuts down. You now need to exit the room by the rear door, but upon trying to open it to take the final elevator to the Helipad after seemingly destroying the Nemesis with the Rail Cannon, a piece of the Nemesis manages to crawl over to you and attack. At this point you're given two choices, they are: A. Exterminate the monster B. Ignore it and evacuate If you do not make a selection, with it's last living movement, the Nemesis lunges at you and poisons you. It then dies. You must now take the elevator beyond the rear door to get to the Scrap Site, and a hopeful rescue before you die from the poison, or the missile, whichever comes first. If you choose to "Exterminate the monster", Jill rolls to the side as it lunges, grabs a Magnum from the floor, and proceeds to fire upon it until she's positive it's dead. At this point, proceed through the rear door and use the elevator to reach the Scrap Site, and hopefully a rescue helicopter. If you choose to "Ignore it and evacuate", Jill leaves the piece of flesh that was the Nemesis to die on it's own, and runs through the rear door and takes the elevator that hopefully leads to safety in the form of a rescue helicopter. After taking the elevator, if Nicholai left with, or was destroyed in the helicopter earlier, Barry will pilot a second rescue helicopter to the Scrap Site to pick you and Carlos up. If Nicholai was killed by the Nemesis, you and Carlos will find a helicopter waiting for you at the Scrap Site, which you will fly to safety. Moments after they take off, the missile soars by them, hitting Raccoon City dead center, and obliterating it in the process. Jill then swears her revenge against Umbrella. A newscast tries to make some sense of what happened. ------------------------------------------------------------------------ Section 3, The Controls: ------------------------------------------------------------------------ Actions/Controls: Walking: Directional Pad or Left Throttle Running: Walk + Square Button Draw and Aim Weapon: Hold R1 or R2 button Fire Weapon: Press X while aiming a weapon Climbing(up/down): Hold Directional Pad towards desired object and press the X Button Pushing: Hold Directional Pad towards desired object 180 degree turn: Hold Directional Pad down, then press Square Dodging is done by "holding" the R Button while in Easy Mode Dodging is done by "pressing" the R or Fire Button at a specific time (just before you're hit) while in Hard Mode In either mode, you cannot dodge while severely injured Press L1 to change targets while aiming a weapon Press Start or push Right Throttle to pause the game Press the Circle Button to bring up/exit your personal inventory Press the X Button to inspect/take an item Press the R2 Button to aim your weapon at select inanimate objects Press the L2 Button to bring up the current map Press Select to skip most full motion video cinemas and cut scenes Press the Directional Pad and/or buttons rapidly after the Nemesis knocks you down in order to get up faster Menu Screen: Use/Equip: Use or Equip an item in your personal inventory Combine: Mix two items in your personal inventory Check: View an item in your personal inventory Auto/Manual: Switches between automatic and manual firing (only available while highlighting certain weapons) Storage Boxes: Use these boxes (scattered throughout the game, usually near a typewriter) to store your extra items. Items highlighted in blue are normal use items (ammunitions, powders, keys and other important objects), items highlighted in red are your weapons, and items highlighted in green are health related items (such as herbs and sprays). Controls while using the storage boxes: D-Pad/Left Throttle: Highlight item/slot in storage box Circle: Exit (while in personal inventory) R1: Scroll down 5 slots (while in storage box) L1: Scroll up 5 slots (while in storage box) Triangle: Cancel X: Accept Maps: Controls while accessing maps: L2: Accesses/cancels map Triangle: Cancels map X: Zooms in/out R1/Select: Calls up map list D-Pad/Left Throttle: Moves screen while map is zoomed in ------------------------------------------------------------------------ Section 4, The Lists: ------------------------------------------------------------------------ Map Locations: Uptown: On wall above crates at curve in road after the Boutique Raccoon Police Station: On desk in Main Hall of Police Station Downtown: On wall in Construction Site Saint Michael's Clock Tower: In St. Michael's Clock Tower Atrium Raccoon Hospital: On wall in Doctor's Station of Raccoon Hospital Raccoon Park: On board in Fountain Area of Raccoon Park Dead Factory: In Control Room of abandoned Waste Processing Plant File Locations: 1. Game Instructions A (Action, Map and Event), Starting inventory 2. Game Instructions B (Gun Powder/Reload Tool), Starting inventory 3. Clock Tower Postcard, On bar inside Bar Jack 4. Photo A, On body of dead cop next to rope tied shut door 5. Marvin's Report, On Officer Branagh, R.P.D. West Side Office 6. David's Memo, On desk in Dark Room, Raccoon Police Department 7. Fax from Kendo, In fax machine, Raccoon P.D. S.T.A.R.S. Office 8. Merc's Diary, On body at 2nd bend in alley just off Fisson Street 9. City Guide, On table in Grill 13 Restaurant 10. Photo B, On pay phone in lobby of Raccoon Press Building 11. Photo C, On desk in third floor Raccoon Press Office 12. Reporter's Memo, On cabinet in third floor Raccoon Press Office 13. Mechanic's Memo, In rear car of Trolley 14. Manager's Report, On table in Pharmaceutical Company Sales Office 15. Business Fax, In cabinet in Pharmaceutical Company Sales Office 16. Dario's Memo, In large storage container in Warehouse 17. Operation Instruction, In St. Michael's Clock Tower Atrium 18. Art Picture Postcard, On desk in St. Michael's Clock Tower Study 19. Mercenary's Pocketbook, On body near door of Clock Tower Closet 20. Director's Diary, In Doctor's Station in Hospital 21. Photo D, In rear of Data (Reference) Room, Raccoon Hospital 22. Medical Instruction Manual, On desk in Hospital Study, Level B3 23. Photo E, On table in Raccoon Park Security Center 24. Written Order, On body, Northeastern path, Raccoon Park 25. Supervisor's Report, On table in Strategy Room in Raccoon Park 26. Fax From The H.Q., On blackboard in Strategy Room in Raccoon Park 27. Manager's Diary, In Off-Duty Room of Dead Factory 28. Security Manual, In Sewage Monitor Room of Dead Factory 29. Incinerator Manual, On wall in Rear Exit Room of Dead Factory 30. Classified Photo File, On ground in Scrap Passage in Dead Factory 31. Jill's Diary, Replaces Files #1 when you find all 30 in order Key Item Locations: This list does not include the items in your starting, personal and storage box inventories. 1. Backdoor Key: On hook in Warehouse Office 2. Shotgun: On body in Basement Bottle Storage Room 3. Lighter Oil: On shelf in Basement Bottle Storage Room 4. Lighter: On table next to pay phone inside Bar Jack 5. S.T.A.R.S. Card Brad: On Brad after he's killed by the Nemesis 6. Eagle Parts A: Dropped by Nemesis with first knockdown 7. S.T.A.R.S. Card Jill: In Conference Room of Raccoon Police Dept. 8. Sapphire Jewel: In locker in Evidence Room of Raccoon P.D. 9. S.T.A.R.S. Key: In locker in Evidence Room of Raccoon P.D. 10. Lockpick: In S.T.A.R.S. Office of Raccoon P.D. 11. Grenade Launcher or Magnum: In S.T.A.R.S. Office of Raccoon P.D. 12. Eagle Parts B: Dropped by Nemesis with second knockdown 13. STI Eagle 6.0: Combine the Eagle Parts A and B 14. Power Cable: On mini-van in Parking Garage 15. Rusty Hex Crank: In Shopping District Storeroom 16. First Aid Spray Box: Dropped by Nemesis with 3rd/6th knockdown 17. Fire Hook: In locker in Grill 13 Restaurant 18. Emerald Jewel: On Body in Basement of Grill 13 Restaurant, or on desk in Raccoon Press Office 19. Wrench: On seat in front car of Trolley 20. Machine Oil: In oil cabinet at Stagla Gas Station 21. Bronze Book: On statue in City Hall Grounds 22. Bronze Compass: At fountain across from Raccoon Theater 23. Battery: In base of statue at City Hall Grounds 24. Fuse: Low Voltage Control Room of El. Substation 25. M37 Parts A: Dropped by Nemesis with fourth knockdown 26. Grenade Launcher or Magnum: High Voltage Control Room of El. Substation 27. Fire Hose: In alley South of crashed #33 Midtown Bus 28. Square Crank: In alley outside Pharmaceutical Company Sales Office 29. Oil Additive: In Medical Storage Room of Pharmaceutical Company Sales Office 30. Mixed Oil: Combine the Machine Oil and Oil Additive 31. M37 Parts B: Dropped by Nemesis with fifth knockdown 32. Western Custom M37: Combine the M37 Parts A and B 33. Winder Key: In St. Michael's Clock Tower Bedroom, or in St. Michael's Clock Tower Chapel 34. Mine Thrower: On body in St. Michael's Clock Tower Atrium 35. Bezel Key: In St. Michael's Clock Tower Bedroom, or in St. Michael's Clock Tower Chapel 36. Silver Gear: In Clock Tower Machinery Room 37. Chronos Chain: In music box in Clock Tower Machinery Room 38. Chronos Key: Combine the Winder Key and Chronos Chain 39. Crystal Ball: On crystal statue in Clock Tower's Closet 40. Obsidian Ball: On obsidian statue in Clock Tower's Closet 41. Amber Ball: On amber statue in Clock Tower's Closet 42. Gold Gear: In clock puzzle in Clock Tower Closet 43. Tape Recorder: In Doctor's Station of Raccoon Hospital 44. Medium Base: In Hospital Study, Basement Level 3 45. Vaccine Medium: Created in Hospital Study, Basement Level 3 46. Sickroom Key: In Data (Reference) Room of Hospital 47. Vaccine Base: In safe in Room 402 of Raccoon Hospital 48. Vaccine: Combine Vaccine Base and Vaccine Medium 49. Assault Rifle: Dropped by Nemesis with seventh knockdown 50. Infinite Bullets: Dropped by Nemesis with seventh knockdown 51. Main Gate Key: In Raccoon Park Security Center 52. Graveyard Key: On body on Northeastern Path, Raccoon Park 53. Iron Pipe: In Shed in Raccoon Park 54. Rear Gate Key: In Strategy Room in Shed in Raccoon Park 55. Facility Key: In Off-Duty Room of Dead Factory 56. System Disc: On console in Control Room of Dead Factory 57. Water Sample: In Sewage Monitor Room of Dead Factory 58. Card Key: In Treatment Room of Dead Factory 59. Rocket Launcher: In Weapons Storeroom in Dead Factory 60. Radar: In Control Tower Room of Dead Factory Common Items: Some of the common items in the game are semi-random, they may be in different locations each time you reset or reload the game. The type and amount of each item are the generally the same through each game you play, just the locations you find them in may change (example, if you don't find three Gun Powder Type A's at location A, you will find them at location B, and vice versa). Since they're not really hidden within the rooms/areas, you'll have no trouble finding them. Ink Ribbon: Provides three saves, use with a typewriter Green Herb: 25% Health Red Herb: Combine with Green Herb for increased strength Blue Herb: Used to cure poison First Aid Spray: Restores 100% Health First Aid Spray Box: Holds 3 First Aid Sprays, can be combined with single First Aid Sprays to condense or refill Gun Powder Type A: Used to make ammunition (See gunpowder section) Gun Powder Type B: Used to make ammunition (See gunpowder section) Gun Powder Type C: Used to make ammunition (See gunpowder section) Handgun Bullets: Ammunition for all makes of Handguns Handgun Bullets E: Reload Tool ammunition for M92F Custom Handgun Shotgun Shells: Ammunition for all makes of Shotguns Shotgun Shells E: Reload Tool ammunition for Benelli M3S Shotgun Magnum Bullets: Ammunition for the S&W M629C Magnum Mine Thrower Rounds: Ammunition for the Mine Thrower Grenade Rounds: Ammunition for the Grenade Launcher Flame Rounds: Ammunition for the Grenade Launcher Acid Rounds: Ammunition for the Grenade Launcher Cold Rounds: Ammunition for the Grenade Launcher Characters: Name Affiliation Age Blood Height Weight Jill Valentine S.T.A.R.S. Alpha Team 23 B 5 ft 4 108 lb Carlos Oliveira UBCS Corporal 21 O 5 ft 9 183 lb Mikhail Victor UBCS Lieutenant 45 A 5 ft 8 216 lb Nicholai Ginovaef UBCS Sergeant 35 A 5 ft 11 224 lb Enemies: Zombie Zombie Dog Crows Drain Deimos Brain Sucker Hunter Beta Hunter Gamma Grave Digger Sliding Worm Spider Baby Spider Nemesis Enemy Attack Damage Percentages: The following is a listing of most of the various attacks that the enemies are capable of performing on you, and the amount of damage you'll receive if you are struck by them. Zombie: 10 % ...Bite 2.5 % ...Vomit 7.5 % ...Ground Bite Zombie Dog: 6 % ...Bite Crows: 15 % ...Pecking Drain Deimos: 15 % ...Grab 5 % ...Claw Brain Sucker: 15 % ...Grab 15 % 2.5 % ...Spray Poison (+ poisoning) 5 % ...Claw Sliding Worm: 7.5 % ...Bite Giant Spider: ??? % ...Bite ??? % ...Poison Spray (+ poisoning) Hunter Beta: 7.5 % ...Claw 12.5 % ...Jumping Swipe Hunter Gamma: 7.5 % ...Claw 12.5 % ...Jumping Swipe 100 % ...Devour Grave Digger (1st): 15 % ...Bite Grave Digger (2nd): 17.5 % ...Swipe 25 % ...Bite Nemesis (1st half of the game): 10 % ...Punch 12.5 % ...Throw 20 % ...Rocket Launcher 100 % ...Lift and Impale Nemesis (2nd half of game): 12.5 % ...Virus Impalement 22.5 % ...Dashing Punch 25-51 % ...Toss Around 25 % ...Dash and Grab 7.5 % ...Punch 15 % ...Whip Enemy Kill Chart: The following is a chart that shows how many shots from each weapon it takes to bring down these particular enemies. The Sliding Worms Baby Spiders and Crows are not listed, as they are killed with one hit of any weapon. A: B: C: D: E: F: G: H: I: J: K: Combat Knife: 6 6 10 10 10 10 50 108 81 113 N/A M92F Custom Handgun: 5 5 7 7 7 6 31 51 44 60 N/A M92F Custom Handgun E: 4 3 4 5 5 4 20 30 28 38 N/A STI Eagle 6.0 Handgun: 5 5 7 7 7 6 23 49 33 56 N/A Benelli M3S Shotgun: 1 1 2 2 2 2 15 22 19 23 N/A Benelli M3S Shotgun E: 1 1 1 1 1 1 11 19 14 19 N/A Western M37 Shotgun: 1 1 2 2 2 2 15 20 18 25 N/A S&W M629C Magnum: 1 1 1 1 1 1 8 14 14 18 N/A Hk-p Grenade Rounds: 1 1 1 1 1 1 9 23 12 14 25 Hk-p Flame Rounds: 1 1 1 1 1 1 9 23 12 14 12 Hk-p Acid Rounds: 1 1 1 1 1 1 7 10 14 16 14 Hk-p Freeze Rounds: 1 1 1 1 1 1 7 13 10 12 10 Mine Thrower: 1 1 1 1 1 1 8 24 24 25 11 Mine Thrower E: 1 1 1 1 1 1 9 22 22 23 15 M4A1 Assault Rifle: 12 12 12 15 15 15 72 114 105 141 N/A Key: A: Zombie E: Brain Sucker I: Nemesis (1st half game) B: Zombie Dog F: Hunter Beta/Gamma J: Nemesis (2nd half game) C: Giant Spider G: Grave Digger (1st) K: Helicopter D: Drain Deimos H: Grave Digger (2nd) Weapons: Knife: Combat Knife Handgun: M92F Custom, 15 bullets Handgun: STI Eagle 6.0, 15 bullets (5.2% chance 1 hit kill) Handgun: Sigpro SP2009, 15 bullets Shotgun: Benelli M3S, 7 shells Shotgun: Western Custom M37, 6 shells Magnum: S&W M629C, 6 bullets Grenade Launcher: Hk-p, fires any of four types of grenade ammunition Mine Thrower: Fires 3 second time delay homing mines Mine Thrower E: Fires powerful homing mines, has piercing ability Assault Rifle: M4A1, set to automatic or manual modes, 300 bullets Rocket Launcher: M66, 8 rockets, cannot be aimed up or down Gatling Gun: Gattlinger, fires a steady stream of bullets Weapon Speed Listing: Draw Time Firing Rate Reload Time in seconds: in seconds: in seconds: Combat Knife: 0.4 0.9 N/A M92F Custom Handgun: 0.4 0.7 1.1 STI Eagle 6.0 Handgun: 0.4 0.4 0.6 Sigpro SP2009 Handgun: 0.5 0.7 1.2 Benelli M3S Shotgun: 0.5 1.2 1.6 Western Custom M37 Shotgun: 0.4 1.0 1.5 S&W M629C Magnum: 0.6 1.0 1.3 Hk-p Grenade Launcher: 0.6 1.4 N/A Mine Thrower: 0.5 0.9 N/A M4A1 Assault Rifle (auto): 0.5 0.1 1.6 M4A1 Assault Rifle (manual): 0.5 0.4 1.6 Ammunitions: 9mm Handgun Bullets: Ammunition for all types of Handguns 12 Gauge Shotgun Shells: Ammunition for all types of Shotguns Grenade Rounds: Ammunition for the Grenade Launcher Flame Rounds: Ammunition for the Grenade Launcher Acid Rounds: Ammunition for the Grenade Launcher Cold Rounds: Ammunition for the Grenade Launcher 5.56mm NATO Assault Rifle Clip: Ammunition for the Assault Rifle H.G. Bullets E (Black Taurus): R.T. Ammo for M92F Custom Handgun 12 Gauge Shotgun Shells E: R.T. Ammo for Benelli M3S Shotgun 44 Magnum Bullets: Ammunition for the S&W M629C Magnum Mine Thrower Rounds: Ammunition for the Mine Thrower Mine Thrower E Rounds: Mine Thrower Ammo when used with the Unlimited Ammunition item from the Mercenaries Mode Mixing Ammunition: When used with the Reloading Tool, these combinations of gunpowder types form the following types of ammunition (note, the more Jill uses the Reloading Tool to make ammunition, the more proficient she gets at creating those particular types of ammunition. This will over time allow Jill to create special, more powerful ammunitions. This relates to the Handgun and Shotgun ammunition. The first seven times Jill creates one of these particular types of ammunition, it will be of the normal variety. On the eighth and higher creation of the same type of ammunition, they will be of a more powerful variety. Also, on some attempts, Jill will make more than a normal amount of bullets, shells or Grenades/Rounds as well, this is due to her becoming more skilled at using the Reloading Tool. Ammunition that is made from combinations of same type Gun Powder only count as one use): Powder Hard Easy Type Gun Powder A: 15 30 Handgun Bullets Gun Powder A+A: 35 70 Handgun Bullets Gun Powder A+A+A: 55 110 Handgun Bullets Gun Powder B+B+A: 60 120 Handgun Bullets Gun Powder B: 7 14 Shotgun Shells Gun Powder B+B: 18 36 Shotgun Shells Gun Powder A+A+B: 20 40 Shotgun Shells Gun Powder B+B+B: 30 60 Shotgun Shells Gun Powder A+B: 1 1 Gun Powder C Gun Powder C: 10 20 Grenade Rounds Gun Powder A+C: 10 20 Flame Rounds Gun Powder B+C: 10 20 Acid Rounds Gun Powder C+C: 10 20 Cold Rounds Gun Powder C+C+C: 24 48 Magnum Bullets When combined, these gunpowder types and Grenade Rounds form the following types of ammunition: Combination Hard Easy Type Grenade Rounds+A: 6 12 Flame Rounds Grenade Rounds+A+A: 12 24 Flame Rounds Grenade Rounds+A+A+A: 18 36 Flame Rounds Grenade Rounds+B: 6 12 Acid Rounds Grenade Rounds+B+B: 12 24 Acid Rounds Grenade Rounds+B+B+B: 18 36 Acid Rounds Grenade Rounds+C: 6 12 Cold Rounds Grenade Rounds+C+C: 12 24 Cold Rounds Grenade Rounds+C+C+C: 18 36 Cold Rounds Items Dropped By Nemesis In Hard Mode: Depending on the encounter, you may have to knock him down twice to completely knock him out and earn an item. Eagle Parts A (Combine with Eagle Parts B to form Handgun) Eagle Parts B (Combine with Eagle Parts A to form Handgun) First Aid Spray Box (3 First Aid Sprays) M37 Parts A (Combine with M37 Parts B to form Shotgun) M37 Parts B (Combine with M37 Parts A to form Shotgun) First Aid Spray Box (3 First Aid Sprays) Assault Rifle (100%, 300 bullets, only available during 1st game) Infinite Bullets (combine with 1 weapon, received 2+ time through) Health: Your current condition on the Status Screen is shown by way of one of the following four icons: Fine (green): 51% - 100% Caution (yellow): 21% - 50% Caution (orange): 11% - 20% Danger (red): 1% - 10% Herbs: Green Herb: 25% Health Green Herb+Green Herb: 50% Health Green Herb+Green Herb+Green Herb: 100% Health Blue Herb: Cures Poison Green Herb+Blue Herb: Cures Poison+25% Health Green Herb+Red Herb: 100% Health Green Herb+Red Herb+Blue Herb: Cures Poison+100% Health Differences Between Easy And Hard Modes: In Hard Mode enemies take more damage to kill In Hard Mode the Nemesis drops items when knocked down In Hard Mode you dodge by pressing the R Button at a specific time In Easy Mode dodging is done by "holding" the R Button In Hard Mode you can hold 8 items In Easy Mode you can hold 10 items In Hard Mode you need to find Ink Ribbons to save In Easy Mode you have infinite Ink Ribbons In Easy Mode you do not find the Mine Thrower weapon In Hard Mode the Hospital Lobby time limit will be 7 seconds In Easy Mode the Hospital Lobby time limit will be 20 seconds In Easy Mode you do not earn Epilogues upon completing the game In Easy Mode the amount of ammunition is doubled when mixing Gun Powder Easy Mode Starting Items: Personal Inventory: Assault Rifle (100% clip) Reloading Tool Game Instructions A (Action, Map and Event) Game Instructions B (Gun Powder and Reloading Tool) First Aid Spray Box (3 First Aid Sprays) Storage Box: Ink Ribbon (infinite) Magnum (6 bullets) Magnum Bullets (24) Shotgun (7 shells) Shotgun Shells (56) Handgun (15 bullets) Handgun Bullets (250) Assault Rifle Clip (300 bullets, 100%) Assault Rifle Clip (300 bullets, 100%) Knife Hard Mode Starting Items: Personal Inventory: Handgun (M92F Custom) Reloading Tool Game Instructions A (Action, Map and Event) Game Instructions B (Gun Powder and Reloading Tool) Storage Box: Knife Save Spots/Typewriter Locations: 1. Uptown, Warehouse Office 2. Uptown, Back Lane Storeroom 3. Police Station, Main Hall 4. Police Station, Darkroom 5. Downtown, Garage Office 6. Downtown, Shopping District Alley Storeroom 7. Clock Tower, Chapel 8. Clock Tower, Living Room 9. Clock Tower, 3rd Floor Machinery Room 10. Hospital, 1st Floor Office 11. Park, Security Center 12. Park, Shed Storeroom 13. Dead Factory, 1st Floor Off-Duty Room 14. Dead Factory, 2nd Floor Sewage Monitor Room Explosive Objects: Various objects throughout the game can be shot, some of which will damage enemies. Some of these items include: Drums (barrels) Crate (hanging in Construction Site) Lamps (in Central Plaza of Raccoon Park) Steam Pipes (in Pharmaceutical Company Sales Office) Explosives (bombs, attached to various walls throughout the game) Drum (Barrel) Locations: These locations do not include Mercenaries Mode, which contains many more Drums than the normal game (see "Enemy Locations Listing For Mercenaries Mode" section for a list of Drums in that mode). 1. At the Southern end of Fisson Street, near the Warehouse 2. In the alley with the rope tied door that leads to the Back Lane 3. In the S-shaped alley between Fisson Street and the alley below the crashed number 33 midtown bus 4. On Central Street just before the palette stack (near Trolley) Bomb Locations: 1. On wall near elevator on road in front of Electrical Substation 2. On wall in hallway before the Pharmaceutical Company Sales Office 3. On wall in 2nd floor corridor of St. Michael's Clocktower 4. On wall in main corridor of 4th floor in Hospital (you must go to Basement first) 5. On cabinet in Data (Reference) Room on 4th floor of Hospital (you must go to Basement first) 6. On wall in corridor of 3rd level of Basement in Hospital (you must go to the 4th floor first) 7. On wall in Laboratory in 3rd level Basement of Hospital (you must go to the 4th floor first) 8. On wall in the 2nd floor Entrance Corridor to the Waste Processing Plant Contents Of Files Found Throughout The Game: 1. Game Instructions A: Various notes about the games controls and features 2. Game Instructions B: Various notes on Gun Powder and Gun Powder mixing 3. Clock Tower Postcard: A picture postcard of a Clock Tower. The following explanation is printed on the backside, "A landmark spot: Saint Michael Clock Tower." 4. Photo A: A picture of riot police coming out of the back of a police van. A notation on the photo reads, "The policemen are pressing forward." It's dated "September 27" 5. Marvin's Report: "Report" September 24th, There are reports of a theft in the municipal building before dawn. A jewel-decorated clock at the main gate was damaged. Two of the twelve gems that are installed on the face of the clock are missing. Due to the lack of available officers at this time, I have no choice but to suspend the research of this case. Signed, Marvin Branagh "Report" September 26th, Based on an autopsy report of a 42 year old restaurant owner, I have discovered that he has one of the missing gems. He apparently took shelter in the police department at about 10am, where he was shot to death within 10 minutes of having developed the symptoms. Since the city is currently under martial law, we are forced to suspend this case. At this time, we'll keep the gem as evidence. Signed, Marvin Branagh 6. David's Memo: My sanity is at it's end... I still can't believe this is happening. We lost another man yesterday. Meyer; one of our better marksmen. He saw me panic once we were overrun by the zombies but he came back to save me. But when the time came to return the debt, I ran. I can still hear him calling out my name. I can still hear the screams coming from behind. The sound of his flesh being stripped from it's bones. I was afraid...Terrified... It's the 27th. The fight to stay alive continues. I took out several zombies who managed to break through the barricades. Now I'm cutting through the chill with whiskey, unloading my Mossberg on anything undead. That shotgun's become a close friend of mine. I've blasted many a zombie into fertilizer with it. We've lost 13 men as of yesterday. In 3 hours, we'll bicker over trivial things in the meeting room. It's a total waste of time. When I finish this bottle, my old friend Mossberg will be turning one last body into fertilizer. Peace at last. I can hardly wait... 7. Fax From Kendo: To the boys from S.T.A.R.S., I have some good news for you from my brother Joe. He has finalized the new hand-gun for official use. It is the M92F S.T.A.R.S. Special, but he calls it the "Samurai Edge." It's the most balanced of the Kendo custom guns. Joe said, if you miss the targets with this, you should carry a teething ring instead of a gun in your holster. The goods will be delivered along with their proper documentation. I'm sure you'll be surprised when you see what kind of excellent parts are used for the M92F. I know that you'll want to thank the good people who developed it. Sincerely, Robert Kendo, Kendo Gun Shop 8. Merc's Diary: September 1st, Following six months of intensive training, my body's edge has returned. I was a good soldier, but they ordered my execution with no reason given. I was tortured and forced to give a false confession. But on the morning of my execution, a miracle happened. The company had helped me out, giving me a second lease on life. September 15th, I ended my vacation short and returned to the HQ office. It looks like my UBCS unit's been called into action. Umbrella maintains its own paramilitary unit to counter corporate terrorism and V.I.P. abduction. In addition, they have nightmen who specialize in handling problems caused by illegal products. I'm currently a member of the latter. September 28th, Dawn's here, but we're still slogging through this nightmare. There are no provisions of any kind here. The undead walk the streets feeding upon the flesh of the living. Given the choice again, I would rather have been executed. Death row was a heavenly asylum compared to this place. I've chosen to pull the trigger myself, in the hope that my dead body won't come back to life. 9. City Guide: City Guide, The Tracks of Our City Dear citizens, Thanks to the kind and generous people of Umbrella Inc., this is a peaceful and friendly city. The vast donations from Umbrella Inc., have been used for welfare work, the construction of public utilities, and to help maintain public peace. In 1992, it was my fifth year as mayor of our beautiful city. It was then that through many donations and hard work, our city was able to rebuild the municipal building, and create a state of the art hospital. In honor of these fine accomplishments I was awarded with a grand statue that same year. The statue rests in the municipal building. I came to this city as an engineer more than 35 years ago. I made contributions to the electric systems, and to the installation of the cable car. I pledge to follow the tradition of this fine city and will devote my life to its prosperity. The mayor of the city, Michael Warren 10. Photo B: A close-up shot of a zombie. It says, "SCOOP!" on the backside. 11. Photo C: The police have been destroyed. 12. Reporter's Memo: At last I have found the evidence I need to prove that the "cannibal disease" is indeed happening in this city. One man actually ate people to death. He was like a savage animal tearing away a new flesh. It was completely disgusting. I have heard rumors that many people are also suffering from this disease now. However, the causes of the disease is not yet known. Is this another mystery of the present disease? I will have to check on it... They have placed Raccoon City under martial law because of the cannibal disease. I have lost contact with the media outside of the city, but I won't give up. As a journalist, I won't keep my eyes shut and walk away. I have a duty to the people and my profession. I don't think the disease has spread nationwide yet. I believe that this city holds the key to it's creation and cure. In fact, I'm sure of it. The military has set up blockades around the city to keep people from escaping and spreading the disease. Most of the citizens have either died or have come in contact with the disease. I know that it is the right decision to quarantine the city, but I can't help but pity myself. If I am infected or eaten, it doesn't matter. My fate is already sealed. All I have left is my journalism. I won't give up until I solve the mystery of this deadly disease. I have just discovered that the disease is not spread through the air, but by some other means. 13. Mechanic's Memo: I know you're intimidated by your new job Kevin, so let me tell you how to make sure that you and your trains get along just fine. You see, these carriages were made in 1968, and then imported from Europe. Sometimes they get rickety, but they still work because they are simple, stubborn and strong. We can always depend on them. If they have a bad day and are malfunctioning, you'll need to take a good look at their circuits for any trouble. Once you discover what's wrong, you'll be able to fix it easily. I'm sure that you'll be able to avoid those nasty little malfunctions if you check the parts every day. These old trains will surely have problems if you don't remember to check them out. Just remember that if you need to replace anything, you have to choose a suitable part. When I say suitable, I mean that even if you can't find another original part, you'd better find something that works good enough. Even with regard to oil, you must always prepare good quality oil for these trains. Never forget Kevin that a man may betray others, but a machine won't. 14. Manager's Report: Before you begin your new position, please allow me to give you some advise. Some of the medicines in the storage room are unstable and their quality will deteriorate under changing temperatures or humidity. Therefore, you must remember to keep the temperature the same in the storage room at all times. You should personally check it everyday. Although the computer checks it around the clock, a machine is not perfect. Try and remember that a machine is no more than a tool to be used by people. You must check all personnel coming and going to the storage room. Many dangerous drugs are stored there, if any of them are missing you have a serious problem on your hands. The door to the storage room is always locked, but when you let personnel into it, you will need to have them hand in their documents. And above all else, remember that if you find anything suspicious, contact your boss immediately. If you forget the password to lock the door, try and remember that it is a word that everyone is familiar with. Don't forget that once a new product is shipped, the password will be updated again. You can always enter the password from the terminal of the PC for administration. 15. Business Fax: "Order Sheet", The liquid medicine named VT-J98 is suitable to cultivate the NE-T type virus. Therefore, we will need to order additional quantities of it. U.E. Sixth Laboratory 16. Dario's Memo: I can't help but wonder if anyone will read these words, but writing them will help me maintain my sanity if nothing else. After I've become a meal for those undead monsters, will the G.I.'s responsible for sealing off the town laugh upon discovering my corpse? So is this how it's supposed to end? I don't want to die. I'm just not ready... My wife, daughter, mother... My entire family has been killed. But none of that matters anymore. Right now, my life is the only important thing. That's all that matters. I never would have pictured my end to be like this. I had so much left to do. Rather than becoming a salesman, I should have tried my hand at being a novelist. It's what I've always wanted, but my mother would only tell me you have a long way to go. Why did I ever listen to her? But this looks like the end for the great Dario Rosso, novelist extraordinaire. Cut down before his prime... 17. Operation Instruction: Order for UBCS Echo Team: Wipe out the downtown area of the infestation and then evacuate the remaining citizens to the clock tower. Among the civilians, remember to give priority to the employees of Umbrella's affiliates. Remember to stay alert because the infected have a high endurance rate and will strike without hesitation. Evacuation Procedure: 1. Once the mission is complete, or when it becomes too impossible to accomplish, evacuate immediately. 2. We'll deploy a helicopter that is waiting in the suburbs, to the yard in front of the clock tower. 3. When you are ready for evacuation, ring the bell of the clock tower to signal the helicopter. 18. Art Picture Postcard: A picture postcard of antique clocks. The following verse is printed. "Give your soul to the goddess. Put your hands together to pray before her." 19. Mercenary's Pocketbook: September 26th, It's only been three hours since the mission started, but the team is down to me and Campbell. The number of the zombies is far greater than we expected. There is no hope left for this city. We have already injected the antibody for the virus, but I'm not sure that it will work. I don't know if I will survive... September 27th, We managed to reach the clock tower. Out of desperation we robbed some wounded members of their weapons and used the surviving citizens as decoys. We are taught to do this in order to survive in the battle field, but I never enjoyed it. However, a girl showed up at the clock tower before me. She is one of the survivors. She looks just like my sister before she starved to death... September 28th, I wanted to evacuate as soon as possible, but the girl didn't. Her father insisted that he wouldn't leave the city where his beloved wife rests in peace. I really wanted to save the girl, but Campbell said, "All I care about is our lives." That's how I felt before, but now... The clock tower has become a dangerous place and I don't want to make anymore mistakes... 20. Director's Diary: September 10th, These patients suffer from gangrene and congestion of their blood at first. Then their mind slowly deteriorates. In the end, there is nothing left of their mind. When that happens even mercy killing seems pointless. After all, they are already dead... This disease is unlike anything I have ever witnessed. Once the patient's mind is gone, they become flesh hunger monsters and act like wild animals who are on some type of bloodlust. September 18th, Another patient has been admitted to the hospital. He is showing symptoms of the first stages of the disease at this point, but... I haven't been able to sleep at all these past few days. I refuse to let these patients become "zombies." I am not just an ordinary citizen. I am a doctor. Even if I die, my clinical charts will contribute to finding a cure. September 26th, We lost most of the doctors and staff during the battle against the "zombie" patients. It's impossible to maintain the hospital under these conditions. And, I know that it's too late for me. I am beginning to feel that same itchy and hungry desire that all of my patients felt. It's too late for me... 21. Photo D: The zombies are walking. It says, "The effect of the T-virus" on the backside. 22. Medical Instruction Manual: Umbrella Medical Service, North American Division, Douglas Rover In order to activate the synthesizer to cultivate the vaccine, please follow the procedure as detailed below: 1. Supply enough energy to the system. 2. Set the medium base to the device. When the device is ready, you can start mixing the vaccine medium. To mix the vaccine, you will need to control the five levers. This will cause the two gauges to increase or decrease. If you adjust the two gauges so that they stop at the center, the vaccine medium will then be produced automatically. 23. Photo E: The zombies are attacking. 24. Written Order To The Supervisors: Mission Requirements: Bravo 16 1. Obtain and secure sample of all the information pertaining to this case. Observe and record combat data on the UBCS. 2. Destroy all the evidence including the medical facility that has the medical treatment data. 3. Check the guinea pig's ability to accomplish the mission. Once your mission is complete, evacuate the area. Remember that you must not help anyone who is not a supervisor, nor bring anything back that might be traced to where it belongs. 25. Supervisor's Report: The endurance ability of the contaminated guinea pigs is truly incredible. Even when shot in a vital area, they can sometimes survive for several days without taking care of the wound. However, after prolonged exposure to the virus, the guinea pigs' intelligence level decreases to that of an insect. Even though reviving the dead seems too disgusting, the virus may still be of use. If we inject the virus into out POWs and release them, they would return to their units and then turn into zombies. This plan may work well for us in the future. In certain areas, the virus seems to have caused the mutation of animals and plants. It may be difficult, but it'll make a good sample for the bio weapon development. I've heard that there is a giant alligator, but I have only encountered a giant creature moving under ground. I don't even want to imagine what creature spawned that monster. I encountered "NEMESIS." If I didn't know about it, I'd have been contaminated and would have become one of them by now. If it is still walking around in the city, it's mission is not yet over. S.T.A.R.S. members must be very tough, since they have survived until this point. However, they cannot hold out forever... 26. Fax From The H.Q.: Attention. The Raccoon City project has been abandoned. Our political maneuvering in the senate to delay their plans are now futile. All supervisors should evacuate immediately. The US army is going to execute their plan tomorrow morning. The city will be obliterated at daybreak for sure. 27. Manager's Diary: April 25th, Today is my 30th birthday. I was transferred to this facility today. I am very happy because the work environment is very different from life in the university. May 14th, The disposal system has been completed. Using a special kind of gas, it can decompose the cells of the guinea pigs. We have to try this out before beginning practical usage of the system, since it is not 100% stable yet. May 20th, While I was checking the Treatment Room, the door shut and I was locked inside. I couldn't get out for one hour. I guess even if you have the key card, it's useless when you are locked inside. June 7th, The guinea pigs we have to dispose of are increasing. The system is not working smoothly. The laboratory staff doesn't listen to my opinions and I am getting extremely frustrated. July 16th, We can't dispose of all the bodies and the quality of the liquid medicine is not good enough, either... July 29th, Though the function of the system decreases, the number of the bodies we have to dispose doesn't. The infection level has increased and the antibodies we are using are no match for the new mutation of the virus. Some of the workers have been infected by the disease. I have continued to work, but I always keep a gun with me. I must remember to save one bullet for me. I want to weep. I swear that I'll lose my mind if I imagine how painful the death will be... 28. Security Manual: "Security of the Plant", Since this plant is a facility under the disguise of a deserted factory, civilians will sometimes enter. If this should occur, do not hesitate to shoot them. If they choose to surrender, arrest and then transfer them to the laboratory as new guinea pigs. You will be rewarded. "Maintenance of the Device", This entire plant is controlled by an epidemic prevention system. When contamination is detected in the treatment room or decomposed specimen pool, the plant will automatically be locked down for isolation. In that case, you must follow the manual to unlock it. If the contamination is over the limit, the whole system will automatically lockdown. Then, you must remain in the plant and wait for subsequent orders. Those who leave the facility without permission will suffer extreme consequences. 29. Incinerator Manual: This incinerator plant is one of the facilities that burns the disposable items which are sent from the laboratory. The incinerator burns the waste materials that cannot be decomposed at the treatment room. It also supplies electricity to the facility by a thermal power electricity generator. Part of the electricity is stored in the big battery installed in the facility's underground area. The electricity is used as an auxiliary power source. The auxiliary power circuit will be activated once the three "auxiliary circuit units" are properly placed in their sockets. In case the circuits are not connected automatically, a person can connect them manually to activate the system. 30. Classified Photo File: In my opinion, I feel that it's too early to use this, "Paracelsus' Sword" in actual fighting. However, in order to acquire the G-virus that Umbrella has developed, it will be a great help to us. The power of the "Rail Cannon" is satisfactory, but please note that it is still having a few remaining problems. Technology Division Colonel, Franklin Hart 31. Jill's Diary: August 7th, Two weeks have passed since that day. My wounds have been healed, but I just can't forget it. For most people, it's history now. But for me, whenever I close my eyes, it all comes back clearly. Zombies eating people's flesh and the screams of my teammates dying. No, the wounds in my heart are not healed yet... August 13th, Chris has been causing a lot of trouble recently. What's with him? He seldom talks to the other police members and is constantly irritated. The other day, he punched Elran of the Boy's Crime department just for accidentally splashing Chris's face with coffee. I immediately stopped Chris, but when he saw me he just gave me a wink and walked away. I wonder what happened to him... August 15th, Midnight. Chris, who has been on a leave of absence for a "vacation," called me so I visited his apartment. As soon as I walked into his room, he showed me a couple of pieces of paper. They were part of a virus research report entitled as simply as "G". Then Chris told me that, "The nightmare still continues." He went on to say that, "It's not over yet." Ever since that day, he has been fighting all by himself without rest, without even telling me... August 24th, Chris left the town today to go to Europe. Barry told me that he would send his family to Canada and then he would follow Chris. I decided to remain in Raccoon City for a while because I know that the research facility in this city will be very important to this entire case. In a month or so, I'll be joining with them somewhere in Europe. That's when my real battle begins... Differences Between The Japanese And American Versions: 1. Name changes 2. Different controller configuration 3. Different cover art for manual and disc itself 4. Japanese version has color manual, including Raccoon City timeline 5. The Japanese version has the item's picture icons on the left when accessing the storage boxes, while the US version has them on the right side. 6. The US version has a 3-5 second lag on skipping cinemas 7. The US version has a bug whereby it gives the screen the appearance of pausing and unpausing very quickly (stuttering). This happened to me in Mercenaries Mode, when I reached Fisson Street (near the Police Station). I've seen this problem mentioned by a few others online at other locations in the game as well, but overall it is not common. 8. The head kicking has been changed. In the Japanese version, if Jill was bitten by a zombie lying on the ground, she would kick it's head off, sending it bouncing across the floor/pavement with a bloody splat. In the US version, she still kicks, but the head does not leave the body. 9. The US version is riddled with improper word usage and spelling. Timeline Of Raccoon City: July 24th: S.T.A.R.S. Bravo Team travels by helicopter to a disturbance in the Arclay Mountains. Contact is lost with them, and S.T.A.R.S. Alpha Team is dispatched to investigate. What they find is documented in Biohazard/Resident Evil 1. July 25th: Chris, Jill, Barry, Rebecca and Brad are the only five S.T.A.R.S. members to return to Raccoon City. August 8th: Chris is shunned by his superiors when he tries to incriminate the Umbrella Corporation. Mid-August: Chris calls Jill to his apartment to show her a section of a report on the G-Virus. August 24th: Chris leaves for Europe. Barry, fearing for the safety of his family, sends them to Canada. He then heads to Europe after Chris. Jill decides to remain in Raccoon City for the time being and try to uncover more information on the G-Virus. Mid-September: G-Virus... Umbrella... Spy... September 23rd: T-Virus is created. Rats carrying the virus infect Raccoon City. September 26th: Zombies run rampant through Raccoon City. September 28th: Jill and Carlos attempt to escape Raccoon City. Their story is told through the first half of Biohazard/Resident Evil 3. September 29th: Leon Kennedy and Claire Redfield arrive in Raccoon City. The events that await them unfold in Biohazard/Resident Evil 2. September 30th: Leon Kennedy, Claire Redfield and Sherry Birkin escape from Raccoon City. Ada Wong is listed as missing. ------------------------------------------------------------------------ Section 5, The Secrets: ------------------------------------------------------------------------ Rankings/Hidden Secrets: Once completed, the game gives you one of six possible rankings. The rankings are, from best to worst, A, B, C, D, E and F. These ranks are based on how many saves you used while playing, how long it took you to complete the game, and how many First Aid Sprays or Healing Herbs you used. These rankings are what determines your final bonus. The rankings are tabulated in the following manner. You are given a score of between 0 and 100 points in each of three categories, saves, time to complete, and health items used. These next three charts show how each category's point total is arrived at: Saves Used: 0: 100 points 1: 90 points 2: 80 points 3: 70 points 4-5: 60 points 6-8: 50 points 9-12: 40 points 13-17: 30 points 18-23: 20 points 24-30: 10 points 31 and over: 0 points Time To Complete: 0hr - 2hr 30min: 100 points 2hr 30min - 2hr 40min: 90 points 2hr 40min - 3 hr: 80 points 3hr - 3hr 30min: 70 points 3hr 30min - 4hr 10min: 60 points 4hr 10min - 5hr: 50 points 5hr - 6hr: 40 points 6hr - 7hr 10min: 30 points 7hr 10min - 8hr 30min: 20 points 8hr 30min - 10hr: 10 points Above 10hr: 0 points Health Item Values Used: Health Items Value Key: 1500 or less: 100 points First Aid Spray: 200 1501 - 1700: 90 points Green+Red Herb: 200 1701 - 1900: 80 points Green+Green+Green Herb: 200 1901 - 2100: 70 points Green+Green Herb: 100 2101 - 2300: 60 points Green Herb: 50 2301 - 2500: 50 points 2501 - 2700: 40 points 2701 - 2900: 30 points 2901 - 3100: 20 points 3101 - 3300: 10 points 3301 and over: 0 points These three point totals are then added together to give you a final score of between 0 and 300. The higher your score, the better your ranking will be. The point totals to ranking chart below shows the points needed to achieve each particular ranking. A: 270 - 300 B: 230 - 269 C: 180 - 229 D: 120 - 179 E: 50 - 119 F: 0 - 49 The bonuses given out for each particular ranking are as follows: A: Mercenaries Mode + Boutique Key + 5 Costumes B: Mercenaries Mode + Boutique Key + 4 Costumes C: Mercenaries Mode + Boutique Key + 3 Costumes D: Mercenaries Mode + Boutique Key + 2 Costumes E: Mercenaries Mode + Boutique Key + 1 Costume F: Mercenaries Mode The Mercenaries Mode is an extra mini-game which allows you to use the three Umbrella Biohazard Counter-Measure Force members in an attempt to rescue survivors and reach a location within a set time period. You are given a reward based on enemies killed (various amounts based on enemy), survivors rescued, injuries sustained, and time left when you return to the Uptown Warehouse Office (your reward will be cut in half if you are killed before returning to the Warehouse). Your rank is then based on your reward as shown below (note, you do not need to rescue all 6 survivors to earn the A Ranking): Returned To Warehouse: Died Before Warehouse: A: $1701 - above A: $851 - above B: $1301 - $1700 B: $651 - $850 C: $901 - $1300 C: $451 - $650 D: $601 - $900 D: $301 - $450 E: $301 - $600 E: $151 - $300 F: $0 - $300 F: $0 - $150 My record is 9:53, A, $2127 with Mikhail The Boutique Key will allow you to enter the Boutique (the Boutique is next door to Bar Jack) and use it's changing booths to have Jill put on one of five possible alternate costumes. The costumes you can earn are: Regina from Dino Crisis Leather outfit with boots Gray pantsuit with red blouse Police mini-skirt uniform Jill's Biohazard 1 costume Also, each time you complete the game on Hard Mode, you get an epilogue from a different character from the Biohazard/Resident Evil series. You must play your subsequent games from the same save file for them to accumulate. Epilogue Files: 01. Jill Valentine After escaping the city, Jill set out to join Chris Redfield. However, all she found was an empty hideout of Chris's. On the floor was Chris's knife. Jill left without hesitation because she firmly believes that Chris is still alive. She will search for him until she finds him. Then they can go and put an end to Umbrella... 02. Chris Redfield "Please forgive me Claire." Chris Redfield has just finished this letter with his signature phrase. As he removes his sunglasses, a lady walks by him with light steps. "She looks about the same age as Claire," he thinks. A short time later, Chris discovered that his sister was looking for him, but was caught... 03. Barry Burton Barry Burton looks at his young daughters and says, "I'm sorry but my comrades are waiting for me." He knows that he must repay his teammates for forgiving his betrayal. Even if that means leaving his family for now. His wife tries to hide her fear, so she smiles and says, "Don't worry. We'll be OK..." 04. Leon Kennedy Leon Scott Kennedy is confronted by a man who claims to be a U.S. government agent. Leon says, "Leave Sherry alone. She is innocent." "She knows too much," the man replies. He looks at Leon and says, "But you have value. This is a good deal. Make your choice." Without regret or hesitation, Leon closes his eyes and then sharply responds... 05. Claire Redfield "Leave us alone." Claire Redfield couldn't believe Leon's words. Leon continued, "You're looking for your brother, right? Just go!" Claire knew that Leon and Sherry needed immediate medical attention, but she could not waste anymore time. "I... I'll be back. I promise!" She said as she disappeared into the wilderness alone... 06. Sherry Birkin "Do you have any relatives?" When the army officer asked her, Sherry Birkin did not respond for she has no immediate relatives. Her father and mother died because of the G-virus. And so, this little girl holds herself with her arms and bites her lip tight. She thinks, "I'm sure she will come back. She won't forget about me..." 07. Ada Wong A woman looks at herself in the mirror. She used to be called Ada Wong... But this morning she will say good-bye to the name. "I'm not Ada Wong anymore..." She feels her ab and thinks, "This is Ada's scar, not mine." And as she says good-bye to Ada Wong, she can't stop her tears. However, there isn't much time left before her next mission... 08. Hunk, the 4th Survivor "Once again, only you survived, Mr. Death," the chopper pilot speaks with a cold bitterness. "Always, only you, survive, Mr. Death," the pilot continues. But Hunk does not respond to the pilot. He doesn't care. "The Death cannot die...," the survivor thinks to himself with a warm smile... Mercenaries Mode, Operation Mad-Jackal: This mode earns you money with which you can buy special weapons with unlimited ammunition to use in the main game. They are: Unlimited Assault Rifle $2000 Unlimited Gatling Gun $3000 Unlimited Rocket Launcher $4000 Unlimited Ammunition $9999 To find the items that you've purchased (except for the Unlimited Ammunition, that is in effect from the start of the next game. Also note that the Unlimited Ammunition changes the Mine Thrower from the standard version, to that of the Mine Thrower E), first choose "Restart" from the menu you're given after loading your completed game save, then look inside the Storage Boxes to find the weapons themselves. These men have lost their edge. They have forgotten what fear and survival mean. It's time for them to remember... Welcome... The rules are simple... In order to dispose of the bomb implanted in your body, you must reach the target point. Keep in mind that there will be various obstacles in your way. So do not be afraid to use whatever means necessary to reach your goal. Good luck... Hahahahahaha... Weapon/Items Start In Mercenaries Mode: Carlos: M4A1 (Assault Rifle, 100%) Eagle 6.0 (Handgun, 15 bullets) Handgun Bullets (90 bullets) Mixed Herb (red/green/blue) Mixed Herb (red/green/blue) Mixed Herb (red/green/blue) Mikhail: Benelli M3S (Shotgun, 7 shells) M629C (Magnum, 6 bullets) Rocket Launcher (8 rockets) Shotgun Shells (21 shells) Magnum Bullets (18 bullets) Mixed Herb (red/green/blue) Nicholai: SigPro SP2009 (Handgun, 15 bullets) Knife Blue Herb First Aid Spray First Aid Spray First Aid Spray Bonus Times In Mercenaries Mode: Knife Kill: Time bonus x's 8 Zombie Kill: 3 Seconds Subsequent Kill (2nd): 4 Seconds Subsequent Kill (3rd): 7 Seconds (+10 for 4th and higher) Crows Kill: 1 Second Subsequent Kill (3rd): 2 Seconds Zombie Dog Kill: 4 Seconds Subsequent Kill (2nd): 6 Seconds Subsequent Kill (3rd): 10 Seconds Drain Deimos Kill: 5 Seconds Subsequent Kill (2nd): 7 Seconds Subsequent Kill (3rd): 12 Seconds Brain Sucker Kill: 6 Seconds Subsequent Kill (2nd): 9 Seconds Hunter Beta Kill: 6 Seconds Subsequent Kill (2nd): 9 Seconds Subsequent Kill (3rd): 15 Seconds Hunter Gamma Kill: 6 Seconds Subsequent Kill (2nd): 9 Seconds Subsequent Kill (3rd): 15 Seconds Giant Spider Kill: 4 Seconds Subsequent Kill (2nd): 6 Seconds Subsequent Kill (3rd): 10 Seconds Sliding Worm Kill: 1 Second per group (not always) Nemesis Knockdown: 10 Seconds Nemesis Kill: 20 Seconds Subsequent Kill (2nd): 30 Seconds Mutated Nemesis Kill: 120 Seconds (appears on bus if 2 minutes left) Dodge: 1 Second (doubles with multiple dodges) Dodge then Kill: 1 Second per dodge, + see above for kill Drum Blast Kill: Various depending on amount of enemies killed These locations, when searched, give you a bonus time of two seconds. The bonus times received double with each one you find (+2, +4, +8, +16... all the way to 64 seconds for the last one if you find them all). +2 Seconds for checking the trash at the end of the alley next to the Raccoon Press Building +2 Seconds for checking the ala' cart table at the rear of the Grille 13 Restaurant's front dining area +2 Seconds for checking the control panel in the Low Voltage Control Room of the Electrical Substation +2 Seconds for checking the water hydrant at the end of the Alley South of the crashed number 33 Midtown Bus +2 Seconds for checking the dead policeman at the end of the street where Jill lit the rope on fire with the Lighter +2 Seconds for checking the dead guard in the Basement Bottle Storage Room, where you found the Shotgun and Lighter Oil Survivor Rescued: Survivor Bonus Time Dario at the Stagla Gas Station: 20 seconds Woman in the 3rd floor Raccoon Press Office: 20 seconds Brad Vickers in the Restaurant Basement: 20 seconds Officer Branagh at the Electrical Substation: 20 seconds UBCS agent at Pharmaceutical Sales Company Office: 20 seconds UBCS agent inside Bar Jack: 20 seconds Reward Values Of Enemies: For each enemy you kill in this mode, you earn a set amount of money. These earnings are halved if you are killed before you reach your final objective, the Warehouse (rounded down in the case of change on the dollar). As with the time bonuses, the money you earn is increased if you kill multiple enemies in a row (before the bonus time indicator disappears). Also, if you kill something with the Knife equipped, or by a Drum (Barrel) explosion, the money that you earn will be doubled for that particular enemy or group of enemies, whereas if you kill something with the Rocket Launcher, your reward for that kill/kills is divided by roughly four and a half (this does not apply to enemies that are killed by the Nemesis' Rocket Launcher attack). A final note before getting to the reward totals, dodging is worth one dollar per dodge, and does not get doubled if you have the Knife equipped when you perform it. Zombie: $5 Crow: $2 Zombie Dog: $6 Drain Deimos: $8 Brain Sucker: $10 Hunter Beta: $10 Hunter Gamma: $10 Giant Spider: $7 Nemesis Knockdown: $10 (not lowered with Rocket Launcher) Nemesis: $40 Mutated Nemesis: $250 Bonus Items For Rescuing Survivors In Mercenaries Mode: In order to rescue survivors, you must kill all the enemies within the same room/area. You must also get to each survivor's location before a set time (slightly random) is reached. Survivor location Carlos Mikhail Nicholai Stagla Gas Station: 60 bullets 14 shells 60 bullets Raccoon Press: First Aid Spray 14 shells 60 HG.E Bullets Restaurant Basement: 60 bullets 12 bullets 60 bullets El. Substation: 60 bullets First Aid Spray 60 bullets PH. Sales Office: 60 bullets First Aid Spray 60 HG.E Bullets Bar Jack: First Aid Spray 14 S.G. Shells E 60 bullets Enemy Locations Listing for Mercenaries Mode: Central Station Trolley Platform: 3 Zombies just outside Trolley, 3 Zombies beyond palette stack Lonsdale Yard: 2 Zombies on path, 1 Zombie on ground, 2 Zombies around corner Alley between Lonsdale Yard and City Hall Grounds: 9 Crows City Hall Grounds: 1 Zombie just after entering, 3 Zombies on fork to Stagla Gas Station, 4 Zombies in main corridor, 1 Drum at fork Stagla Gas Station lot: 3 Zombie dogs Stagla Gas Station: 1 Zombie near door, 1 Zombie on floor behind counter, 3 Zombies in garage bay, 1 Survivor (Dario) Road in front of Raccoon Press Building: 8 Zombies Raccoon Press Building, 1st Floor: 1 Hunter Beta in lobby, 1 Hunter Beta on stairs Raccoon Press Building, 3rd Floor: 1 Zombie at end of hall, 4 Zombies in office, Survivor (Woman) Shopping District Alleys: 3 Zombie Dogs Grille 13 Restaurant: 2 Hunter Betas in kitchen, 1 Hunter Beta in front dining section Grille 13 Restaurant Basement: 1 Zombie near ladder, 5 Zombies near freezer, 1 Survivor (Brad Vickers) Street in front of Grille 13 Restaurant: 4 Zombies and 1 Drum on main section of street, 4 Zombies in alley Construction Site: 1 Nemesis Flower Street, in front of the Electrical Substation: 3 Giant Spiders Front Entryway of the Electrical Substation: 2 Drain Deimos Electrical Substation: 7 Rotting Zombies, 1 Survivor (Officer Marvin Branagh) Fox Street (between Construction Site and the Garage): 3 Hunter Betas Garage Office: 5 Zombies on floor Garage: 2 Zombies near Garage Office, 6 Zombies and 1 Drum in rear Warren Street (crashed number 33 Midtown Bus): 1 Mutated Nemesis (if 2 minutes or more are left on the clock when you arrive at this location), 3 Drums at various spots in this area Alley South of crashed number 33 Midtown Bus: 1 Nemesis, 4 Zombies Alley leading to Fisson Street: 3 Drain Deimos Fisson Street, near Police Station on Ennerdale Street: 9 Crows Back Lane (where Jill put out the fire): 3 Zombies on fork leading to Pharmaceutical Sales Company Office, 1 Drum at fork, 5 Zombies on fork leading towards Bar Jack Alley between Back Lane and Pharmaceutical Sales Company Office: 9 Sliding Worms Lane in front of Pharmaceutical Sales Company Office: 2 Brain Suckers Pharmaceutical Sales Company Office: 1 Zombie in entryway, 7 Zombies in office, 3 Hunter Gammas in rear storeroom, 1 Survivor in rear storeroom (UBCS agent) Street where policemen were slain (where Jill lit rope on fire): 3 Zombie Dogs Alleys behind Bar Jack: 2 Nemesis, 1 Drum in Courtyard Garbage Dump behind Bar Jack Bar Jack: 6 Zombies, 1 Survivor (UBCS agent) Street in front of Bar Jack: 3 Hunter Betas Bottle Storage Room Alleys: 9 Zombies Fisson Street and street in front of the Warehouse: 3 Hunter Betas Alley leading to the Warehouse: 9 Crows Warehouse: 1 Zombies, 1 Drum next to stairs in the lower area ------------------------------------------------------------------------ Section 6, The Nemesis Appearances: ------------------------------------------------------------------------ Nemesis Appearances: 1. Upon Reaching the Police Station for the first time and choosing to fight the monster 2. Upon going downstairs in the Police Station after leaving the S.T.A.R.S. Office for the first time 3a. At the entrance to the Basement in the Restaurant, once you use the Fire Hook on the entry grate (you must do this before going to the 3rd floor Raccoon Press Office) 3b. In the 3rd floor Raccoon Press Office, after choosing to hide in the back (you must go here before attempting to enter the Basement of the Restaurant) 4. On the road in front of the entrance gate to the Raccoon City Hall upon coming to it through the Shopping District alleys. You must have first encountered the Nemesis at the Raccoon Press Office, and either have not finished him off, or have chosen to jump out the window 5a. On the road in front of the Electrical Substation, after having chosen to run out the emergency exit (you must go to the Electrical Substation before going to the Pharmaceutical Company Sales Office for the Nemesis to appear here) 5b. Upon trying to pass through the gate that leads back towards the Police Station (where you used the Fire Hose) after getting the Oil Additive (you must either complete the Pharmaceutical Company Sales Office before going to the Electrical Substation, or have chosen to increase the electricity when the zombies attacked at the Electrical Substation, for the Nemesis to appear here) 6. Upon re-entering the fork in the walkway at the City Hall Grounds after getting all four of the items needed to start the Trolley 7. In the rear of the Trolley, after starting it (just return to the front car once you have control of Jill, as even if you knock the Nemesis down, a cinema kicks in, preventing you from receiving an item) 8. Upon trying to return inside the Clock Tower for the first time from the 2nd floor outer balcony (where the searchlights are). Choose to use the cord to try to electrocute him, and he'll be knocked out. Be careful, as he gets up again after being knocked down by the electricity, and will chase you from room to room if you try to run 9. After you start the Clock Tower's bell ringing. No item to be had here though, as the Nemesis goes down and you leave the area in a cut scene 10. Once you enter the Atrium in St. Michael's Clock Tower with Carlos, after having completed the Hospital 11. In either the Dance Room (he comes running through the broken window next to the Dining Room, or crashing through the Dining Room door) or the Atrium (he jumps down from the 2nd floor) in St. Michael's Clock Tower while controlling Jill after giving her the Vaccine (after you've used Carlos) 12. In the Treatment Room of the Waste Processing Plant (the Dead Factory). Shoot the flow valves to spray him with toxic waste, thereby damaging him faster. ------------------------------------------------------------------------ Section 7, The Choices: ------------------------------------------------------------------------ Choices (note that the selections I recommend are so that you will have a chance at receiving an item from the Nemesis where possible, so choose the opposites if you do not want to fight the Nemesis. Also, if you do not make a selection within the allotted time period, as some do not require you to select one or the other choice, you will remain where you were when the choice presented itself. IE, if you were in front of the Nemesis and had the choice to run or to kill him, yet you made no choice, you would then be forced to fight him yourself): 1. Upon first reaching the Police Station A. Fight with the monster B. Enter the Police Station Choose "A", Fight with the monster, to check Brad, as he has his S.T.A.R.S. ID Badge on him. Use the "Inspect" command on this item to take his S.T.A.R.S. Card out 2a. If you attempt to enter the Basement beneath the Restaurant before going to the Raccoon Press Building A. Run into the Basement B. Hide inside the kitchen Choose "B", Hide inside the kitchen, to stay your ground. Jill will then dispose of the Nemesis in a cut scene. After re-emerging from the basement (if you explore it after the cut scene), the Nemesis will have risen and will attack you. Beware that if Carlos is killed by the Nemesis, it's game over 2b. If you attempt to enter 3rd floor Raccoon Press Office before going to the Basement beneath the Restaurant A. Jump out of the window B. Hide in the back Choose "B", Hide in the back, as the Nemesis will be knocked out by an explosion in a neighboring room. If you don't leave the building quickly after this happens, the Nemesis will regain consciousness and you will have to fight him here (no item, as he dropped one when he was knocked out in the explosion). Beware that if Carlos is killed by the Nemesis, it's game over 3. Upon exiting either of the two small rooms in the Electrical Substation after finding the item inside A. Head to the emergency exit B. Increase electricity output Choose "A", Head to the emergency exit, as the Nemesis will make an appearance once you pass through the short hallway and emerge back out on the road in front of the Electrical Substation 4. Upon trying to cross back through the Garage after completing the Pharmaceutical Company Sales Office A. Climb up B. Jump off Choose "A", Climb up, and Jill will automatically dodge the two boxes that slide down the ramp towards her 5. Upon returning to the front car after Mikhail attempts to stop the Nemesis in the rear car of the Trolley A. Jump out of the window B. Use the emergency brake Choose either, it doesn't make any difference except for which section of Saint Michael's Clock Tower you start in, and whether Carlos gives you a container of Freeze Rounds (Jump out of the window) 6. Upon trying to return inside the Clock Tower for the first time from the 2nd floor outer balcony (where the searchlights are) A. Use the light B. Use the cord Choose "B" to toss the electrical cord into the water at his feet, as this will knock him down in a cut scene (he gets up again after getting knocked down by the electricity) 7. Upon trying to cross the wooden bridge leading from the Raccoon Park to the abandoned Waste Processing Plant (Dead Factory) A. Push him off B. Jump off Choose "B" to dive into the river from the bridge, as this triggers a later scene where you attempt to stop Nicholai from leaving in the helicopter 8. Upon heading towards the door after picking up the Radar in the Control Tower Room of the Waste Processing Plant (you must have previously chosen to jump off the Bridge into the river for this choice to arise) A. Negotiate with Nicholai B. Return fire to the chopper Choose "B" to battle the helicopter. Why let Nicholai escape? You'll feel a whole lot better knowing you took him out (if you don't destroy the helicopter within a set amount of time, Nicholai bids you farewell and escapes) 9. Upon trying to take the final elevator to the Scrap Site after seemingly destroying the Nemesis with the Rail Cannon A. Exterminate the monster B. Ignore it and evacuate Choose "A" to finish off the Nemesis. Why not, he's made your life a living hell recently, and now it's time for a little payback ------------------------------------------------------------------------ Section 8, Random Notes: ------------------------------------------------------------------------ Notes: The "Dodge" feature can be more of a hindrance than a help. Since it can be accomplished by both the "Draw Weapon" button, and the "Fire" button, more often than not, when you're close to an enemy and trying to shoot it, you'll mistakenly dodge away. Often times, right into the waiting arms of another enemy. The "Dodge" command should have been assigned to it's own specific button to, in my opinion work effectively. Too many times was I passed around from enemy to enemy through no fault of my own. Try fighting the Grave Digger and you'll see what I mean about dodging without wanting to. You cannot dodge when you are severely injured. 250 is the maximum number of rounds of ammunition you can combine. When an item is no longer needed, you are asked if you'd like to discard it. The numbers next to your save file represent the amount of saves you've used so far in your current game, followed by the amount of times you've completely played through the game on that save. A lot of the "Files" you find in this game are the same as some of the EX Files you find in the Nintendo 64 version of Resident Evil 2. ------------------------------------------------------------------------ Section 9, The Credits/Disclaimers/Copyright: ------------------------------------------------------------------------ Thanks to: Capcom Japan, for making the best Biohazard/Resident Evil yet The Nemesis for spicing up the genre' Joe at Tronix, because you can never thank him enough Tom Rossi, cause he's a swell guy :) Pup, The original inspiration for the Nemesis Bandit, the Cornelius persona of Tyler Durden ;) Famicon Tsushin for the weapon statistics John George, for sucking at KoF' 94, 95, 96, 97, 98, 99... :D And Scott Deyesso... His name was Robert Paulson... 0_o Please do not use this faq on your website without asking me for permission first. Permission is NOT granted to reprint this summary in a for-profit magazine or publication without my prior consent. Nor is it granted for this document to be used as any type of "source material" for for-profit magazines to use in any way, be it basing their own articles from, reading prior to get ideas, or outright copying. I do not write these walkthroughs so some hack writers can sit back and get paid for it. I also forbid this, or any of my walkthroughs to be used as, or turned into issues or mailings for RPG or other newsletters, be they free or for profit. In no way do I wish this faq to be cut up into sections or altered in any way. Nor do I wish for import game dealers to use this or any of my works to sway people into buying the game from them, when without a walkthrough or translation, they wouldn't have purchased the game(ring any bells Game cave? I heard you try to charge extra for faqs, and I don't write them to make you money). It is to remain in it's original state and in one piece if used on websites. Permission is not granted for anyone to "update" or "alter" any of my work, be it changing names so an import walkthrough better fits an American release(if I write an import walkthrough, I will update it myself), or add things to an already existing walkthrough. That should cover just about everything. I realize it seems like a lot, but you'd be surprised how many people who are out there just to screw you over. A specific note to Game Cave, I adamantly deny your use of this faq in any way. Do not give it away free, do not sell it, do not give it away as a "free" gift to those who buy your smaller guides, do not give it to those who buy the game from you, do not tell people that you will give it to them if they purchase the game from you, do not put it on your website................................................. Get the picture? You are not authorized to use this faq in any way, shape or form...PERIOD! This walkthrough was written by Henry LaPierre, email@example.com. Feel free to E-mail me with any questions you may have on the game, and I'll do my best to try and help you out :) Thanks for reading :) This faq is copyright (c) 1999, Henry LaPierre All rights reserved