Обитель зла 3: Немезис чит-файл №2

Resident Evil 3
Nemesis


A Walkthrough
by
Henry LaPierre
freeza@ix.netcom.com

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,
freeza@ix.netcom.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