Resident Evil 3: Nemesis

Resident Evil 3: Nemesis

12.10.2013 12:25:48
~B

Resident Evil 3
Last Escape


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

Version 1
October 15th, 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 Play Guide:

Chapter 1 : When There's No More Room In Hell...
Covers Jill's arrival at the Storehouse

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
Map Controls

The Lists:

Map Locations
Files
Key Items
Common Items
Characters
Enemies
Weapons
Ammunitions
Mixing Ammunition
Items Dropped By Nemesis
Health
Herbs
Differences Between Light and Heavy Mode
Light Mode Starting Inventory
Heavy Mode Starting Inventory
Items That Can Be Shot
Bomb Locations

The Secrets:

Rankings/Hidden Secrets
Mercenaries Mode:

Inventory Per Character
Bonus Times
Bonus Items

The Nemesis Appearances
The Choices
Random Notes
Thanks
Copyright and Disclaimers


------------------------------------------------------------------------
Section 1, 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 the nearby Storehouse.

Inside the Storehouse is a man who's just witnessed his daughter's
death. Due to this, instead of going with Jill when she suggests they
leave the Storehouse 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 green lit button located in
the rear left corner of the Storehouse). With that, proceed to the
Storehouse Office, located on the second floor. Inside, you'll find the
key to the now-locked front door of the Storehouse, hanging on a hook
near the door, a typewriter and Ink Ribbon, two bottles of Gunpowder
Type A, and a storage box (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
Storehouse Key to unlock the front door, then leave the Storehouse.


Chapter Two
...The Dead Shall Walk The Earth


Outside, pass through the alley in front of the Storehouse 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 in front
of the Storehouse, 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, but 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 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
Storehouse 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 that you kill the zombies that are trying to capture her, she will
always be killed by the zombie in front of the Storehouse door. There
is no way to save her. This type of situation will happen a few times
during the course of the game depending 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
items.


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
items). 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 Southern 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 the 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 items and Photograph 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). 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. Check Brad
B. Escape into the Police Department

If you've chosen to "Check Brad", inspect his body to find his wallet
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 Heavy Mode you may earn
an item upon doing so, or just inspect Brad 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 "Escape into the Police Department", 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, take the Police Station
Map off the front desk in the Main Hall (next to the computer), then
use a S.T.A.R.S. Card in the computer next to it (if you do not have a
S.T.A.R.S. Card in your current inventory, you can find Jill's in the
Conference Room. Return to the computer when you have it). 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. Make your way to the Evidence Room and open the locker near
the door you just came 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. Once you have the key,
walk upstairs and use it to enter the S.T.A.R.S. Office. Here you will
find a fax on Handguns in the fax machine, the Lock Pick on Jill's
desk, a First Aid Spray hanging on the wall near Rebecca's desk,
either the Grenade Launcher or the Magnum in the locker by the radio,
and some ammunition on Barry's desk. After collecting all the items,
attempt to leave the room. At this point the 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 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 knock him down (may be worth another item if you're
playing Heavy 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 Lock Pick 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 an item and the Daily Report File,
then continue on through the next alley, 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 an item). On your way
through the Garage, take the Jumper Cables from the sparking battery in
the mini-van parked in the corner, then pass through 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 an item, as well as
take the Downtown Map from the door next to where you entered). After
doing away with the Drain Deimos, exit the Construction Site by the
door at the other end of the blue power cord (the Northernmost 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 (you can reach this by cutting
through the Shopping Street 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 (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, then use your Lock Pick to open
the small locker at the rear of the Restaurant (next to the back door)
so that you can find the Crowbar. Once you have the Crowbar, use it to
open the entry gate 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. Escape into the Basement
B. Stay your ground

If you've chosen to "Escape 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 your back on the floor 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 "Stay your ground", Jill and Carlos run around the
counter into the front of the Restaurant. 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 Heavy 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. Inside, check the information counter
and boxes stacked next to the pay phone to the right for items. You'll
also find Photograph B on the pay phone to the left (near the vending
machine). Once you have the 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. Using the step ladder so that you can reach it, flip
the switch on the panel with the red flashing light, 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 Press Notebook sitting on a cabinet to the far
left, Photograph C on the large desk to the left, and the Emerald Jewel
on the desk across from the door. After obtaining these items, leave
the Raccoon Press Building, and make your way to the front gate of the
Raccoon City Hall (located on Warren Street, around the corner from the
Raccoon Press Building, and directly across from the door that leads to
the Shopping Street alleys).


Chapter Eight (B)
...Damned If You Don't


If you choose to proceed to the Raccoon Press Building first, once
you enter it (make sure to check the information counter and boxes near
the pay phone to the right for items, as well as the pay phone to the
left to find Photograph 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 the window
B. Stay and hide

If you've chosen to "Jump out 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. 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, but beware that the
Nemesis will still be there. Also, since you did not finished off the
Nemesis, he will reappear in a different, although set location later
in the game).

If you've chosen to "Stay and hide", 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 Heavy Mode). Within moments of the blast the Nemesis
regains consciousness, so grab the Press Notebook and Photograph C from
the office and 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 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, as well as a Crowbar if you use your Lock
Pick to open the small locker next to the back door. Once you have the
Crowbar, use it to open the entry gate 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 (located on Warren Street, just around the
corner from the Raccoon Press Building, and directly across from the
door that leads to the Shopping Street alleys).


Chapter Nine
Mercenaries For Hire


Once you're at the front gate to City Hall, place the Sapphire and
Emerald Jewels into the jewel encrusted clock 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 alley for
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 items). 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 Oil, Cables and a Fuse.
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
Nicholai, 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. 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 some 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 (Jill 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 an item after
you've disposed of him). Continue on to the Stagla Gas Station (once
you reach the fork in the path at the City Hall Grounds, if you do not
already have the six sided Hex Crank in your personal inventory, return
to the Shopping Street 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,
use the Hex Crank to attempt to open the shutter barring your entrance.
Unfortunately the 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 some items
on the table in the front), 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 (there is an item
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 done 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 boxes A and B
B: Alternates boxes A, B and C
C: Alternates boxes B, C and D
D: Alternates boxes 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 gas 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 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
car with the flag on it, the Gas Station explodes. After this, Carlos
leaves you 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, push the green button
on the base of the statue. This will cause the statue's arm to lower,
giving you access to the Bronze Book that it is holding. After taking
the Bronze Book from the statue, proceed to the street in front of the
Grill 13 Restaurant. On this street, across from the Raccoon Theater
(notice what's currently playing? Why it's Biohazard 4) you will find
a currently inoperative World War II Memorial Fountain dedicated to
Michael Warren. Walk up to the empty stand (check the ground here for
items) 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
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 body near the elevator for an item), where you will
find the Electrical Substation.

Inside the Electrical Substation (look on the ground in the outer
hall for items on your way in), you will find two closed shutters, and
two terminals (check the rear for possible items). One terminal turns
on the power (the terminal nearest the rear door, with the lever on
it), while the other is the Voltage Regulating Machine (the terminal
next to Room A). Use the first terminal to turn on the initial power
supply, then access the Voltage Regulating Machine so that you can try
your luck at opening the voltage locked shutters to rooms A and B (the
rooms next to the Voltage Regulating Machine, 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 Voltage Regulating Machine
to the below voltages:

Door A: Between 15 volts and 25 volts
Door B: Between 115 volts and 125 volts

To do this, you need to choose between increasing and decreasing the
voltage that runs to doors A and B. This is accomplished by varying the
amounts of electricity that reach the doors by way of the four switches
on the panel of the Voltage Regulating Machine. Each time you select
"Increase", the voltage is raised by a set multiple of 15 (shown above
each switch's on-screen indicator), while if "Decrease" is selected,
the voltage is lessened by a set multiple of 5 (as shown above each
switch's on-screen indicator). Choose the following settings on the
Voltage Regulating Machine to open the shutters (both shutters can be
opened before entering either room):

Door A: Increase, Decrease, Decrease, Decrease = 20 volts
Door B: Increase, Increase, Increase, Decrease = 120 volts

Once you've opened one or both shutters, enter the rooms and find the
item located in each. Room A contains the Fuse, which is one of the
four things needed to repair the Trolley, and in Room B, stored inside
a locker, you'll 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 rush the 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. Escape through the back door
B. Start the generator

If you choose to "Escape through the back door", 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 the street, an all too familiar
adversary attacks (had you chosen to "Start the generator", the Nemesis
would 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 Heavy 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 "Start the generator", the generator will 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
Voltage Regulating Machine to open the other shutter, the "Decrease"
integer will now be set multiples of 10 being subtracted instead of 5.
The "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:

Door A: Increase, Increase, Decrease, Decrease = 25 volts
Door B: Decrease, Decrease, Increase, Increase = 125 volts

Once you have the Fuse from Room A, 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 will find a Hose attached to a wall mounted
water 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 water 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, 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, then makes your way into the Pharmaceutical Company
Sales Office itself. Once inside, you come across Nicholai in the midst
of eliminating a possible threat. Check the office for items and files,
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. Among them you'll find, a bottle of
Machine Oil Additive. Once you have the Machine 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 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 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 a pool of blood beneath a broken window. But is this Nicholai's
blood, or the mercenaries 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 Department, after getting the Machine Oil Additive from the
Pharmaceutical Company Sales Office, the Nemesis, with Rocket Launcher
in hand, crashes through and with a massive swing, breaks the water
hydrant open. His next target is you (you must either get the Machine
Oil Additive from the Pharmaceutical Company Sales Office before going
to the Electrical Substation, or have chosen to start the generator
when the zombies attacked at the Electrical Substation, for the Nemesis
to appear here). Once you've knocked down the Nemesis, prepare for your
trip to the Electrical Substation (see chapter 11).


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 Explosive Grenades (Rounds). After this, return to
the Storehouse where you started the game. Inside you will find 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 (Container
Diary), as well as some Gun Powder. Once you've obtained these, head
back towards the Trolley.

As you start to cross back through the Garage (after getting the
Machine Oil Additive from the Pharmaceutical Company Sales Office) the
ground begins to shake as you pass by the mini-van where you found the
Jumper Cables earlier. 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 back up
B. Fall down into the sewers

If you choose to "Climb back 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.

If you choose to "Fall down into the sewers" to avoid the crates, Jill
will need to pass through a small sewer tunnel 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.

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 (item bonus if you're playing
on the Heavy setting) 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 fall into an underground passageway. If that's not quite
bad enough, an enormous worm-like creature (known as the Grave Digger)
bursts through the 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 (Jumper Cables, Fuse and
Machine Oil. You'll need to combine the canister of Machine Oil with
the bottle of Machine 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 Grenades (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
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 send it
careening out of control. At this point you must make another crucial
decision. Your choices are:

A. Jump out the window
B. Attempt to engage the emergency brakes

If you "Attempt to engage the emergency brakes", the Trolley crashes to
a halt in the Courtyard of Saint Michael's Clock Tower. After disposing
of the multitude of crows that are flying about, check the path behind
the statues of the hawks to find an assortment of Herbs, then enter the
Clock Tower by way of the door to the left of the main entrance. You're
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 Re-use Key (there may be some items on the stand to
the left as well). Once you have the Re-use Key, leave the Chapel, and
pass through both the Dance Room (using the Re-use 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), to reach the Atrium (large
entrance room). Here you will find, a dead Umbrella agent carrying a
Mine Thrower (weapon) and the UBCS Echo Team Report, 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 an item on the small table), as
well as a postcard showing a picture of three clocks at midnight. 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 Panel Key, hidden behind a crooked picture on the
wall. Once you have the Panel 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 the window", as the Trolley 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 Trolley crash. To the
right of the door, you'll see a crooked picture hanging on the wall.
Inspect it to find the Re-use Key hidden behind it (there may also be
some items in the room), then leave the room and enter the Living Room.
Use the Re-use 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 Cold Grenades (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 (there may also be
an item on the small table), as well as a postcard showing a picture
of three clocks at midnight. After taking these items, leave by the
door on the Western wall to enter the Atrium. In the Atrium you will
find, a dead Umbrella agent carrying a Mine Thrower (weapon) and the
UBCS Echo Team Report, 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 outside into the Courtyard to find some Herbs). Enter the Dining
Room through the door to the West, then pass through the next room,
which is the Dance Room (with the Grand Piano), to reach the Chapel. On
a shelf at the rear of the Chapel you will find the Panel Key. Once
you have the Panel 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 Panel Key in the green panel on the wall at the center of the
Balcony (inspect the panel to be asked if you'd like to use the key).
This lowers a ladder that will enable you to reach the Clock Tower's
Mechanical Room. Inside the Mechanical 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).
Inspect the music box to hear the tune that it should be set to, then
set slots 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 "High"
selection or the "Low" selection (the third choice is "Next" and the
fourth choice is "Back", while the last choice is "End"). Once you have
made your selections, choose to play the tune the way you chose it to
sound (the third choice while on 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 raises and you are able to get the
Chronos Key. After receiving the Chronos Key, leave the Mechanical Room
and start to make your way 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. Shine the spotlight in his eyes
B. Toss the live electrical cord in the water at his feet

If you choose to "Shine the spotlight in his eyes", the Nemesis will be
temporarily blinded, causing him to stumble backwards and fall over the
railing.

If you choose to "Toss the live electrical cord in the water at his
feet", then he will be electrocuted (thereby dropping an item if you're
playing on Heavy Mode), for a short time. He will eventually get back
up and continue attacking you, so be prepared for this.

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 Re-use Key and 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 and enter the Closet (it's a room). Here
you will find a journal on one of the bodies near the door, as well as
three paintings with clocks incorporated into them. Towards the rear of
the main section of this room are three statues, each with a different
colored stone in it's hands. Take the three colored stones 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 stones in each of the three clock painting's
frames. The stones, 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 you should place in which painting.

Painting 1 Painting 2 Painting 3

Brown: Back 2 hours Ahead 2 hours Ahead 4 hours
Yellow: Back 3 hours Ahead 3 hours Ahead 6 hours
Blue: 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 Mechanical 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 hinderance, you are now forced to battle with the
Nemesis. Once you knock the Nemesis down (twice), he rises and stumbles
over to wall of fire at the rear corner of the Courtyard, where he then
collapses. You to then slump to the ground unconscious... the virus
having taken a terrible toll on your body. Carlos soon arrives (if you
originally entered the Clock Tower by way of the Courtyard during the
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) 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). 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. From the Lobby, enter the door next to the reception area to
reach the Office. After finding a few items, proceed through the next
door to enter the Doctor's Station. Here you will find an elevator, a
Medical Diary, the Map to the Hospital, a Tape Recorder and a few other
common items. Since the elevator has a voice activated lock on it, you
need to use the Tape Recorder on it (at the panel to it's right. 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.
Choose to ride to the Basement Level 3 first (some differences occur if
you ride to the Fourth Floor first, which I'll mention soon), and once
there, make your way to the Laboratory where you will find a wounded
Umbrella agent 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 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 the shelf at the
Western side of the room you'll find a base ingredient for the vaccine
needed to cure Jill. After picking up the Vaccine Base, check the desk
to read the manual for creating the vaccine. Next, approach the two
pieces of equipment at the Northern wall, and place the Vaccine Base
inside the one to the left. Now, flip the switch on the device to the
right (with the blue monitor screen) to drain the two hunter tanks next
to it so that you'll be able to create steam from the fluid. Finally,
inspect the device you put the Vaccine 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 Vaccine 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, flip levers, I, III and A (to choose A, choose the
fourth selection, which is "Down"). Once you've correctly leveled the
indicators, the Vaccine Base altered by way of the steam pressure that
you input, creates the Red Vaccine ingredient. Grab the Red Vaccine,
and start to make your way back to the elevator. Just as you are about
to pass the spot where you found the Vaccine 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 Room 402 Key and the Photograph D. After taking
these items, proceed to Room 401 and inspect the body the body leaning
against the wall near the door. You'll be given the combination to the
safe in Room 402. 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 Room 402 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 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 Blue Vaccine ingredient, which when mixed with
the Red Vaccine, creates the Virus Vaccine (antidote) for the virus
that Jill is currently infected with. After receiving the Blue Vaccine,
return to the Hospital's Lobby, and you will notice a bomb strapped to
a nearby pillar. You now have 7 seconds 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 Virus Vaccine which you can create by
combining the Red Vaccine and the Blue Vaccine (inspect Jill to give
her the Virus 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, 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 Lock Pick to open it. Inside the Security Center you'll
find the Park Gate Key, Photograph E, as well as a few common items.
After receiving the Park Gate Key, leave the Park Security Center, and
walk up Park Street to the front gate of Raccoon Park (up the stairs to
the right of the Security Center).

Use the Park 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 Shed Key and UBCS Bravo Team Report on it. Once you have these
two 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 the controls for the fountain in the Northeast corner of the 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 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 until you reach the Shed. Use the Shed Key to
enter the Shed, then gather up the items you find inside, including the
Metal Pipe. Once you have the Pipe, use your Lighter (there's a storage
box and typewriter in the next room) to start a fire in the fireplace.
This reveals another hidden room. Use the 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 a Memo and
Fax, the Padlock Key, some ammunition and a two way radio. After taking
these items, and attempting to crawl back out of the room, the radio
sounds, causing Jill to turn it on 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 Padlock Key
from the table). After hearing this, crawl back through the fireplace
to find Nicholai standing in the Shed (if you took the Padlock 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 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 Northwest 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
Northeast section of the Park. At the very end of this path, use the
Padlock 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 (Disused Plant), the Nemesis rears his ugly face and
attacks. At this moment you're given a choice, you can:

A. Dodge the Nemesis and push him off the bridge
B. Dive off the bridge

If you choose to "Dodge the Nemesis and push him off the bridge", 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
this 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 Key with a Plastic ID Card attached to it on a shelf to the
right of the storage box. This is the Control Room Key. After gathering
the items, enter the next room, which is the Power Supply Room. What
you need to do here, is to reach the power supply unit that's 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, 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 Control
Room Key to enter the Control Room (non-shuttered door in the Entrance
Corridor). In the Control Room, grab the Map for the Disused Waste
Processing Plant off the wall near the door and the System Disc off the
nearby console, then step into the elevator and ride it (push the down
button on the inside wall) to the first floor.

If you choose to "Dive 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) and ride it up to the first floor Control Room. Inside the
Control Room, you will find the System Disc on the console, and the Map
to the Waste Processing Plant on the wall nearby. 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
afterwards. Next, enter the door at the Northern end of the corridor to
reach the Off-Duty Room. Here you will find a Report on the desk, an
Ink Ribbon, a Key with a Plastic ID Card attached to it on a shelf to
the right of the storage box (this is the Control Room 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 some common items. After gathering the items, proceed through the
door on the East wall to reach the Power Supply 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
the Nemesis off the Bridge"). 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 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, the System Lock 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, 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
move the lines by choosing either, "Left", "Right", "Check" and "Back"
from the selections you are given once you choose a line to move. 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, exit the
puzzle by choosing the last choice "end", while on the 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 Control Room will unlock. After doing this, place your Control
Room Key in the machine with the blue lights 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 "Dodge the Nemesis and push
him off the bridge" 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 Waste Processing Room. Once inside, a
short countdown begins, in which the door auto-locks and you have four
minutes until the Waste Processing 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.
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 to reach the Control Tower Room.
The game then branches here, depending on which choice you made back at
the Bridge.

If you chose to "Dodge the Nemesis and push him off the bridge", 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 "Dive off the bridge", 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
traitor Nicholai will call you from his escape helicopter over the two
way radio. He threatens you're life, at which point you're given two
choices. They are:

A. Try talking to Nicholai
B. Battle the Helicopter

If you "Try talking to Nicholai", he leaves in the helicopter.

If you decide to "Battle the Helicopter", 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, 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 Battery
Unit Manual hanging on the wall behind the ladder), 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 Rail Cannon 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. Finish off the Nemesis
B. Escape into the elevator

If you choose to "Finish off the Nemesis", 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 "Escape into the elevator", 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 2, The Controls:
------------------------------------------------------------------------

Actions/Controls:

Walking: Directional Pad or Left Throttle
Running: Walk + X
Draw and Aim Weapon: Hold R1 or R2 button
Fire Weapon: Press Square or Circle while aiming a weapon
Climbing(up/down): Hold Directional Pad towards desired object and
press the Action Button
Pushing: Hold Directional Pad towards desired object
180 degree turn: Hold Directional Pad down, then press X
Dodging is done by "holding" the R Button while in Light Mode
Dodging is done by "pressing" the R or Fire Button at a specific
time while in Heavy Mode
Press L1 to change targets while aiming a weapon
Press Start or push Right Throttle to bring up personal inventory
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
When an item is no longer needed, you are asked if you'd like to
discard it


Menu Screen:

Use/Equip: Use or Equip an item in your personal inventory
Combine: Mix two items in your personal inventory
Look: View an item in your personal inventory


Maps:

Controls while accessing maps:

Triangle: Accesses/cancels map
X: Cancels map
Circle/Square: Zooms in/out
R1/Select: Calls up map list
D-Pad/Left Throttle: Moves screen while map is zoomed in


------------------------------------------------------------------------
Section 3, The Lists:
------------------------------------------------------------------------

Map Locations:

Uptown: On wall above crates at curve in road after the Boutique
Raccoon Police Department: On desk in Main Hall of Raccoon Police
Department
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
Waste Processing Plant: In Control Room of Waste Processing Plant


Files:

1. Play Manual A (Action, Map and Event), In starting inventory
2. Play Manual B (Gun Powder and Reload Tool), In starting inventory
3. St. Michael's Clock Tower Postcard, On bar inside Bar Jack
4. Photograph A, On body of dead cop next to rope tied shut door
5. Marvin's Report, On Officer Marvin, Raccoon P.D. West Side Office
6. David's Memo, On desk in Darkroom Save Area, Raccoon Police Dept.
7. Kendo's Fax, In fax machine, Raccoon P.D. S.T.A.R.S. Office
8. Daily Report, On body at second bend of alley off Fisson Street
9. City Guide, On table in Grill 13 Restaurant
10. Photograph B, On pay phone in lobby of Raccoon Press Building
11. Photograph C, On desk in third floor Raccoon Press Office
12. Press Notebook, On cabinet in third floor Raccoon Press Office
13. Kevin's Memo, In rear car of Trolley
14. Computer Report, On table in Pharmaceutical Company Sales Office
15. Fax, In cabinet in Pharmaceutical Company Sales Office
16. Container Diary, In large storage container in Storehouse
17. UBCS Echo Team Report, In St. Michael's Clock Tower Atrium
18. Clock Postcard, On desk in St. Michael's Clock Tower Study
19. Journal, On body near door of Clock Tower Closet
20. Medical Diary, In Doctor's Station in Hospital
21. Photograph D, In rear of Data (Reference) Room, Raccoon Hospital
22. Vaccine Manual, On desk in Hospital Study
23. Photograph E, On table in Raccoon Park Security Center
24. UBCS Bravo Team Report, On body, Northeastern path, Raccoon Park
25. Virus Memo, On table in Strategy Room in Raccoon Park
26. Raccoon City Fax, On blackboard in Strategy Room in Raccoon Park
27. System Report, In Off-Duty Room of Disused Plant
28. System Lock Manual, In Sewage Monitor Room of Disused Plant
29. Battery Unit Manual, On wall in Rear Exit Room of Disused Plant
30. Rail Cannon File, On ground in Scrap Passage in Disused Plant


Key Items:

1. Storehouse Key: On hook in Storehouse 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. Lock Pick: 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. Jumper Cables: On mini-van in Parking Garage
14. Six Sided Hex Crank: In Shopping Street Storeroom
15. First Aid Spray Box: Dropped by Nemesis with 3rd/6th knockdown
16. Crowbar: In locker in Grill 13 Restaurant
17. Emerald Jewel: On Body in Basement of Grill 13 Restaurant,
or on desk in Raccoon Press Office
18. Wrench: On seat in front car of Trolley
19. Machine Oil Canister: In oil cabinet at Stagla Gas Station
20. Bronze Book: On statue in City Hall Grounds
21. Bronze Compass: At fountain across from Raccoon Theater
22. Battery: In base of statue at City Hall Grounds
23. Fuse: On shelf, Room A of Electrical Substation
24. M37 Parts A: Dropped by Nemesis with fourth knockdown
25. Grenade Launcher
or Magnum: In locker, Room B of Electrical Substation
26. Hose: In alley South of crashed #33 Midtown Bus
27. Square Crank: In alley before Pharmaceutical Company
Sales Office
28. Machine Oil Additive: In Medical Storage Room of Pharmaceutical
Company Sales Office
29. M37 Parts B: Dropped by Nemesis with fifth knockdown
30. Re-use Key: In St. Michael's Clock Tower Bedroom,
or in St. Michael's Clock Tower Chapel
31. Mine Thrower: On body in St. Michael's Clock Tower Atrium
32. Panel Key: In St. Michael's Clock Tower Bedroom,
or in St. Michael's Clock Tower Chapel
33. Silver Gear: In Clock Tower Mechanical Room
34. Chronos Key: In music box in Clock Tower Mechanical Room
35. Gold Gear: In clock puzzle in Clock Tower Closet
36. Tape Recorder: In Doctor's Office of Raccoon Hospital
37. Vaccine Base: In Hospital Study, Basement Level 3
38. Red Vaccine: In Hospital Study, Basement Level 3
39. Room 402 Key: In Reference (Data) Room in Hospital
40. Blue Vaccine: In safe in Room 402 of Raccoon Hospital
41. Virus Vaccine: Created by combining Red and Blue Vaccine
42. Assault Rifle: Dropped by Nemesis with seventh knockdown
43. Park Gate Key: In Raccoon Park Security Center
44. Shed Key: On body on Northeastern Path, Raccoon Park
45. Metal Pipe: In Shed in Raccoon Park
46. Padlock Key: Strategy Room in Shed in Raccoon Park
47. Control Room Key: In Off-Duty Room of Disused Plant
48. System Disc: On console in Control Room of Disused Plant
49. Water Sample: In Sewage Monitor Room of Disused Plant
50. Card Key: In Waste Processing Room of Disused Plant
51. Rocket Launcher: In Weapons Storeroom in Disused Plant
52. Radar: In Control Room Tower in Disused Plant


Common Items (note, the common items in the game are semi-random, they
may be in different locations each time you reset or reload the game.
As such, I have not listed the locations of all of them in this
guide. Since they're not really hidden, you'll have no trouble
finding them):

Ink Ribbon: Provides three saves, use with a typewriter
First Aid Spray: Restores 100% Health
Green Herb: 25% Health
Red Herb: Combine with Green Herb for increased strength
Blue Herb: Used to cure poison
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
Black Taurus Shells: Reload Tool ammunition for M92F Custom Handgun
Shotgun Shells: Ammunition for all makes of Shotguns
Special Shells: Reload Tool ammunition for Benelli M3S Shotgun
Magnum Bullets: Ammunition for the S&W M629C Magnum
Mine Thrower Mines: Ammunition for the Mine Thrower
Explosive Grenades: Ammunition for the Grenade Launcher
Flame Grenades: Ammunition for the Grenade Launcher
Acid Grenades: Ammunition for the Grenade Launcher
Cold Grenades: Ammunition for the Grenade Launcher


Characters:

Name Age Blood Height Weight

Jill Valentine 23 B 166 cm 49 kg
Carlos Oliveira 21 O 182 cm 83 kg
Mikhail Victor 45 A 178 cm 98 kg
Nicholai Ginovaef 35 A 187 cm 102 kg


Enemies:

Zombie
Zombie Dog
Crows
Drain Deimos
Brain Sucker
Hunter Beta
Hunter Gamma
Grave Digger
Sliding Worm
Spider
Baby Spider
Nemesis


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
Mine Thrower, Throws 3 second time delay mines
Assault Rifle, M4A1, set to automatic or manual modes, 300 bullets
Rocket Launcher, M66
Gatling Gun, Gattlinger


Ammunitions:

9mm Handgun Bullets, Ammunition for all types of Handguns
12 Gauge Shotgun Shells, Ammunition for all types of Shotguns
Explosive Grenades (Rounds), Ammunition for the Grenade Launcher
Flame Grenades (Rounds), Ammunition for the Grenade Launcher
Acid Grenades (Rounds), Ammunition for the Grenade Launcher
Cold Grenades (Rounds), Ammunition for the Grenade Launcher
Mine Thrower Mines, Ammunition for the Mine Thrower
5.56mm NATO Assault Rifle Clip, Ammunition for the Assault Rifle
Black Taurus Bullets, R.T. Ammo for M92F Custom Handgun
Special Shells, R.T. Ammo for Benelli M3S Shotgun
44 Magnum Bullets, Ammunition for the S&W M629C Magnum


Mixing Ammo:

When used with the Reload Tool, these combinations of gunpowder
types form the following types of ammunition (note that the more Jill
uses the Reload 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 due to her skill at using the Reload Tool as well.
Ammunition made from combinations of same type Gun Powder only count
as one use):

Powder Heavy Light Type

Gun Powder A: 15 30 Handgun Bullets
Gun Powder A+A: 35 70 Handgun Bullets
Gun Powder A+A+A: 55 Handgun Bullets
Gun Powder B+B+A: 60 Handgun Bullets
Gun Powder B: 7 Shotgun Shells
Gun Powder B+B: 18 Shotgun Shells
Gun Powder A+A+B: 20 Shotgun Shells
Gun Powder B+B+B: 30 Shotgun Shells
Gun Powder A+B: 1 Gun Powder C
Gun Powder C: 10 Explosive Grenades (Grenade Rounds)
Gun Powder A+C: 10 Flame Grenades (Rounds)
Gun Powder B+C: 10 Acid Grenades (Rounds)
Gun Powder C+C: 10 Cold Grenades (Rounds)
Gun Powder C+C+C: 24 Magnum Bullets

When combined, these gunpowder types and Explosive Grenades (Rounds)
form the following types of ammunition:

Explosive Grenades+A: 6 Flame Grenades (Rounds)
Explosive Grenades+A+A: 12 Flame Grenades (Rounds)
Explosive Grenades+A+A+A: 18 Flame Grenades (Rounds)
Explosive Grenades+B: 6 Acid Grenades (Rounds)
Explosive Grenades+B+B: 12 Acid Grenades (Rounds)
Explosive Grenades+B+B+B: 18 Acid Grenades (Rounds)
Explosive Grenades+C: 6 Cold Grenades (Rounds)
Explosive Grenades+C+C: 12 Cold Grenades (Rounds)
Explosive Grenades+C+C+C: 18 Cold Grenades (Rounds)


Items dropped by Nemesis in Heavy 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 (Handgun)
Eagle Parts B (Handgun)
First Aid Spray Box (3 First Aid Sprays)
M37 Parts A (Shotgun)
M37 Parts B (Shotgun)
First Aid Spray Box (3 First Aid Sprays)
Assault Rifle (100%, 300 bullets)


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 Heavy and Light Modes:

Enemies take more damage to kill in Heavy Mode
Dodging is done by "holding" the R Button in Light Mode
In Heavy Mode you dodge by pressing the R Button at a specific time
Nemesis may drop items in Heavy Mode when knocked down
You can hold 10 items in Light Mode
You can hold 8 items in Heavy Mode
You have infinite Ink Ribbons in Light Mode
You need to find Ink Ribbons to save in Heavy Mode
In Light Mode the amount of ammunition is doubled when mixing Gun
Powder


Light Mode starting items:

Inventory:

Assault Rifle (100%)
Reload Tool
Play Manual A (Action, Map and Event)
Play Manual B (Gun Powder and Reload 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

Heavy Mode starting items:

Inventory:

Handgun
Reload Tool
Play Manual A (Action, Map and Event)
Play Manual B (Gun Powder and Reload Tool)

Storage Box:

Knife


Various objects throughout the game can be shot, some of which will
damage enemies. Some of these items include:

Drums (barrels)
Lamps (in Raccoon Park)
Pipes (steam pipes)
Explosives (bombs, attached to various walls throughout the game)


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 Reference (Data) 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


------------------------------------------------------------------------
Section 4, The Secrets:
------------------------------------------------------------------------

Rankings/Hidden Secrets:

Once completed, the game gives you one of six possible rankings. The
rankings are, from best to worst, S, A, B, C, D and E. These ranks
are based on how long it took you to complete the game, how many
First Aid Sprays or Healing Herbs were used, and how many saves you
used while playing. These rankings are what determines your bonus.
The bonuses are as follows:

S: Mercenaries Mode + Boutique Key + 5 Costumes
A: Mercenaries Mode + Boutique Key + 4 Costumes
B: Mercenaries Mode + Boutique Key + 3 Costumes
C: Mercenaries Mode + Boutique Key + 2 Costumes
D: Mercenaries Mode + Boutique Key + 1 Costume
E: 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 rank and reward based on time left when
you return to the Uptown Storehouse Office. S rank is achieved if
you return with 5 minutes or more left.

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, you get an epilogue from a
different character from the Biohazard series. You must play your
subsequent games from the same save file for this to occur.


Mercenaries Mode, Operation Mad-Jackal:

This mode earns you money to buy special unlimited weapons to use in
the main game. They are:

Unlimited Assault Rifle $2000
Unlimited Gattling Gun $3000
Unlimited Rocket Launcher $4000
Unlimited Ammunition $9999

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 Kills (2): 7 seconds (+10 for 4th and higher)
Crows Kill: 1 second
Subsequent Kills (2): 2 seconds
Zombie Dog Kill: 4 seconds
Subsequent Kills (2): 10 seconds (+10 for 3rd and higher)
Drain Deimos Kill: 5 seconds
Subsequent Kills (2): 12 seconds (multiplies for 3rd and higher)
Brain Sucker Kill: 6 seconds
Subsequent Kills (2): 15 seconds
Hunter Beta Kill: 6 seconds
Subsequent Kills (2): 15 seconds (multiplies for 3rd and higher)
Hunter Gamma Kill: 6 seconds
Subsequent Kills (2): 15 seconds
Spider Kill: 4 seconds
Subsequent Kills (2): 12 seconds (multiplies for 3rd and higher)
Sliding Worm Kill: 1 second per group
Nemesis Knockdown: 10 seconds
Nemesis 2nd Knockdown: 20 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 for dodge, 5+ seconds for kill (varies)
Drum Blast Kill: Various depending on amount of enemies killed
Check dead guard: 2 seconds (where you found Shotgun/Lighter Oil)

Survivor Rescued:

Man at Gas Station: 20 seconds
Woman in 3rd floor Raccoon Press Office: 20 seconds
Brad Vickers in Restaurant Basement: 20 seconds
Cop at Electrical Substation: 20 seconds
UBCS Pharmaceutical Company Sales Office: 20 seconds
UBCS at Bar Jack: 20 seconds

Bonus Items for rescuing survivors in Mercenaries Mode:

In order to rescue survivors, you must kill all enemies in the room
You must get to survivor's location before a set time is reached.

Survivor location Carlos Mikhail Nicholai

Gas Station: 60 bullets 14 shells 60 bullets
Raccoon Press: First Aid Spray 14 shells 60 B.T. 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 B.T. Bullets
Bar Jack: First Aid Spray 14 Special Shells 60 bullets


------------------------------------------------------------------------
Section 5, The Nemesis Appearances:
------------------------------------------------------------------------

Nemesis Appearances:

1. Upon Reaching the Police Department for the first time and
choosing to check Brad

2. Upon going downstairs in the Police Department 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 Crowbar 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 stay
and fight (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 Street 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 back door (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 Department (where you used the hose) after getting the
Machine Oil Additive (you must either complete the Pharmaceutical
Company Sales Office before going to the Electrical Substation,
or have chosen to start the generator 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 once, a cinema kicks in, preventing you from a
chance at 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 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 virus antidote (after you've used Carlos)


------------------------------------------------------------------------
Section 6, 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 Department

A. Check Brad
B. Escape into the Police Department

Choose "A" to check Brad, 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. Escape into the Basement
B. Stay your ground

Chose "B" 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 the window
B. Stay and hide

Choose "B" to stay and hide, as you can fight the Nemesis
here. 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. Escape through the back door
B. Start the generator

Choose "A" to escape through the back door, 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 back up
B. Fall down into the sewers

Choose "A" to climb back 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 the window
B. Attempt to engage the emergency brakes

Choose either, it doesn't make much difference

6. Upon trying to return inside the Clock Tower for the first time
from the 2nd floor outer balcony (where the searchlights are)

A. Shine the spotlight in his eyes
B. Toss the live electrical cord in the water at his feet

Choose "B" to toss the electrical cord, 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 Disused Waste Processing Plant

A. Dodge the Nemesis and push him off the bridge
B. Dive off the bridge

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 Room of the Waste Processing Plant (you must have
previously chosen to dive off the Bridge into the river for
this choice to arise)

A. Try talking to Nicholai
B. Battle the Helicopter

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)

8. Upon trying to take the final elevator to the Scrap Site after
seemingly destroying the Nemesis with the Rail Cannon

A. Finish off the Nemesis
B. Escape into the elevator

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 7, Random Notes:
------------------------------------------------------------------------

Notes:

The "Dodge" feature can be more of a hinderance 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.

250 is the maximum number of rounds of ammunition you can combine.


------------------------------------------------------------------------
Section 8, The Credits/Disclaimers/Copyright:
------------------------------------------------------------------------

Thanks to:

Capcom Japan, for making the best Biohazard 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, for eating all the popcorn


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








 
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