• 0
  • مالي خلق
  • أتهاوش
  • متضايق
  • مريض
  • مستانس
  • مستغرب
  • مشتط
  • أسولف
  • مغرم
  • معصب
  • منحرج
  • آكل
  • ابكي
  • ارقص
  • اصلي
  • استهبل
  • اضحك
  • اضحك  2
  • تعجبني
  • بضبطلك
  • رايق
  • زعلان
  • عبقري
  • نايم
  • طبيعي
  • كشخة
  • النتائج 1 إلى 12 من 12

    الموضوع: الحل لمشاكلكم في اللعبه يا السخيفين .والحل لرزدنت ايفل 1و2و3 بل الكامل والي تبون.

    1. #1
      التسجيل
      16-09-2001
      الدولة
      ركون ستي
      المشاركات
      2
      المواضيع
      1
      شكر / اعجاب مشاركة

      الحل لمشاكلكم في اللعبه يا السخيفين .والحل لرزدنت ايفل 1و2و3 بل الكامل والي تبون.

      Resident Evil 3
      Nemesis


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

      Version 2
      Updated to fit the North American Release
      November 11th, 1999
      Copyright (c) 1999 Henry LaPierre



      S.T.A.R.S.
      Special Tactics And Rescue Service


      Farewell to my life.
      Farewell to my home.

      This is my last chance for survival...
      This is my, last escape...


      Table of Contents:

      The Prologue
      The Play Guide:

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

      Chapter 2 : ...The Dead Shall Walk The Earth
      Covers chasing after Brad Vickers

      Chapter 3 : Haven't I met you someplace before?
      Covers Jill's meeting with Brad

      Chapter 4 : Just Passing Through
      Covers reaching the Raccoon Police Department

      Chapter 5 : Falling S.T.A.R.S.
      Covers Brad's turning

      Chapter 6 : Whatcha Gonna Do When They Come For You
      Covers the Raccoon Police Department

      Chapter 7 : Heading Downtown
      Covers making your way Downtown

      Chapter 8a: Damned If You Do...
      Covers choosing the Grill 13 Restaurant first

      Chapter 8b: ...Damned If You Don't
      Covers choosing the Raccoon Press Building first

      Chapter 9 : Mercenaries For Hire
      Covers meeting the Biohazard Counter-Measure Force

      Chapter 10: Self Service Only
      Covers the Stagla Gas Station

      Chapter 11: Jill, The Master Of Electricity
      Covers the Electrical Substation

      Chapter 12: Nicholai
      Covers the Pharmaceutical Company Sales Office

      Chapter 13: Gettin' Outta Dodge
      Covers leaving on the Trolley

      Chapter 14: Evil Inside The House Of God
      Covers Saint Michael's Clock Tower

      Chapter 15: Carlos
      Covers the Raccoon Hospital

      Chapter 16: A Walk In The Park
      Covers Raccoon Park

      Chapter 17: All Things Must Come To An End
      Covers the abandoned Waste Processing Plant

      The Controls:

      Actions/Controls
      Menu Screen
      Storage Boxes
      Map Controls

      The Lists:

      Map Locations
      File Locations
      Key Item Locations
      Common Items
      Characters
      Enemies
      Enemy Attack Damage Percentages
      Enemy Kill Chart
      Weapons
      Weapon Speed Listing
      Ammunitions
      Mixing Ammunition
      Items Dropped By Nemesis in Hard Mode
      Health
      Herbs
      Differences Between Easy and Hard Modes:

      Easy Mode Starting Inventory
      Hard Mode Starting Inventory

      Save Spots/Typewriter Locations
      Explosive Objects:

      Drum Locations
      Bomb Locations

      Contents Of Files
      Differences between US and Japanese versions
      Timeline of Raccoon City

      The Secrets:

      Ranking Tabulation Charts
      Bonuses
      Mercenaries Mode Ranking Chart
      The Boutique Key
      Extra Costumes
      Epilogues
      Mercenaries Mode:

      Special Weapons
      Inventory Per Character
      Bonus Times
      Reward Values Of Enemies
      Bonus Items
      Enemy Locations

      The Nemesis Appearances
      The Choices
      Random Notes
      Thanks
      Copyright and Disclaimers


      ------------------------------------------------------------------------
      Section 1, The Prologue:
      ------------------------------------------------------------------------


      Prologue

      A month and a half has passed since the incident...

      September has come to Raccoon City, a small industrial city in the
      American Midwest. People are starting to forget the chaos at the mansion
      as their everyday lives return to normal.

      The bizarre incident that occurred in the Arclay Mountains, the
      destruction of the special taskforce S.T.A.R.S., Umbrella Corporation's
      secret biological weapons laboratory hidden in an old mansion, the power
      of the T-Virus that turns humans and animals into horrible monsters...
      How could it all happen here?

      People could not believe the survivors' reports. Stories of their
      incredible experiences, and of stranger biological weapons and zombies
      were beyond the townsfolk's imagination. The surviving S.T.A.R.S. team
      members headed to Europe even before the town heard the full details
      of what had happened.

      They hoped it was all over. But then it happened again. Suddenly,
      a series of inexplicable murders occurred, and a strange disease began
      invading neighborhoods.

      T-Virus was flowing into the city...

      The invisible plague snuck up silently and turned unsuspecting
      citizens into monsters.

      People cursed their foolishness. But the nightmare had already
      begun...

      The future was out of their control.

      Raccoon City was on the brink of collapse...

      Cut to Jill Valentine, alone in her apartment, contemplating the
      recent events that have transpired in Raccoon City.

      It all began as an ordinary day in September... An ordinary day
      in Raccoon City... A city controlled by Umbrella...

      No one dared to oppose them, and that lack of strength would
      ultimately lead to their destruction.

      I suppose they had to suffer the consequences of their actions,
      but there would be no forgiveness. If only they had had the courage to
      fight. It's true that when the wheels of justice began to turn, nothing
      could stop them... Nothing...

      It was Raccoon City's last chance... And my last chance... My last
      escape...


      ------------------------------------------------------------------------
      Section 2, The Play Guide:
      ------------------------------------------------------------------------



      Chapter One
      When There's No More Room In Hell...


      September 28th,
      daylight...
      The monsters have overtaken the city...
      Somehow, I'm still alive...

      After Jill comes crashing out the front door of a building, hop over
      the dumpster a short ways down the alley to trigger a cut scene in which
      Jill breaks through a door to escape a hoard of zombies. From there, she
      makes her way to a nearby Warehouse.

      Inside the Warehouse is a man named Dario who has just witnessed his
      daughter's death. Due to this, instead of going with Jill when she makes
      the suggestion that they leave the Warehouse and look for a way out of
      Raccoon City, he hides in a large storage container (there is a First
      Aid Spray on the counter to the left, next to one of the forklifts, as
      well as a box of Handgun Bullets which can be found by pressing the lit
      green button located in the rear left corner of the Warehouse). With
      that, proceed to the Warehouse Office, located on the second floor.
      Inside, you'll find the key to the now-locked backdoor of the Warehouse
      hanging on a hook near the office door, a typewriter and Ink Ribbon, two
      bottles of Gunpowder Type A in a rear locker, and a storage box (the
      contents at start differ depending on the difficulty level of the game).
      After getting the items, and using the storage box and typewriter (if
      necessary), return downstairs and use the Warehouse's Backdoor Key to
      unlock the backdoor, then leave the Warehouse.


      Chapter Two
      ...The Dead Shall Walk The Earth


      Outside, pass through the alley alongside the Warehouse, then make
      your way to the small Basement Bottle Storage Room (most times, if you
      go to the left through the door after exiting the alley alongside the
      Warehouse, Brad Vickers, fellow S.T.A.R.S. member, will burst out from
      the Basement Bottle Storage Room and run down the alley across from it,
      upon your nearing it's door. If you choose to go around to the right,
      and take Fisson Street to Jack Street to reach the Basement Bottle
      Storage Room, you may need to attempt to open it's door in order for
      Brad to burst through it (due to the semi-randomness of the game, these
      may be reversed). Inside the Basement Bottle Storage Room you'll find
      the Shotgun and the Lighter Oil. Once you have these two items, leave
      the room (there are two Green Herbs on the ground just across from the
      doorway to the Basement Bottle Storage Room) and make your way to the
      rear door of Bar Jack, to catch up with Brad, as that's where he went
      (if you return to the Warehouse at this point, along the way you'll
      hear a woman scream, and possibly see her running from some zombies. No
      matter how fast you are, or even that you kill the zombies that are
      trying to capture her, she will always be killed by the zombie in front
      of the Warehouse's backdoor. There is no way to save her. This type of
      situation will happen a few times during the course of the game. What
      happens depends on the routes you travel to and from your objectives
      by). Along the way you'll find the Uptown Map on a wall above some
      crates at the curve in the road after the Boutique. You can also climb
      the fire escape next to it (the map) to find a few extra Green Herbs.


      Chapter Three
      Haven't I met you someplace before?


      Once you reach the Courtyard Garbage Dump behind Bar Jack, you'll
      see Brad fending off a gang of zombies. Upon your arrival, he quickly
      darts inside the bar. Follow him into the bar by way of the back door,
      and you will see him attempting to dispose of another zombie. Once you
      regain control of Jill, feel free to help him out, as it'll save some
      time (Brad cannot be killed by this zombie. If you do not help him kill
      it, he will do it by himself). After the Zombie has been dispatched,
      Brad starts raving on about an approaching danger that will kill all
      remaining S.T.A.R.S. members, after which he runs outside through the
      front door of the bar. With Brad gone, pick up the Lighter from the
      table next to the pay phone, then find the postcard of St. Michael's
      Clock Tower on the bar itself (don't forget to check the register for
      bullets). Once you've found the items, combine the Lighter with the
      Lighter Oil, thereby filling it so it can be lit if needed. With that
      accomplished, leave Bar Jack by the rear door (the front door to the
      bar is now unlocked due to Brad's opening it from the inside) and
      proceed to the alley leading North (the one with the dark pavement.
      Note, if you try the door at the end of the Southeastern alley, Jill
      will unlock it from this side).


      Chapter Four
      Just Passing Through


      At the top of the Northern alley, pass through the door, and follow
      the next alley towards it's end. Here you will find a door tied shut
      with rope, as well as numerous zombies trying desperately to get to you
      through a barricade. Upon inspecting the door, the zombies manage to
      push the barricade over. They then both crawl and walk towards you.
      After disposing of the zombies (an easy way is to back up and shoot the
      red drum when most of them are even with it. Red drum... hmmm... that
      sounds familiar check the rear of the alley (where the barricade
      was) for some Red Herbs and Photo A (on the body of one of the dead
      policemen), then use the Lighter on the rope tied door to burn it open.
      After passing through the door, proceed up the next alley, (known as
      the back lane) past the fire that is burning out of control (watch out
      for the zombie dogs that are lurking here) until you reach the gate at
      the end (there is a small Storeroom/Save Room just before the gate,
      should you need it. It also contains a bottle of Gun Powder Type A and
      Gun Powder Type B). Pass through the gate to reach the Northern end
      of Fisson Street. Walk a short distance up Fisson Street to Ennerdale
      Street (also known as E.63rd), where you will find the Raccoon Police
      Department (to the left of the broken fire hydrant).


      Chapter Five
      Falling S.T.A.R.S.


      Upon entering the front gate to the grounds of the Raccoon Police
      Department, Brad runs in behind you, followed shortly by the Nemesis.
      With terror in his voice, Brad screams to you for help, but before you
      can do anything, Brad is silenced by the Nemesis. You are then given a
      choice (the first of many, which you'll have to make at key points in
      the game in order to decide which path you will follow). The choice is
      as follows:

      A. Fight with the monster
      B. Enter the Police Station

      If you choose neither selection, the Nemesis attacks you where you are.

      If you've chosen to "Fight with the monster", inspect Brad's body to
      find his wallet (Card Case) which contains his S.T.A.R.S. Badge, then
      use the "Inspect" command from the inventory menu on this item to take
      his S.T.A.R.S. Card out (the Nemesis will try his best to kill you, so
      either knock him down completely, in which case if you're playing on
      Hard Mode you will earn an item upon doing so, or just inspect Brad's
      body quickly then run into the Police Department where you'll be out of
      harm's way). After which, enter the Raccoon Police Department.

      If you've chosen to "Enter the Police Station", then Jill will enter
      the Raccoon Police Department in a cut scene.


      Chapter Six
      Whatcha Gonna Do When They Come For You


      Once inside the Raccoon Police Department (there are three Green
      Herbs next to the boarded up door at the Southeastern corner of the
      Main Hall), take the Police Station Map off the front desk in the Main
      Hall (next to the computer. There is also a box of Handgun Ammunition
      at the front desk as well), then use Brad's S.T.A.R.S. Card in the
      computer beside it (if you don't have a S.T.A.R.S. Card in your current
      inventory, you can find Jill's Card, along with an Ink Ribbon, in the
      Conference Room, which is located at the Northwest corner of the Police
      Station's first floor. Return to the computer when you have it. Note
      that at the end of the Northwestern hallway in front of the Conference
      Room, you may also find two "Random Items", both Red Herbs). You will
      find out by way of the computer, that due to the recent events, the key
      to the S.T.A.R.S. Office has been moved to the Evidence Room. You are
      then shown the numerical password for the combination on the locker it
      is in (the four possible numerical passwords are, 0131, 0513, 4011, and
      4312). Make your way to the Evidence Room (on your way there, stop in
      the West Side Office located in the Party Room, and pick up Marvin's
      Report. A "random item" that you may also find in the office, is a case
      of Shotgun Shells), and open the locker near the door you just passed
      through to find the Sapphire Jewel, as well as entering the combination
      in the locker around the back of the room to open it and receive the
      S.T.A.R.S. Office Key (after receiving the Lockpick a little later,
      return to this room and use it to open another of the lockers to find
      a bottle of Gun Powder Type B). Once you have the key, walk upstairs
      and use it to enter the S.T.A.R.S. Office (if you first stop at the
      Dark Room, you can find an Ink Ribbon, David's Memo and a bottle of Gun
      Powder Type A). Here you will find the fax on Handguns from the Kendo
      Gun Shop in the fax machine, the Lockpick on Jill's desk, a First Aid
      Spray hanging on the wall near Rebecca's desk, either the Magnum or
      the Grenade Launcher in the locker by the radio, and a box of Handgun
      ammunition on Barry's desk. After collecting all the items, attempt to
      leave the room. At this point the two-way radio kicks on, and you hear
      a person by the name of Carlos, obviously in trouble. Once the radio
      goes out, leave the S.T.A.R.S. Office (there may be two Red Herbs at
      the end of the hall outside the S.T.A.R.S. Office, courtesy of the
      "Random Item" system) and return downstairs. As soon as you pass the
      window in the lower hallway at the bottom of the stairs, the Nemesis
      crashes through it (the window). Either run from him (he follows you
      through all rooms until you reach the Main Hall), or attempt to take
      him down (worth another item if you're playing on Hard Mode), after
      which, leave the Police Department and return to the Northern end of
      Fisson Street (towards where you came through the gate prior to
      entering the Raccoon Police Department's Grounds).


      Chapter Seven
      Heading Downtown


      On Fisson Street, use the Lockpick to enter the door next to the
      Gallery (where the motorcycle is lying on the ground, and a fire is
      burning around an overturned car). Check the body at the second bend
      of the alley you appear in to find some Handgun ammunition and the
      Merc's Diary, then continue on through the next alley (in which you'll
      find two Blue Herbs at the end of, as well as a chance of three Green
      Herbs by way of the "Random Item" placement), until you reach the
      Parking Garage, whose door is just next to the rear of the crashed
      number 33 Midtown Bus (check the body behind the bus for a bottle of
      Gun Powder Type B). On your way through the Garage, take the Power
      Cable from the sparking battery in the mini-van parked in the corner,
      then pass through the Garage Office (there is a Blue Herb Bush located
      at the door to the Parking Garage Office, on the Garage's side, in case
      you ever need them. You can also find both an Ink Ribbon and a box of
      Handgun ammunition inside the Garage Office) on your way to Flower
      Street (outside the Garage Office). From Flower Street, walk up Fox
      Street (only way you can go) and pass through the door that leads to
      the Construction Site. Here you will encounter two Drain Deimos (don't
      forget to check the body for a bottle of Gun Powder Type A, as well as
      take the Downtown Map from the wall near the door where you entered).
      After doing away with the Drain Deimos (if you lure them beneath the
      crate suspended in the air at the intersection of the hallways, you
      can drop it onto them by shooting it. This will crush them), exit the
      Construction Site by the door at the other end of the blue power cord
      (the Northern door).

      Once you're outside the Construction Site, you need to decide which
      route you'd like to take for the next section of the game. You can head
      to either the Raccoon Press Building (reached by cutting through the
      Shopping District alleys behind the Grill 13 Restaurant, then heading
      North on Warren Street for one block before turning right to reach the
      Raccoon Press Building), or the Grill 13 Restaurant (which is located
      just around the corner from the Construction Site). This decision will
      effect the next several scenes in the game.


      Chapter Eight (A)
      Damned If You Do...


      If you choose to proceed to the Grill 13 Restaurant first, grab the
      City Guide from the table in the front (you may also have a chance of
      finding two bottles of Gun Powder Type A here by way of the "Random
      Item" placement), then use your Lockpick to open the small locker at
      the rear of the Restaurant (next to the back door) so that you can find
      the Fire Hook. Once you have the Fire Hook, use it to open the heavy
      entry grate that leads to the Basement, which is located at the front
      of the Restaurant's kitchen. At this point, a cut scene plays out in
      which Carlos shows up and introduces himself to Jill. The introductions
      are unfortunately cut short due to the untimely arrival of the Nemesis.
      At this point you are given the following choice:

      A. Run into the Basement
      B. Hide inside the kitchen

      If you choose neither option, the Nemesis charges you where you stand.

      If you've chosen to "Run into the Basement", Jill and Carlos climb
      down the ladder into the Basement. Unfortunately a pipe ruptures, and
      the Basement begins to fill with water at an alarming rate. After the
      water reaches a certain height, if you haven't already climbed back
      up the ladder, Carlos calls out for you to follow him back up so that
      the two of you don't drown. Once you're back up in the kitchen of the
      Restaurant, the Nemesis continues his deadly assault on you. You can
      either run away (in which case the Nemesis will follow you outside
      after a short cut scene in which Carlos asks you to join his group, if
      you can trust them that is), or you can stay and fight the Nemesis. If
      you decide to fight the Nemesis, Carlos will help out by firing upon
      the Nemesis with his Assault Rifle, but beware, if Carlos is killed,
      it's game over (if you'd like to further explore the Basement after
      it's been flooded, flip the water main switch located on the wall just
      to the right of the Basement entry grate, as doing so will drain the
      water).

      If you've chosen to "Hide inside the kitchen", Jill and Carlos will run
      around the counter into the front of the Restaurant (hey, that's not
      "inside the kitchen"). Jill then grabs a lamp and tosses it into the
      back of the Restaurant, towards the broken gas main that's leaking gas
      at the rear of the kitchen. When the flame from the lamp hits the gas
      leak, it erupts with a mighty explosion, taking the Nemesis out (if
      you're playing on Hard Mode, an item is dropped at this point), along
      with half of the kitchen. The celebration is short lived though, as the
      Nemesis soon arises. Will nothing stop this demon? At this point you
      can either run away (in which case the Nemesis will follow you outside
      after a short cut scene in which Carlos asks you to join his group, if
      you can trust them that is), or you can stay and fight the Nemesis. If
      you decide to fight the Nemesis, Carlos will help out by firing upon
      the Nemesis with his Assault Rifle, but beware, if Carlos is killed,
      it's game over.

      Once you've finished at the Grill 13 Restaurant, make your way over
      to the Raccoon Press Building (stop at the Storeroom on the Shopping
      District Alley on the way there to find a box of Shotgun Shells and a
      Rusty Hex Crank. Also, check the body next to the gate to the City Hall
      Grounds on Warren Street to find a box of Handgun ammunition). Inside,
      check the information counter and boxes stacked next to the pay phone
      to the right for both a First Aid Spray and an Ink Ribbon. You'll also
      find Photo B on the pay phone to the left (near the vending machine).
      Once you have these items, have Jill push the small step ladder to the
      left side of the room so that it comes to a stop against the vending
      machine. Climb the step ladder so that you can reach the panel with the
      red flashing light, and flip the switch so that power is restored to
      the shutter that's blocking the stairs to the upper levels. Once that
      is accomplished, hop down and open the shutter itself by way of the
      access panel on the wall beside it. Climb the stairs to the top, then
      enter the third floor Raccoon Press Office at the end of the hall. Here
      you will find the Reporter's Memo sitting on a cabinet to the far left,
      Photo C on the large desk to the left, and the Emerald Jewel on the
      desk across from the door (you will also have a chance at finding two
      bottles of Gun Powder Type A by way of the "Random Item" placement, if
      you haven't previously found them in the Grill 13 Restaurant that is).
      After obtaining these items, leave the Raccoon Press Building, and make
      your way to the front gate of the Raccoon City Hall (otherwise known as
      the Municipal Building, located on Warren Street, around the corner
      from the Raccoon Press Building, and directly across from the door that
      leads to the Shopping District alleys).


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


      If you choose to proceed to the Raccoon Press Building first (check
      the Storeroom/Save Room on the Shopping District Alley to find a box of
      Shotgun Shells and a Rusty Hex Crank. Also, check the body next to the
      gate to the City Hall Grounds on Warren Street to find a box of Handgun
      ammunition), once you enter it (make sure to check both the information
      counter and boxes near the pay phone to the right for a First Aid Spray
      and an Ink Ribbon, as well as looking on-top of the pay phone to the
      left to find Photo B), you'll need to push the small step ladder to the
      left so that it comes to rest below the panel with the flashing red
      light on it (next to the vending machine). With the step ladder in
      place, climb it and flip the switch to turn on the power to the shutter
      blocking the stairs to the upper levels. Now that the power is on, hop
      down and access the shutter switch on the wall next to the shutter.
      Flip this switch to raise the shutter so that you may climb to the top
      of the stairs and make your way into the Raccoon Press Office on the
      third floor. Here you will find a semi-conscious man. This is Carlos,
      the man you heard call for help over the radio in the S.T.A.R.S. Office
      of the Police Department. Carlos is also a member of the Biohazard
      Counter-Measure Force sent by Umbrella to check for survivors. After
      fully coming to, and introductions have been exchanged, you hear the
      now terrifyingly familiar sound of the Nemesis coming up the stairs. At
      this point you are given a choice:

      A. Jump out of the window
      B. Hide in the back

      If you choose neither choice, you will fight the Nemesis in the hall.

      If you've chosen to "Jump out of the window", before the Nemesis can
      reach them, Jill and Carlos hurl themselves through the window at the
      end of the hall. They land safely, albeit shaken up atop piles of
      rubbish in the alley below (you can find two Red Herbs near the door
      inside this alley). Exit this alley by unlocking the door at the end
      from this side. Once back out on the street in front of the Raccoon
      Press Building, Carlos tells Jill that his task force is only there to
      aid in the rescue of civilians, to which Jill has her doubts. Before he
      leaves, Carlos asks Jill to join up with his unit, if she can trust him
      that is. When you regain control of Jill, make your way into the Grill
      13 Restaurant (before going to the Restaurant you can return to the
      third floor Raccoon Press Office to look for items, as there are both
      the Reporter's Memo and Photo C, as well as the chance of two bottles
      of Gun Powder Type A by way of the "Random Item" placement, but beware
      that the Nemesis will still be there. Also, if you don't return to the
      Press Office, since you did not previously finish off the Nemesis, he
      will reappear in a different, although set location later in the game).

      If you've chosen to "Hide in the back", a cut scene is shown in which
      the Nemesis is knocked out by an explosion in the room across the hall
      from where you are (an item is dropped due to his being knocked out if
      you are playing on Hard Mode). Within moments of the blast the Nemesis
      regains consciousness, so grab the Reporter's Memo and Photo C from
      the office (as well as two possible bottles of Gun Powder Type A by way
      of the "Random Item" placement) then high tail it out of the building
      (if you aren't quick enough, or choose to stay and fight the Nemesis,
      Carlos will help by firing his Assault Rifle at the Nemesis. Beware
      though, if Carlos is killed, it's game over. If you do leave the Press
      Building before the Nemesis is finished off, he will reappear in a
      different, although set location later in the game). Once back out on
      the street in front of the Raccoon Press Building, Carlos tells Jill
      that his task force is only there to aid in the rescue of civilians, to
      which Jill has her doubts. Before he leaves, Carlos asks Jill to join
      up with his unit, if she can trust him that is. When you regain control
      of Jill, make your way into the Grill 13 Restaurant.

      Inside the Grill 13 Restaurant you can find the City Guide on one
      of the tables in the front (you may also have a chance of finding two
      bottles of Gun Powder Type A here by way of "Random Item" placement, if
      you haven't previously found them in the Raccoon Press Office that is),
      as well as a Fire Hook, if you use your Lockpick to open the small
      locker next to the back door. Once you have the Fire Hook, use it to
      open the heavy entry grate leading to the Basement, located on the
      floor at the front of the Restaurant's kitchen. Upon climbing down the
      ladder to the Basement, you will be able to find the Emerald Jewel on
      the body slumped in the corner of the watery passage. After receiving
      the Emerald Jewel, leave the Restaurant and make your way to the front
      gate of Raccoon City Hall (otherwise known as the Municipal Building)
      located on Warren Street, just around the corner from the Raccoon Press
      Building, and directly across from the door that leads to the Shopping
      District alleys).


      Chapter Nine
      Mercenaries For Hire


      Once you're at the front gate to City Hall (otherwise known as the
      Municipal Building), place the Sapphire and Emerald Jewels into the gem
      encrusted clock beside it to complete the circuit needed to open the
      gate. Once opened, enter the City Hall Grounds and walk down the path
      ahead of you until you reach it's branching point. From here, continue
      down the path towards the left, and make your way through the following
      alley, and Lonsdale Yard (check the rear walk for two Green Herbs after
      passing the Lonsdale Yard sign), until you reach Central Street, where
      your way is blocked by a stack of wooden palettes (check the body near
      the door for a container of fourteen Shotgun Shells). Climb over the
      wooden palettes to find yourself at the Central-Raccoon Line's Central
      Station. Walk down the length of the Trolley that's sitting at the
      station, and enter it through the rear car. Here you will see an open
      access panel, which upon inspection reveals that the Trolley is in need
      of three things to return to working order. The three things are, Mixed
      Oil, a Fuse, and a Power Cable. There is also a Memo at the rear of the
      Trolley, just above the access panel. Next, walk towards the front of
      the Trolley and you will meet a white haired man named Nicholai, who is
      the Supervising Sergeant of this Biohazard Counter-Measure Force unit.
      After Nicholai enters the front car, walk forward to follow him, and
      you'll come across a very badly injured team member lying on the seats.
      This is Lieutenant Mikhail, and approaching him causes him to ramble on
      incoherently. After trying to comfort Mikhail, enter the car at the
      front of the Trolley and you'll again meet up with Carlos and Nicholai.
      After a little bit of persuading, Carlos convinces Nicholai to let Jill
      join forces with their team. Nicholai then tells Jill the plan they
      have for escaping Raccoon City, after which Carlos gives her a pouch so
      that she can carry more items (up to ten) in her personal inventory.
      Since the plan involves using the Trolley to reach Saint Michael's
      Clock Tower, you'll need to first get it running. Your task now is to
      find the items necessary for getting it started. Begin by picking up
      the Wrench from the seat in front of you, then exit the Trolley through
      the door at the front of this first car (you can unlock it from the
      inside).


      Chapter Ten
      Self Service Only


      To find some of the Oil that you will need to get the Trolley in
      working order, you'll need to first make your way to the Stagla Gas
      Station. On the way, as you walk by the car at the corner of the alley
      after passing through Lonsdale Yard, a zombie bursts out of it and
      attacks you (don't forget to check inside the car for a bottle of Gun
      Powder Type B after you've disposed of him). Continue on to the Stagla
      Gas Station (upon your reaching the fork in the path at the City Hall
      Grounds, if you don't already have the Rusty Hex Crank in your personal
      inventory, return to the Shopping District Storeroom located in the
      alleys behind the Grill 13 Restaurant, and you'll find it atop the red
      gas canister next to the door. Be careful on your way out of the City
      Hall Grounds, as once you approach the green door near the front gate,
      it swings open and a hoard of zombies burst out to greet you), and once
      you reach the front door (because of the "Random Item" placement, there
      may be two Red Herbs next to the gas pumps outside), use the Rusty Hex
      Crank to attempt to open the closed shutter barring your entrance.
      Unfortunately the Rusty Hex Crank breaks, and you are now forced to use
      the Wrench to open the shutter. With the shutter raised, enter the
      Stagla Gas Station, and upon reaching the rear counter (there may be
      three bottles of Gun Powder Type A on the table in the front, courtesy
      of the "Random Item" system), Carlos arrives and lets you know that the
      zombies are getting restless. After learning this bit of information,
      head behind the counter to trigger Carlos to go outside and provide
      cover for you while you continue your search for oil. Inspect the panel
      in front of the locked green cabinet at the rear left (you'll find a
      First Aid Spray on the shelf of the cabinet next to it) and you will be
      asked if you would like to unlock the oil cabinet. Upon attempting to
      open the oil cabinet, you are presented with a four digit puzzle lock.
      The object of this puzzle is to light only the red button over the
      letter highlighted in green. This is performed by pressing a certain
      sequence of buttons. Since the highlighted letter is random, refer to
      the table below for a list of each button's function ("alternates", in
      this table, refers to any of the specified buttons that are "on", going
      "off", and the buttons that are "off", going "on"):

      A: Alternates buttons A and B
      B: Alternates buttons A, B and C
      C: Alternates buttons B, C and D
      D: Alternates buttons C and D

      Once you have performed this task correctly three times, the cabinet
      opens, and you are given the Machine Oil and Canister. On your way back
      around the counter, you notice a live wire sparking on the floor of the
      garage bay. The sparks ignite the oil that's all over the floor, and
      with the flames spreading rapidly, you must now high tail it out of the
      Gas Station to safety. Outside, you come across a very weary Carlos (if
      you left the interior of the Gas Station when Carlos originally left to
      provide covering fire, you will have already seen this next cut scene,
      and as such he will not be here when you come outside). After Carlos
      gets up, start to leave the Stagla Gas Station area. Just as you pass
      the Delorean (car) with the flag on it, the Gas Station explodes. After
      this, Carlos leaves, so that he can try to scrounge up some equipment,
      as there may not be any at the Trolley's destination. With Carlos gone,
      you're on your own again.

      The location you decide to explore next determines the outcome of
      the next few scenes in the game. You can either go to the Electrical
      Substation (see chapter 11), or the Pharmaceutical Company Sales Office
      (see chapter 12), whichever one you head to first, will determine where
      your next possible Nemesis sighting will occur.


      Chapter Eleven
      Jill, The Master Of Electricity


      If you choose to go to the Electrical Substation first, you'll need
      to make a few stops to pick up some necessary supplies. Make your way
      through the small hallway that leads to the statue of Michael Warren,
      in the City Hall Grounds, and once you reach it (you may find three
      Green Herbs at the beginning of this hallway due to the "Random Item"
      placement), push the green button on the base of the statue. This will
      cause the statue's arm to lower, thus giving you access to the Bronze
      Book (Book of Wisdom) that it is holding. After taking the Bronze Book
      from the statue, proceed to the section of street in front of the Grill
      13 Restaurant. On this street, across from the Raccoon Theater (do you
      notice what's currently playing? Why it's Biohazard 4) you will find a
      currently inoperative World War II Memorial Fountain dedicated by the
      Mayor of Raccoon City, Michael Warren. Walk up to the empty stand (be
      sure to check the ground here for two Green Herbs) in the rear right
      corner (to the right of the sculpture of the woman carrying the jug)
      and place the Bronze Book in it. After placing the Bronze Book in the
      stand, you are able to remove the Bronze Compass (Future Compass) from
      the stand just to the left (if you had tried to remove the Bronze
      Compass before inserting the Bronze Book, the fountain would have
      activated, pouring water out of the two spouts on either side of you.
      Due to the electrical short in the light at the base of the fountain,
      the water is electrically charged, thus preventing you from escaping
      the watery trap). Once you have the Bronze Compass (you can take the
      Bronze Book back as well, once you have the Bronze Compass), return to
      the statue of Michael Warren at the City Hall Grounds. Place the Bronze
      Compass in the statue's hand, and it will revolve, allowing you access
      to a hidden chamber in it's base. Inside the base you will find the
      Battery. Take the Battery to the Construction Site, and climb the
      stairs inside to reach the elevator. Place the Battery in the terminal
      next to the elevator to return it to working order, then ride it down
      to the road that leads to a previously blocked off section of Flower
      Street (check the construction worker's body near the elevator for a
      box of Handgun ammunition), where you will find the Electrical
      Substation.

      Inside the Electrical Substation (look on the ground in the outer
      hall for two possible Red Herbs on your way in, courtesy of the game's
      "Random Item" placement), you will find two closed shutters, and two
      terminals (also check the rear desk for a "Random Item" chance of two
      bottles of Gun Powder Type B). One terminal turns on the power (the
      Power Transmitter, which is the terminal nearest the rear door), while
      the other is the Transformer (the terminal next to the Low Voltage
      Control Room). Use the Power Transmitter to turn the power supply to
      the Transformer to manual mode, then access the Transformer so that you
      can try your luck at opening the voltage locked shutters to both the
      High and Low Voltage Control Rooms (the rooms next to the Transformer,
      and the front door to the Electrical Substation). To open each of the
      voltage locked shutters, you need to set the voltage output on the
      Transformer to the below voltages:

      Low Voltage Control Room Door: Between 15 volts and 25 volts
      High Voltage Control Room Door: Between 115 volts and 125 volts

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

      Low Voltage Control Room: Red, Blue, Blue, Blue = 20 volts
      High Voltage Control Room: Red, Red, Red, Blue = 120 volts

      Once you've opened one or both shutters, enter the rooms and find the
      item located in each. The Low Voltage Control Room contains the Fuse,
      which is one of the four things needed to repair the Trolley, and in
      the High Voltage Control Room, stored inside a locker, you will find
      either the Grenade Launcher or the Magnum, which one you find is
      dependent on which you already have. Once you've found the first of
      these two items, and are leaving whichever room that you discovered it
      in, a group of zombies in the outer hall rush the main door, and
      converge on the Electrical Substation. You're now forced to make what
      could be a life or death decision. Your choices are:

      A. Head to the emergency exit
      B. Increase electricity output

      If you choose neither selection, the zombies crash through the door
      and attack you. Then once you leave the Electrical Substation, the
      Nemesis attacks you outside on Flower Street.

      If you choose to "Head to the emergency exit", Jill will use all her
      strength to bust through the rear door, and pass through the following
      hallway to reach the street outside. Her escape does not go as well as
      planned though, as once she reaches Flower Street, an all too familiar
      adversary attacks (had you chose to "Increase electricity output", the
      Nemesis would instead attack you at another location a little further
      into the game). After knocking the Nemesis out again (an item can be
      had here if you're playing on the Hard Mode setting), make sure that
      you have the Fuse, then continue on to your next destination, the
      Pharmaceutical Company Sales Office (see chapter 12).

      If you choose to "Increase electricity output", the generator will then
      overload and develop a short, thereby throwing off a power surge that
      electrocutes the zombies. Also, because of the short, if you still need
      to use the Transformer to open the other shutter, the "Blue/Decrease"
      integer will now be set multiples of 10 being subtracted instead of 5.
      The "Red/Increase" integer remains at set multiples of 15 no matter
      what. This would then make the solutions to opening the voltage locked
      doors as follows:

      Low Voltage Control Room: Red, Red, Blue, Blue = 25 volts
      High Voltage Control Room: Blue, Blue, Red, Red = 125 volts

      Once you have the Fuse from the Low Voltage Control Room, proceed to
      your next destination, the Pharmaceutical Company Sales Office (see
      chapter 12).


      Chapter Twelve
      Nicholai


      Should you choose to first go to the Pharmaceutical Company Sales
      Office, which is located at the end of the back lane, you'll need to
      begin by going to the end of the alley just South of the crashed number
      33 Midtown Bus. Here you'll find a Fire Hose attached to a wall mounted
      fire hydrant. Use the Wrench to remove the Hose from the hydrant and
      add it to your inventory. Once you have the Hose, make your way to the
      back lane (the alley directly South of the Police Department, below
      Ennerdale Street, and West of the Northern end of Fisson Street), to
      where the fire is burning. Across from the Storeroom, you'll see a wall
      mounted fire hydrant. Use the Hose on this hydrant and Jill will douse
      the flames that were previously raging at the fork in the alley. With
      the flames out, make your way down the now passable section of the back
      lane. Continue through the door at the end, and pass through the next
      section of alley (there are two Blue Herbs here for you to find), to
      come to the alley in front of the Pharmaceutical Company Sales Office.
      Pick up the Square Crank from off the ground near where you entered,
      and then makes your way into the Pharmaceutical Company Sales Office
      itself. Once inside, you will come across Nicholai in the midst of
      eliminating a possible threat. Check the office for items and files,
      of which there are plenty of (there is a First Aid Spray in a cabinet
      near Nicholai, and an Ink Ribbon on the large table. There are two
      files here as well, the Manager's Report, also on the table, and the
      Business Fax located in a filing cabinet in front of Nicholai), then
      use the remote control on the large table to view an advertisement
      for an Umbrella developed product on a nearby television. Next, access
      the computer just to the side of the remote control and you'll be asked
      to input a password in order to open the computer controlled lock on
      the door leading to the Medical Storage Room at the rear of the office.
      The password you need is the name of the product that you viewed on the
      TV (possible passwords are AQUACURE, SAFSPRIN and ADRAVIL). Once the
      password is input (type in the password using the keyboard that comes
      up, then hit the return key), enter the Medical Storage Room and gather
      all the items that you find there (there is the possibility of three
      Gun Powder Type A's and three Gun Powder Type B's by way of the "Random
      Item" system). Among them you'll find, a bottle of Oil Additive. Once
      you have the Oil Additive, attempt to leave the Medical Storage Room.
      As you approach the bend in the hallway, zombies overrun the office.
      You can hear Nicholai scream over the cries of the zombies (you must
      take the Oil Additive from the Medical Storage Room for the zombies to
      attack Nicholai, and advance on your location). Make your way back to
      the office (an easy way to kill the zombies and yet conserve some of
      your ammunition, is to shoot the steam valve on the steam pipe when
      they get near it. This will cause a steam blast to shoot from the pipe,
      killing any zombie it touches. There are two of these pipes in this
      hallway, but be careful, as you too can be injured by the steam that is
      released, although to a much lesser extent). When you finally get back
      into the office, the only thing left of Nicholai is his broken PC in a
      pool of blood beneath a broken window. But is this Nicholai's blood, or
      the mercenary's that he shot when you were coming in? Since no bodies
      are here, you can't be sure. Leave the Pharmaceutical Company Sales
      Office and return to the section of the back lane where you put out
      the fire. Upon approaching the gate that leads back towards the Police
      Station, after getting the Oil Additive from the Pharmaceutical Company
      Sales Office, the Nemesis, with Rocket Launcher in hand, comes crashing
      through, and with a massive swing, breaks the fire hydrant open. His
      next target is you (you must either get the Oil Additive from the
      Pharmaceutical Company Sales Office before going to the Electrical
      Substation, or have chosen to "Increase the electricity" when the group
      of zombies attacked at the Electrical Substation, for the Nemesis to
      appear here). Once you've knocked down the Nemesis (and picked up your
      item if you're playing on Hard Mode), prepare for your trip to the
      Electrical Substation (see chapter 11, or if you've already completed
      the Electrical Substation, continue on to chapter 13).


      Chapter Thirteen
      Gettin' Outta Dodge


      Now that you have the four items needed to repair the Trolley (if
      at any point you went back to the Trolley before gathering all four of
      the necessary items, you would have triggered a cut scene in which you
      help an injured Mikhail into the Trolley), make these next few stops
      before heading back. First, go to the Courtyard Garbage Dump behind Bar
      Jack and use the Square Crank in the slot on the wall beside the closed
      shutter. This will allow Jill to open the shutter where she will find
      three containers of Grenade Rounds. After this, return to the Warehouse
      where you started the game (try going by way of Fisson Street, as when
      you pass the wrecked police car at the corner of Jack Street you'll get
      a chance to find a bottle of Gun Powder Type B inside it, if a zombie
      makes a sudden appearance). Inside you will find Dario, the man who was
      hiding in the large storage container, dead on the floor to the left.
      Look inside the storage container to find his diary (Dario's Memo), as
      well as two bottles each of Gun Powder Type A and Gun Powder Type B.
      Once you've obtained these, head back towards the Trolley.

      As you start to cross back through the Garage (after getting the
      Oil Additive from the Pharmaceutical Company Sales Office) the ground
      begins to shake as you pass by the mini-van where you found the Power
      Cable earlier (if you didn't get the Power Cable earlier, get it once
      this sequence is finished. Suddenly the ground gives way, and a large
      hole opens up beneath your feet. Jill manages to catch the rim as she
      falls, but upon pulling herself back up, she sees two crates, jarred
      loose by the tremor, sliding down a loading ramp towards her after
      falling out of the rear of a nearby truck. At this moment you are
      forced to make a split second decision. Your choices are:

      A. Climb up
      B. Jump off

      If you don't choose either selection, the boxes will strike Jill,
      knocking her down into the sewer below.

      If you choose to "Climb up", Jill will automatically dodge the two
      crates upon hoisting herself all the way back up into the Garage. Next,
      continue on towards the Trolley (a zombie will jump out from the car
      parked on the corner between the Garage Office and the Construction
      Site, kill it and inspect the inside of car to find a container of
      Grenade Rounds).

      If you choose to "Jump off" to avoid the crates, Jill will need to pass
      through the small sewer tunnel she lands in, in order to reach the
      ladder at the other end so she can climb back up to street level. On
      your way through the sewer, you'll see what appears to be a large root
      protruding through a hole in the sewer wall. Little does Jill know that
      this is not a root, but a foreshadow of things to come. After climbing
      the ladder, you appear on Warren Street, just behind the crashed number
      33 Midtown Bus. Re-enter the Garage and continue your trek towards the
      Trolley (a zombie will jump out from the car parked between the Garage
      Office and the Construction Site, kill it and inspect the inside of car
      to find a container of Grenade Rounds).

      Upon reaching the fork in the path at the City Hall Grounds, after
      getting all four of the items needed to repair the Trolley, the Nemesis
      is waiting there for you. Knock him down (get an item if you're playing
      on Hard Mode) and proceed towards the Trolley. As you reach the end of
      Lonsdale Yard, the ground begins to shake. Soon after, it gives way and
      you then fall into an underground passageway. If that's not quite bad
      enough, an enormous worm-like creature (known as the Grave Digger)
      bursts through a wall and attempts to devour you. To get out of this
      underground passage, you'll need to lower the ladder at the Western end
      of the passage. Problem is, you need to engage the power to the ladder
      in order to do so, and to do that, you need to flip the two switches in
      the small alcoves located at either end of the passage. Problem number
      two, every time you try going into one of the alcoves, the Grave Digger
      comes through the wall in front of you and tries to put a stop to your
      plan. So you either need to be very quick (run into the alcoves and
      flip the switch in each), or you need to fight the Grave Digger if you
      want to proceed (should you choose to try to flip the switches without
      fighting the Grave Digger, once they have both been flipped, when you
      approach the switch to lower the ladder, the Grave Digger will attack
      from the hole in the wall near it). Once the two alcove switches have
      been flipped, activate the switch at the Western end of the passage to
      lower the ladder, then climb it to appear around the corner from the
      Central Raccoon Line Station. At this point, make your way inside the
      rear car of the Trolley, and install the parts (Power Cable, Fuse and
      Mixed Oil. You'll need to combine the canister of Machine Oil with the
      bottle of Oil Additive in order for you to have the correct mixture
      for the Trolley) so that the Trolley returns to working order.


      Chapter Fourteen
      Evil Inside The House Of God


      0nce you've repaired the Trolley, Carlos arrives and gives you a
      container of Flame Rounds. You then share with him the bad news of what
      happened to Nicholai at the Pharmaceutical Company Sales Office. With
      Carlos ready to drive the Trolley to Saint Michael's Clock Tower,
      proceed to the front car so that he can get started. With the Trolley
      only having barely begun it's journey, you hear Mikhail cry out from
      the rear car. At this point, enter the rear car to come face to face
      with the Nemesis. It seems he's upset at you for leaving without first
      saying goodbye. Whether you knock him down, or just try to run back to
      the front car (doing this ends the battle) doesn't matter, as once you
      do either of these things, a cinema kicks in, in which Mikhail orders
      you into the front car, then sacrifices himself in the hopes of finally
      stopping the Nemesis for good. Once you're in the front car, the damage
      done by Mikhail's actions takes it's toll on the Trolley and sends it
      careening out of control. At this point you must make another crucial
      decision. Your choices are:

      A. Jump out of the window
      B. Use the emergency brake

      If you "Use the emergency brake", the Trolley crashes to a halt in the
      Courtyard of Saint Michael's Clock Tower (the same will happen if you
      choose neither selection when prompted). After disposing of the great
      multitude of crows that are flying about, check the path behind the
      statues of the hawks to find an assortment of Herbs (two Blue and three
      Green), then enter Saint Michael's Clock Tower by way of the door to
      the left of the main entrance. You are now in the Dance Room of the
      Clock Tower. Enter the door with the slim windows on it to the left to
      reach the Chapel. On the shelf at the rear you will find the Winder Key
      (the Clock Tower Key. Due to "Random Item" placement, there may be two
      bottles each of Gun Powder Type A and Gun Powder Type B on the stand to
      the left as well). Once you have the Winder Key, leave the Chapel, and
      pass through both the Dance Room (using the Winder Key to do so) and
      the Dining Room (just after the Dance Room. You will find Carlos here,
      and his nerves are beginning to get to him, as well as the possibility
      of a container of Grenade Rounds on the fireplace's mantle thanks to
      the "Random Item" placement system), to reach the Atrium (the large
      entrance room). Here you will find, a dead Umbrella agent carrying a
      Mine Thrower (a weapon, on Easy Mode this weapon does not appear in
      the game. Instead of the Mine Thrower, you will find fourteen Shotgun
      Shells here) and the Operation Instructions, a bush of Blue Herbs lies
      against a wall near the agent's body, as well as a Map to the Clock
      Tower and a First Aid Spray on a desk towards the rear of the room. At
      both rear corners of the stairs, you'll find a table that has on it a
      music box. Each of these music boxes tie in with a puzzle that you'll
      come to later in the game (if you wish you can open the main door from
      the inside and walk out into the Courtyard). Enter the Study through
      the door to the East. In the desk in the Study, you can find an Ink
      Ribbon (there may also be a container of Grenade Rounds on the small
      table courtesy of the "Random Item" placement, if you haven't already
      found one in the Dining Room), as well as an Art Picture Postcard with
      a picture showing three clocks at midnight on it. After taking these
      items, leave by the door at the rear to enter the Living Room, then
      pass through to the next room, which is the Bedroom. Here you will find
      the Bezel Key (2nd Clock Tower Key), hidden behind a crooked picture on
      the wall (because of the "Random Item" placement you may also find two
      bottles each of Gun Powder Type A and Gun Powder Type B here, if you
      haven't already found these items in the Chapel). Once you have the
      Bezel Key, leave the Bedroom and return to the Atrium, where you'll
      need to make your way up the main staircase to the second floor.

      If you choose to "Jump out of the window", as the Trolley violently
      crashes through the Southeast corner of Saint Michael's Clock Tower, on
      it's way to a stop in the Courtyard, you bail out. You stand up and see
      that you are in the back corner of the Bedroom. Make your way to the
      door to trigger an attack by zombies that were also caught in the crash
      of the Trolley. To the right of the door, you'll see a crooked picture
      hanging on the wall. Inspect it to find the Winder Key (also known as
      the Clock Tower Key) hidden behind it (you may also be two bottles each
      of Gun Powder Type A and Gun Powder Type B on the small table to the
      left of the door, due to "Random Item" placement), then leave the room
      and enter the Living Room. Use the Winder key on the door here to enter
      the Study, where you will find Carlos, who also managed to survive the
      Trolley accident. At this point Carlos gives you a container of Freeze
      Rounds for your Grenade Launcher, then leaves to do a little exploring
      of his own. In the desk in this Study, you can find an Ink Ribbon (you
      may also find a container of Grenade Rounds on the small table by way
      of the "Random Item" system), as well as an Art Picture Postcard that
      shows a picture of three clocks at midnight. After taking these items,
      leave by the door on the Western wall to enter the Atrium. Inside the
      Atrium you will find, a dead Umbrella agent carrying a Mine Thrower (a
      weapon, on Easy Mode this weapon does not appear in the game. Instead
      of the Mine Thrower, you will find fourteen Shotgun Shells here) and
      the Operation Instructions, a bush of Blue Herbs lies near the dead
      agent, as well as the Map to the Clock Tower and a First Aid Spray on
      a desk towards the rear of the room. At both rear corners of the main
      stairs, you'll find a table that has on it a music box. Each of these
      music boxes tie in with a puzzle that you'll come to later in the game
      (if you wish, you can open the main door from the inside and then walk
      outside into the Courtyard to find some herbs, two Blue Herbs and three
      Green Herbs). Enter the Dining Room through the door to the West (you
      may find a container of Grenade Rounds here due to the "Random Item"
      placement, if you hadn't already found this item in the Study), then
      pass through the next room, which is the Dance Room (the room with the
      Grand Piano), to reach the Chapel. On a shelf at the rear of the Chapel
      you will find the Bezel Key (2nd Clock Tower Key. Due to the "Random
      Item" placement you may also find two bottles each of Gun Powder Type A
      and Gun Powder Type B, if you haven't already found these items in the
      Bedroom). Once you have the Bezel Key, return to the Atrium and make
      your way up the main staircase to the second floor.

      Upstairs in the second floor corridor, kill or run by the spiders
      that are there (if you get bit, there is a growth of Blue Herb down in
      the Atrium), on your way to the Clock Tower Balcony (through the door
      at the end of the second floor corridor). Once outside on the Balcony,
      use the Bezel Key in the green plate on the wall at the center of the
      Balcony (inspect the plate to be asked if you'd like to use the key.
      There are also two Red Herbs in the rear corner). This lowers a ladder
      that will enable you to reach the Clock Tower's Machinery Room. Inside
      the Machinery Room you will find, a Silver Gear, an Ink Ribbon, the
      gears for the Clock Tower's bells (located at the rear of the room) and
      a large music box (at the front of the room. You may also find, either
      a box of Mine Thrower Rounds or two bottles of Gun Powder Type A on a
      shelf at the back of the room by way of the "Random Item" system).
      Inspect the music box to hear the tune that it should be set to, then
      set switches A through F on the music box itself so that when the tune
      is played when you are finished, it matches the tune you heard when
      first inspecting the music box. You do this by choosing either the "Up"
      selection or the "Down" selection. Choose the third selection, "Next",
      after you've made your decision for the current switch to advance to
      the next switch (the fourth selection is "Back", choose this if you
      change your mind about any of your previous switch selections). Once
      you have made your selections, choose to play the tune the way you
      chose it to sound (the third selection while using slot F, is "Play"
      instead of "Next", as there are no slots after F. Also, the solution
      to this puzzle is random, so the only advice I can offer is that the
      correct choices are the "in tune" ones. The "out of tune" selections
      are wrong). If you have chosen correctly, the panel on the front of the
      music box raises, and you are able to acquire the Chronos Chain. After
      receiving the Chronos Chain, leave the Machinery Room and start to make
      your way back down to the Study. As you attempt to return inside the
      Clock Tower from the Balcony, the Nemesis appears, and you are given
      two choices on what you want to do. They are:

      A. Use the light
      B. Use the cord

      If you choose neither selection, the Nemesis will attack you on the
      Balcony.

      If you choose to "Use the light", Jill will shine the nearby spotlight
      in his eyes. This will cause the Nemesis to become temporarily blinded,
      which results in him stumbling backwards and falling over the railing.

      If you choose to "Use the cord", Jill will toss the live electrical
      cord in the water at his feet. The Nemesis will then be electrocuted
      (thereby dropping an item if you're playing on Hard Mode), for a short
      time. He will eventually get back up and continue attacking you, so be
      prepared for this if you stay on the Balcony too long (no item is to
      be had if you wait for him to arise again. Also, if you don't finish
      him off here, he will be waiting for you in the Study).

      Once you've dispatched the Nemesis, either by knocking him over the
      railing, or battling him, proceed to the Study, and once there, combine
      the Winder Key and the Chronos Chain to form the Chronos Key. Use this
      newly formed Chronos Key to enter the green door on the Northern wall
      of the Study, then pass through the following corridor (a container of
      Grenade Rounds can be found by inspecting the body at the first bend
      in the corridor) and enter the Closet (it's a room). Here you will find
      the Mercenary's Pocketbook on one of the bodies near the door, a box of
      six Mine Thrower Rounds on the table in the rear of the room, as well
      as three paintings with clocks incorporated into them. Towards the rear
      of the main section of this room are three statues, each one holding a
      different colored stone ball in it's hands. Take the three stone balls
      and return to the clocks. The object of this puzzle is to make the
      hands on the center clock read midnight. You cause the hands on the
      clock to move by placing one of the colored stone balls in the tray on
      each of the three clock painting's frames. The stone balls, depending
      on color and painting placement, will then cause the hands on the
      center clock to move either forward or backwards. Since this puzzle
      is random, you'll need to use the below table to see which stone ball
      you should place in which painting.

      Painting 1 Painting 2 Painting 3

      Obsidian: Back 2 hours Ahead 2 hours Ahead 4 hours
      Amber: Back 3 hours Ahead 3 hours Ahead 6 hours
      Crystal: Back 1 hour Ahead 1 hour Ahead 2 hours

      Once you solve the puzzle and get the center clock to read 12 o' clock
      midnight, it's faceplate opens, and you are given the Gold Gear. Now
      that you have the Gold Gear, return to the Machinery Room and combine
      the Gold and Silver Gears. Once they are combined, place the new gear
      in the empty gear slot in the machinery beside the storage box at the
      rear of the room to get the Clock Tower's bell to begin ringing. This
      will alert the rescue helicopter of your location, so once the bell is
      chiming, make your way towards the Courtyard of the Clock Tower. As you
      pass through the door leading inside from the Balcony, a cinema plays,
      in which you make it outside to the Courtyard just in time to see the
      rescue helicopter arrive... then be destroyed by the Nemesis and his
      trusty rocket launcher. At this point the Nemesis lashes out at you
      with a tentacle that shoots forth from his hand, and infects you with
      the virus. With this hindrance, you are now forced to battle with the
      Nemesis. Once you knock the Nemesis down (twice), he rises and stumbles
      over to a wall of fire at the rear corner of the Courtyard, where he
      then collapses. You too, then slump to the ground unconscious... the
      virus having taken a terrible toll on your body. Carlos soon arrives
      (if you had originally entered the Clock Tower by way of the Courtyard
      during the initial Trolley crash, Carlos would then have arrived in the
      Courtyard during your battle with the Nemesis, only to be injured mere
      seconds into the fight. Fortunately his gunfire was enough to destroy
      the rocket launcher that the Nemesis was carrying) and brings you back
      into the Clock Tower's Chapel to rest.


      Chapter Fifteen
      Carlos


      October 1st,
      Night...
      I woke up to the sound of falling rain...
      I can't believe I'm still, alive...

      With Jill incapacitated due to the virus, you must now take control
      of Carlos and search for a cure (note that Carlos cannot access Jill's
      inventory, but he does have access to any special weapons or items you
      have previously bought by way of the Mercenaries Mode. These items can
      be found inside the storage box). Using Carlos, make your way to the
      Clock Tower Closet, and once there, enter the smaller section at the
      rear (where the large bell is). Push the bell forward so that you can
      leave the Clock Tower by way of it's back door, which is blocked by the
      bell). Once outside, run up the alley to Park Street, then proceed to
      the left (West) and enter the Raccoon Hospital.

      Inside, in the Lobby, you will meet the hunters, and boy are they
      friendly. There are two Red Herbs in the rear of the Lobby, near the
      pay phone and vending machine if you choose to fight your way to them.
      >From the Lobby, enter the door next to the reception area to reach the
      Office. After finding both a First Aid Spray and an Ink Ribbon, proceed
      through the next door to enter the Doctor's Station. Here you'll find
      the Director's Diary, a box of Handgun ammunition, a Blue Herb, the Map
      to the Hospital, a Tape Recorder, and an elevator. Since the elevator
      has a voice activated lock on it (the panel to it's right), you need to
      use the Tape Recorder to trick it into thinking you are a member of the
      hospital's staff (You'll first need to inspect the panel and turn on
      the microphone by pressing the button when prompted), as it has the
      voice of one of the doctors on the tape inside it. After using the Tape
      Recorder on the lock panel, the elevator activates. Walk inside and
      inspect the control panel twice, to first shut the doors, then choose
      which floor you'd like to ride to, with your choices being either the
      4th floor or the Basement Level 3. If you choose to ride to Basement
      Level 3 first (some differences occur if you ride to the Fourth Floor
      first, which I'll mention soon), once there, make your way to the
      Laboratory where you will find a wounded Umbrella agent (there may also
      be a box of Handgun ammunition and two Green Herbs here, courtesy of
      the "Random Item" placement system, if you haven't already found them
      on the fourth floor) who tells you of Nicholai's treachery. Shortly
      after you are told this information, the bomb hidden in the wall safe
      behind him explodes, killing him in the blast (if you had gone to the
      Fourth Floor before going down to the Basement Level 3, you would have
      seen a cut scene upon entering the Data (Reference) Room in which
      Nicholai attempts to kill this Umbrella agent). Once this scene plays
      out, head through the door at the rear of the Laboratory to reach the
      Hospital Study. Here, they are performing tests on various breeds of
      hunters. On a shelf at the Western side of the room you'll find a small
      bottle containing the Medium Base for creating the Vaccine Medium,
      which in turn is needed to create the Vaccine needed to cure Jill.
      After picking up the Medium Base, check the desk to find, and read the
      Medical Instruction Manual for creating the Vaccine Medium. Next,
      approach the two pieces of equipment at the Northern wall, and place
      the Medium Base inside the one to the left (the Synthesizer). Now, flip
      the switch on the power supply device to the right (with the blue lit
      monitor screen) to drain the two hunter tanks next to it so that you'll
      be able to create steam from the fluid that was inside them. Finally,
      inspect the Synthesizer device you put the Medium Base in and you will
      see five levers on it's control panel, the top three marked numerically
      (I, II, III), while the bottom two are marked by the letters A and B.
      In order to change the Medium Base into a more usable ingredient for
      the virus Vaccine, you need to center the two indicators (so that they
      are both level at the central yellow position) at the left side of the
      control panel. To do this, refer to the chart below (flipping a lever
      twice reverses the initial outcome):

      Left Right
      Indicator Indicator

      Lever 1: Up 1 Down 4
      Lever 2: Up 2 Down 5
      Lever 3: Up 3 Down 2
      Lever A: Down 4 Up 3
      Lever B: Down 3 Up 1

      >From this chart you can see that the solution to centering the two
      indicators is to flip levers, I, III and A (to choose A, choose the
      fourth selection, which is "Below"). Once you've correctly leveled the
      indicators, the Medium Base, altered by way of the steam pressure that
      you input, creates the Vaccine Medium ingredient. Grab the Vaccine
      Medium, and start to make your way back to the elevator. Just as you
      are about to pass the spot where you found the Medium Base, the two
      hunters break free of their tanks and attack you. After killing, or
      running past the hunters, return to the elevator and ride it to the
      Fourth Floor. On the Fourth Floor, enter the Data (Reference) Room at
      the end of the hall to find the Sickroom Key (Room 402) and the Photo D
      (you may also find a box of Handgun ammunition by way of the "Random
      Item" system, if you haven't previously found it on Basement level 3).
      After taking these items, proceed to Room 401 and inspect the body
      leaning against the wall near the door. You'll be given the combination
      to the safe in Room 402 (due to the "Random Item" placement, you may
      also find two Green Herbs in this room, if you haven't already found
      them on Basement Level 3). Also, take notice of the positioning of the
      drawer stand that's also in this room. After you've done these things,
      leave Room 401 and use the Sickroom Key to enter Room 402. To uncover
      the hidden safe in Room 402, push the drawer stand at the foot of the
      bed onto the metal plate in the corner across from where the same type
      of drawer stand was located in Room 401 (for example, if in Room 401,
      the drawer stand is in the front left corner, then you'd need to push
      it into the front right corner in Room 402. If it was in the back right
      in Room 401, then you'd need to push it onto the plate at the back left
      in Room 402. If you push it onto the wrong plate, you will receive a
      mild shock. Exit the room and re-enter to reset the drawer stand to
      it's original position if necessary). Once the safe is uncovered, enter
      the three digit combination that you found on the body in Room 401 to
      open it. Inside you'll find the Vaccine Base ingredient, which when
      combined with the Vaccine Medium, creates the Vaccine (antidote) for
      the virus that Jill is currently infected with. After receiving the
      Vaccine Base, return to the Hospital's Lobby, and you will notice a
      bomb strapped to a nearby pillar. You now have 7 seconds (20 in Easy
      Mode to get outside the Hospital before the bomb detonates...
      What are you waiting for? Run like hell!!! As soon as Carlos makes it
      outside, the bomb goes off and the Hospital is leveled. At this point,
      start back towards the Clock Tower Chapel.

      Once you enter the Atrium in St. Michael's Clock Tower, the Nemesis
      appears and tries to get to Jill in the Chapel by smashing through the
      doors leading from the Atrium to it (the Chapel). You need to either
      enter the Chapel, or knock down the Nemesis, as if he gets through the
      Chapel door and reaches Jill before you do, it's game over (if you try
      knocking him down, you will not get an item while using Carlos). When
      you reach Jill, give her the Vaccine which you can create by combining
      the Vaccine Base and the Vaccine Medium (inspect Jill to give her the
      Vaccine). When Jill comes to, Carlos fills her in on the current status
      of Nicholai, then goes off on his own.


      Chapter Sixteen
      A Walk In The Park


      Once you regain control of Jill, start to make your way towards the
      Clock Tower Closet. You'll soon run into an old friend in either the
      Dance Room (he comes running through the broken window near the Dining
      Room, or crashing through the Dining Room door) or the Atrium (he jumps
      down from the 2nd floor) in St. Michael's Clock Tower. After knocking
      the Nemesis down (grab your bonus item if you're playing on Hard Mode),
      make your way outside the back of the Clock Tower to Park Street.
      Directly across from the alley leading back into the Clock Tower you'll
      find the Park Security Center, inspect the door to have Jill use her
      Lockpick to open it. Inside the Security Center you'll find the Main
      Gate Key to Raccoon Park, Photo E, an Ink Ribbon, as well as the chance
      at two containers or boxes of either the Grenade Rounds, or the Mine
      Thrower Rounds, by way of the "Random Item" placement (look for them on
      the table, and in the locker). After receiving the Main Gate Key, leave
      the Park Security Center, and walk up Park Street to the front gate of
      Raccoon Park (found up the stairs to the right of the Security Center).

      Use the Main Gate Key to enter Raccoon Park's Central Plaza, then
      make your way down the paths to the Northeast until you find the body
      with the Graveyard Key and the Written Order on it (there is a clip of
      Magnum Bullets on a body at the very end of the path, should you need
      them). Once you have these items, return to the Park's Central Plaza,
      and enter the Fountain Area (through the gate on the Western side of
      the Central Plaza). Here you can find the Raccoon Park Map on the board
      near the gate, as well as three Green Herbs, two Blue Herbs, and the
      controls for the fountain in the Northeast corner of this area. If you
      step down into the fountain pool itself, and read the sign at the back
      of it, you will see a diagram showing the placement needed for the four
      gears in order to drain the pool. Draining the pool will allow you
      access to the steel grate below the water level where the diagram is,
      so your task now is to drain the water from the pool. Return to the
      water control unit for the fountain (blue machine at the top of the
      stairs leading to and from the pool), and choose to re-align the gears
      inside to attempt to solve the drain the pool in the Park puzzle. To
      solve this puzzle, you must align the gray and black gears, within a
      set amount of movements (six), so that they are the same as they are on
      the diagram at the rear of the pool. To do this, move the gears in the
      following fashion:

      Move bottom left black gear up
      Move top center gray gear down
      Move top right gray gear to the left
      Move bottom right black gear up
      Move top center gray gear down
      Move top left black gear to the right

      Once the gears are in the proper positions, press the start button on
      the fountain control panel. The pool will then drain by way of opening
      the grate. Walk back to the grate and climb down the ladder to the
      sewers below. Proceed through the sewer, climbing up onto the walkway
      at the opposite end, then following it to the ladder leading up. Once
      you climb this next ladder, you will emerge in the Graveyard. Continue
      through the Graveyard (you can find two Red Herbs in the center of the
      Graveyard) until you reach the Shed. Use the Graveyard Key to enter the
      Shed, then gather up the items you find inside, which will include two
      bottles each of Gun Powder Type A and Gun Powder Type B, and an Iron
      Pipe. Once you have the Pipe, use your Lighter (there's a storage box
      and typewriter in the next room, as well as a First Aid Spray) to start
      a fire in the fireplace. This reveals another hidden room. Use the Iron
      Pipe here to break away the bricks covering the entrance to the hidden
      Strategy Room so that you may crawl through and enter it. The Strategy
      Room contains the Supervisor's Report, the Fax from the H.Q., the Rear
      Gate Key, a container of Grenade Rounds, an Ink Ribbon (in the sack on
      the wall) and a two way radio. After taking these items, and attempting
      to crawl back out of the room, the radio sounds, causing Jill to return
      to it just in time to hear an Umbrella operative broadcasting for all
      supervisors to return immediately (to trigger the Umbrella operative to
      broadcast over the radio when you attempt to leave the Strategy Room,
      you need to take the Rear Gate Key from the table). After hearing this,
      crawl back through the fireplace to find Nicholai standing in the main
      room of the Shed (if you took the Rear Gate Key). Nicholai seems just
      as surprised to see you as you are him, and lets you in on the true
      nature of the plan set in motion by Umbrella. At this point the Shed
      begins to tremble, and Nicholai runs out. Leave the Shed, and on your
      way back through the Graveyard, the ground gives way, and you fall into
      a deep trench. To make matters worse, an enormous Grave Digger rises
      from the dirt and begins a deadly assault on you (an easier way to kill
      it, rather than just shooting it with weapons until it dies, is to let
      it damage the two light posts near the small puddle of water, which
      will happen automatically if you haven't killed the Grave Digger within
      two minutes, then when it nears them again, shoot both of the light
      posts. They'll fall into the water, and the Grave Digger will then be
      electrocuted. Keep in mind that you have to knock down both light posts
      for there to be enough electricity to kill the Grave Digger). After
      killing the Grave Digger, climb the section of fence that has fallen
      into the Northwestern section of the trench. This will allow you to
      re-enter the sewer section that you came through earlier. Pass through
      the sewer, climbing the ladder at the opposite end, to return to the
      Fountain Area of Raccoon Park. From the Fountain Area, make your way
      back to the end of the long path that winds through the Northeastern
      section of the Park. At the very end of this path, use the Rear Gate
      Key to open the padlocked gate that you'll come to, then pass through
      it to reach the Bridge.


      Chapter Seventeen
      All Things Must Come To An End


      Once you start across the Bridge leading to the abandoned Waste
      Processing Plant (Dead Factory), the Nemesis rears his ugly face and
      attacks. At this moment you're given a choice, you can:

      A. Push him off
      B. Jump off

      If you choose neither selection, Jill will automatically shove the
      Nemesis off the bridge.

      If you choose to "Push him off", after he falls into the Circular River
      below, Jill runs across the Bridge and enters the second floor of the
      Waste Processing Plant. At the end of the Entrance Corridor you'll find
      the door that leads to the Off-Duty Room. Enter the Off-Duty Room to
      find Carlos. Carlos then tells you about the plan to launch a missile
      into Raccoon City, so that no one finds out the terrible secrets of
      Umbrella. After sharing the news with you, Carlos leaves. Around the
      Off-Duty Room you'll find various items, including a First Aid Spray,
      an Ink Ribbon, the Manager's Diary, a Key with a Plastic ID Card
      attached to it on a shelf to the left of the storage box. This is the
      Facility Key. You'll also have the possibility of finding three bottles
      each of Gun Powder Type A and Gun Powder Type B by way of the "Random
      Item" system. After gathering the items, enter the next room, which is
      the Power Supply Room (there are two Blue Herbs in this room). What you
      need to do here, is to reach the power supply unit that's located in
      the Northeast corner of the room. The problem is, it's blocked by the
      steam coming from the numerous cracked pipes running around the center
      of the room. To get to the power supply unit, you need to use the
      switches you see located at various positions to shut off and turn on
      the different sections of pipe that run around the center of the room.
      It seems a lot more complicated than it is, as all you need to do, is
      walk counter clockwise around the center of the room, flipping each of
      the switches as you go, then walking clockwise, and flip each switch
      that's near a steam blast that's blocking your progress, until finally,
      you walk counter clockwise one last time flipping each switch as you
      come to it, until you reach the power supply unit. Upon turning on the
      power supply unit, you'll engage the power to an electronically locked
      door in the Control Room. After turning on the power, leave the Power
      Supply Room (flip the switch near the steam blast that's preventing you
      from reaching the door), and return to the Entrance Corridor. Once
      there, use the Facility Key to enter the Control Room (non-shuttered
      door in the Entrance Corridor). In the Control Room, grab the Map for
      the abandoned Waste Processing Plant (Dead Factory) off the wall near
      the door and the System Disc off the nearby console (you can also find
      three Green Herbs and a Blue Herb bush in this room, then step into the
      elevator and ride it (push the down button on the inside wall) to the
      first floor.

      If you choose to "Jump off" the bridge into the Circular River below,
      after climbing out of the Circular River, hoist yourself up into the
      Waste-Water Channel, and proceed to the ladder that you'll find inside.
      Climb the ladder, then when you drop down into the next section of the
      Waste-Water Channel, run forward through the water (pass by the walkway
      to the side for now) until a cut scene kicks in, in which Carlos shows
      up and tells you of Umbrella's plan to launch a missile into Raccoon
      City at dawn. After telling you this, Carlos leaves. At this point, go
      to the elevator in the Decomposition Pool Room (doorway on the Northern
      walkway. You can also find two containers of Shotgun Shells hidden on
      the bottom of the small table next to the broken control panel for the
      Decomposition Pool in this room) and ride it up to the first floor
      Control Room. Inside the Control Room, you will find the System Disc on
      the console, three Green Herbs, a Blue Herb Bush towards the rear, and
      the Map to the Waste Processing Plant (Dead Factory) on the wall near
      the door to the Entrance Corridor. Unlock the door to the Entrance
      Corridor from the inside (the door next to where the map was), then
      pass through it to trigger a scene in which Nicholai takes a shot at
      you before going through a door and locking the shutter to it behind
      him. Next, enter the door at the Northern end of the corridor to reach
      the Off-Duty Room. Here you will find the Manager's Diary on the desk,
      an Ink Ribbon, a First Aid Spray, a Key with a Plastic ID Card attached
      to it on a shelf to the left of the storage box (this is the Facility
      Key, since you unlocked the Control Room from the inside, you need only
      take the key so that you can get it stamped so that you will be able to
      access the weapons storage locker later in the game) as well as the
      possibility of three bottles each of Gun Powder Type A and Gun Powder
      Type B by way of the "Random Item" placement. After gathering all the
      items, proceed through the door on the Eastern wall to reach the Power
      Supply Room (there are two Blue Herbs in this room), and once inside,
      access the power supply unit so that you can turn on the power to the
      electronically locked door in the Control Room (for the solution to the
      way past the steam pipes, see the above section "If you chose to Push
      him off"). After turning on the power, return to the Control Room and
      take the elevator back down to the first floor.

      On the first floor, pass through the Decomposition Pool Room (if
      you haven't been here before, you can find two containers of Shotgun
      Shells hidden beneath the small table next to the broken control panel
      for the Decomposition Pool in this room) to reach the Waste-Water
      Channel. Cross through this to reach the Sewage Monitor Room, in which
      you will find a storage box, typewriter, Ink Ribbon, a Security Manual,
      and a Water Sample (on the East wall). After taking the items, proceed
      down the stairs you'll find through the door at the rear of this room,
      to reach the Water Testing Room. In this room (you'll find a First Aid
      Spray here, as well as the "Random Item" possibility of three bottles
      each of Gun Powder Type A and Gun Powder Type B), place the Water
      Sample in the machine at the rear left so that you can attempt to get
      the machine to run a clear check on it. Once you do, you'll trigger a
      puzzle in which you need to form the above line formation using three
      different series of lines. The lines get higher when placed upon one
      another, so align the line groups A, B and C so that when they are read
      up and down they form the above formation. You can move the lines by
      choosing either, "Left" or "Right", from the four selections you are
      given once you choose a line to move ("Back" refers to re-choosing one
      of the other lines). This puzzle is random, but below are listed four
      possible solutions:
      _ _
      _ | |___ | |___ _
      | | _ | | | | _ | |_
      |_| |_| |_____| |_____| |_| |___|

      A: 4 right, B: 2 right, C: 2 left
      _ _ _
      | | _ | | _ | | _
      | | | |_| |____| |_| | | |_
      |_| |________________| |___|

      A: 1 right, B: 1 right, C: 2 left
      _ _
      | | _ _ _ | | _
      | |___ | |_| | _ | |_| |_| |_
      |_____| |_____| |_| |___________|

      A: 1 left, B: 2 left, C: 2 right
      _ _
      _ | | _ _ | | _
      | |_____| | | | | |_| |___ | |_
      |_________| |_| |_________| |___|

      A: 1 right, B: 3 right, C: 4 left

      You must choose to "Check" the formation before starting your guesses,
      and once you have input the proper line formation. If you place the
      lines wrong, or forget the starting point of any of them, you can exit
      the puzzle by choosing the last choice "Cancel", while on the initial
      line selection menu, then inspect the machine again to reset them to
      their default locations. Once you clear this puzzle, the electronically
      locked door in the rear of the Control Room will unlock. After doing
      this, place your Facility Key in the machine with the ultraviolet rays
      running across it in the rear right corner (near the testing machine
      you just used) to get it imprinted with a code that will allow you to
      use it to open a weapons storage locker and receive the Rocket Launcher
      (don't forget to choose yes when asked if you'd like to take it back
      from the machine). After stamping the plastic card attached to your
      key, return to the Control Room, and proceed through the now unlocked
      door near the elevator. At the end of the passageway (if you chose to
      "Push him off" at your last life selection point, a scene appears here
      where Nicholai tries to kill you, but instead is himself killed by the
      Nemesis), use the System Disc in the panel with the flashing red light
      on it to open and enter the Treatment Room. Once inside, a short four
      minute countdown begins, in which the door auto-locks and you have four
      minutes until the Treatment Room dumps it's garbage. The Nemesis
      then jumps out and attacks you. You now have four minutes to kill him,
      then find a way out of this room, or you will be taken out with the
      rest of the trash. While battling the Nemesis here, you can take him
      down by using weapons, but it's a lot faster and easier if you lure him
      near the valve pipes and shoot them, thereby spraying him with the
      contents of the pipes. After knocking down the Nemesis, you'll see the
      Card Key necessary to open the door, slip out of the pocket of a dead
      plant worker. Retrieve the Card Key, and use it on the lock panel next
      to the door in order to unlock the door so that you may leave the room.
      Once you're out, a cinema kicks in, in which the body of the Nemesis is
      dumped into the Decomposition Pool. At this point, return to the Power
      Supply Room and use the Card Key to activate the small elevator that is
      in the corner. Ride the elevator to the Weapons Storeroom below, where
      you'll find a locker at the far end. Use your imprinted Control Room
      Key in the panel on this locker and you'll find the Rocket Launcher (as
      well as two containers of Grenade Rounds, should you need them). With
      the Rocket Launcher now in your arsenal, return up the elevator, and
      make your way to the shuttered door in the Entrance Corridor. Use the
      Card Key in the panel to the right of it to open the shutter, then
      proceed down the following corridor (there are two Green Herbs here) to
      reach the Control Tower Room. The game then branches here, depending on
      the choice you made back at the bridge leading to the Waste Processing
      Plant (Dead Factory).

      If you chose to "Push him off", Carlos will call you on the radio as
      soon as you enter the Control Tower Room. He tells you to take the
      Radar from the console in front of you, and to come to his location,
      as he has a way out of the city.

      If you chose to "Jump off", you'll see a small Radar device on the
      front console. Pick it up and a small radar screen will appear at the
      top right. Next, attempt to leave the Control Tower Room and the vile
      traitor Nicholai will call you from his escape helicopter over the two
      way radio. He threatens your life, at which point you're given two
      choices. They are:

      A. Negotiate with Nicholai
      B. Return fire to the chopper

      If you try to "Negotiate with Nicholai", he leaves in the helicopter.

      If you decide to do nothing, or "Return fire to the chopper", you
      have a short time in which to take down Nicholai in the helicopter
      while he's firing upon you, or he will leave (one shot from the Rocket
      Launcher will do it).

      Carlos then comes into the Control Tower Room, and starts to help you
      look for another way out (since Nicholai either left with, or went down
      with what you believe to be the only helicopter). At this point, you
      need to inspect the hatch leading to the lower level. This will trigger
      Carlos to suggest that you split up and look for a way out. As soon as
      Carlos leaves the Control Tower Room, an automated announcement sounds,
      telling you of the proximity of the missile.

      After inspecting the hatch (there is a First Aid Spray and a clip
      of Magnum Bullets in this room) , you now have until the red blip (the
      missile) reaches the center mark (ground zero, Raccoon City) to finish
      the game or you'll also be killed in the blast. Proceed down the hatch
      to the Rear Exit Room for the Waste Processing Plant (there will be a
      storage box here that you can use if necessary, as well as the Manual
      for the Incinerator hanging on the wall behind the ladder. At the rear
      of the room you will also find two containers of Shotgun Shells), and
      make your way out the door at the back of it to arrive at the Scrap
      Passage. Lying on the ground here, at the last bend, you will find the
      Classified Photo File. After picking up the file, head inside the Waste
      Incinerator, through the large door at the end of the passage. Once
      inside, there is a large trembling, which causes the door to buckle,
      sealing itself permanently shut. At this point, proceed to the rear of
      the room and inspect the terminal sitting next to the Rail Cannon to be
      informed that there is not enough power to operate the Rail Cannon's
      program. You now need to push the three large batteries (silver),
      marked one, two and three, in order, starting with number one, into the
      battery chambers (reddish in color) that are next to them. As soon as
      you push battery number one into it's chamber, the Nemesis, now more
      mutated than ever, thanks to being tossed into the mixture that was the
      Decomposition Pool, bursts into the room and attacks you. Your goal
      now, is inflict a set amount of damage on the Nemesis so that he crawls
      to the corner of the room near the door looking for a way out through
      the gaping hole that is in the wall. Once the Nemesis is in the corner,
      push batteries two and three into their chambers (you can attempt this
      before the Nemesis is in the corner, but it is much easier with him out
      of the way). Once this is accomplished, the Rail Cannon begins a quick
      power charge, which when finished, fires a tremendous blast of energy
      in a direct line through the room, machinery and anything else in it's
      path, to the spot where the Nemesis is trying to crawl through the hole
      in the wall. Shortly afterwards, a second shot is fired, which luckily
      finishes off the Nemesis, as it then overheats and shuts down. You now
      need to exit the room by the rear door, but upon trying to open it to
      take the final elevator to the Helipad after seemingly destroying the
      Nemesis with the Rail Cannon, a piece of the Nemesis manages to crawl
      over to you and attack. At this point you're given two choices, they
      are:

      A. Exterminate the monster
      B. Ignore it and evacuate

      If you do not make a selection, with it's last living movement, the
      Nemesis lunges at you and poisons you. It then dies. You must now take
      the elevator beyond the rear door to get to the Scrap Site, and a
      hopeful rescue before you die from the poison, or the missile, whichever
      comes first.

      If you choose to "Exterminate the monster", Jill rolls to the side as
      it lunges, grabs a Magnum from the floor, and proceeds to fire upon it
      until she's positive it's dead. At this point, proceed through the rear
      door and use the elevator to reach the Scrap Site, and hopefully a
      rescue helicopter.

      If you choose to "Ignore it and evacuate", Jill leaves the piece of
      flesh that was the Nemesis to die on it's own, and runs through the
      rear door and takes the elevator that hopefully leads to safety in the
      form of a rescue helicopter.

      After taking the elevator, if Nicholai left with, or was destroyed
      in the helicopter earlier, Barry will pilot a second rescue helicopter
      to the Scrap Site to pick you and Carlos up. If Nicholai was killed by
      the Nemesis, you and Carlos will find a helicopter waiting for you at
      the Scrap Site, which you will fly to safety. Moments after they take
      off, the missile soars by them, hitting Raccoon City dead center, and
      obliterating it in the process. Jill then swears her revenge against
      Umbrella. A newscast tries to make some sense of what happened.


      ------------------------------------------------------------------------
      Section 3, The Controls:
      ------------------------------------------------------------------------

      Actions/Controls:

      Walking: Directional Pad or Left Throttle
      Running: Walk + Square Button
      Draw and Aim Weapon: Hold R1 or R2 button
      Fire Weapon: Press X while aiming a weapon
      Climbing(up/down): Hold Directional Pad towards desired object and
      press the X Button
      Pushing: Hold Directional Pad towards desired object
      180 degree turn: Hold Directional Pad down, then press Square
      Dodging is done by "holding" the R Button while in Easy Mode
      Dodging is done by "pressing" the R or Fire Button at a specific
      time (just before you're hit) while in Hard Mode
      In either mode, you cannot dodge while severely injured
      Press L1 to change targets while aiming a weapon
      Press Start or push Right Throttle to pause the game
      Press the Circle Button to bring up/exit your personal inventory
      Press the X Button to inspect/take an item
      Press the R2 Button to aim your weapon at select inanimate objects
      Press the L2 Button to bring up the current map
      Press Select to skip most full motion video cinemas and cut scenes
      Press the Directional Pad and/or buttons rapidly after the Nemesis
      knocks you down in order to get up faster


      Menu Screen:

      Use/Equip: Use or Equip an item in your personal inventory
      Combine: Mix two items in your personal inventory
      Check: View an item in your personal inventory
      Auto/Manual: Switches between automatic and manual firing (only
      available while highlighting certain weapons)


      Storage Boxes:

      Use these boxes (scattered throughout the game, usually near a
      typewriter) to store your extra items. Items highlighted in blue
      are normal use items (ammunitions, powders, keys and other
      important objects), items highlighted in red are your weapons,
      and items highlighted in green are health related items (such as
      herbs and sprays).

      Controls while using the storage boxes:

      D-Pad/Left Throttle: Highlight item/slot in storage box
      Circle: Exit (while in personal inventory)
      R1: Scroll down 5 slots (while in storage box)
      L1: Scroll up 5 slots (while in storage box)
      Triangle: Cancel
      X: Accept


      Maps:

      Controls while accessing maps:

      L2: Accesses/cancels map
      Triangle: Cancels map
      X: Zooms in/out
      R1/Select: Calls up map list
      D-Pad/Left Throttle: Moves screen while map is zoomed in


      ------------------------------------------------------------------------
      Section 4, The Lists:
      ------------------------------------------------------------------------

      Map Locations:

      Uptown: On wall above crates at curve in road after the Boutique
      Raccoon Police Station: On desk in Main Hall of Police Station
      Downtown: On wall in Construction Site
      Saint Michael's Clock Tower: In St. Michael's Clock Tower Atrium
      Raccoon Hospital: On wall in Doctor's Station of Raccoon Hospital
      Raccoon Park: On board in Fountain Area of Raccoon Park
      Dead Factory: In Control Room of abandoned Waste Processing Plant


      File Locations:

      1. Game Instructions A (Action, Map and Event), Starting inventory
      2. Game Instructions B (Gun Powder/Reload Tool), Starting inventory
      3. Clock Tower Postcard, On bar inside Bar Jack
      4. Photo A, On body of dead cop next to rope tied shut door
      5. Marvin's Report, On Officer Branagh, R.P.D. West Side Office
      6. David's Memo, On desk in Dark Room, Raccoon Police Department
      7. Fax from Kendo, In fax machine, Raccoon P.D. S.T.A.R.S. Office
      8. Merc's Diary, On body at 2nd bend in alley just off Fisson Street
      9. City Guide, On table in Grill 13 Restaurant
      10. Photo B, On pay phone in lobby of Raccoon Press Building
      11. Photo C, On desk in third floor Raccoon Press Office
      12. Reporter's Memo, On cabinet in third floor Raccoon Press Office
      13. Mechanic's Memo, In rear car of Trolley
      14. Manager's Report, On table in Pharmaceutical Company Sales Office
      15. Business Fax, In cabinet in Pharmaceutical Company Sales Office
      16. Dario's Memo, In large storage container in Warehouse
      17. Operation Instruction, In St. Michael's Clock Tower Atrium
      18. Art Picture Postcard, On desk in St. Michael's Clock Tower Study
      19. Mercenary's Pocketbook, On body near door of Clock Tower Closet
      20. Director's Diary, In Doctor's Station in Hospital
      21. Photo D, In rear of Data (Reference) Room, Raccoon Hospital
      22. Medical Instruction Manual, On desk in Hospital Study, Level B3
      23. Photo E, On table in Raccoon Park Security Center
      24. Written Order, On body, Northeastern path, Raccoon Park
      25. Supervisor's Report, On table in Strategy Room in Raccoon Park
      26. Fax From The H.Q., On blackboard in Strategy Room in Raccoon Park
      27. Manager's Diary, In Off-Duty Room of Dead Factory
      28. Security Manual, In Sewage Monitor Room of Dead Factory
      29. Incinerator Manual, On wall in Rear Exit Room of Dead Factory
      30. Classified Photo File, On ground in Scrap Passage in Dead Factory
      31. Jill's Diary, Replaces Files #1 when you find all 30 in order


      Key Item Locations:

      This list does not include the items in your starting, personal and
      storage box inventories.

      1. Backdoor Key: On hook in Warehouse Office
      2. Shotgun: On body in Basement Bottle Storage Room
      3. Lighter Oil: On shelf in Basement Bottle Storage Room
      4. Lighter: On table next to pay phone inside Bar Jack
      5. S.T.A.R.S. Card Brad: On Brad after he's killed by the Nemesis
      6. Eagle Parts A: Dropped by Nemesis with first knockdown
      7. S.T.A.R.S. Card Jill: In Conference Room of Raccoon Police Dept.
      8. Sapphire Jewel: In locker in Evidence Room of Raccoon P.D.
      9. S.T.A.R.S. Key: In locker in Evidence Room of Raccoon P.D.
      10. Lockpick: In S.T.A.R.S. Office of Raccoon P.D.
      11. Grenade Launcher
      or Magnum: In S.T.A.R.S. Office of Raccoon P.D.
      12. Eagle Parts B: Dropped by Nemesis with second knockdown
      13. STI Eagle 6.0: Combine the Eagle Parts A and B
      14. Power Cable: On mini-van in Parking Garage
      15. Rusty Hex Crank: In Shopping District Storeroom
      16. First Aid Spray Box: Dropped by Nemesis with 3rd/6th knockdown
      17. Fire Hook: In locker in Grill 13 Restaurant
      18. Emerald Jewel: On Body in Basement of Grill 13 Restaurant,
      or on desk in Raccoon Press Office
      19. Wrench: On seat in front car of Trolley
      20. Machine Oil: In oil cabinet at Stagla Gas Station
      21. Bronze Book: On statue in City Hall Grounds
      22. Bronze Compass: At fountain across from Raccoon Theater
      23. Battery: In base of statue at City Hall Grounds
      24. Fuse: Low Voltage Control Room of El. Substation
      25. M37 Parts A: Dropped by Nemesis with fourth knockdown
      26. Grenade Launcher
      or Magnum: High Voltage Control Room of El. Substation
      27. Fire Hose: In alley South of crashed #33 Midtown Bus
      28. Square Crank: In alley outside Pharmaceutical Company
      Sales Office
      29. Oil Additive: In Medical Storage Room of Pharmaceutical
      Company Sales Office
      30. Mixed Oil: Combine the Machine Oil and Oil Additive
      31. M37 Parts B: Dropped by Nemesis with fifth knockdown
      32. Western Custom M37: Combine the M37 Parts A and B
      33. Winder Key: In St. Michael's Clock Tower Bedroom,
      or in St. Michael's Clock Tower Chapel
      34. Mine Thrower: On body in St. Michael's Clock Tower Atrium
      35. Bezel Key: In St. Michael's Clock Tower Bedroom,
      or in St. Michael's Clock Tower Chapel
      36. Silver Gear: In Clock Tower Machinery Room
      37. Chronos Chain: In music box in Clock Tower Machinery Room
      38. Chronos Key: Combine the Winder Key and Chronos Chain
      39. Crystal Ball: On crystal statue in Clock Tower's Closet
      40. Obsidian Ball: On obsidian statue in Clock Tower's Closet
      41. Amber Ball: On amber statue in Clock Tower's Closet
      42. Gold Gear: In clock puzzle in Clock Tower Closet
      43. Tape Recorder: In Doctor's Station of Raccoon Hospital
      44. Medium Base: In Hospital Study, Basement Level 3
      45. Vaccine Medium: Created in Hospital Study, Basement Level 3
      46. Sickroom Key: In Data (Reference) Room of Hospital
      47. Vaccine Base: In safe in Room 402 of Raccoon Hospital
      48. Vaccine: Combine Vaccine Base and Vaccine Medium
      49. Assault Rifle: Dropped by Nemesis with seventh knockdown
      50. Infinite Bullets: Dropped by Nemesis with seventh knockdown
      51. Main Gate Key: In Raccoon Park Security Center
      52. Graveyard Key: On body on Northeastern Path, Raccoon Park
      53. Iron Pipe: In Shed in Raccoon Park
      54. Rear Gate Key: In Strategy Room in Shed in Raccoon Park
      55. Facility Key: In Off-Duty Room of Dead Factory
      56. System Disc: On console in Control Room of Dead Factory
      57. Water Sample: In Sewage Monitor Room of Dead Factory
      58. Card Key: In Treatment Room of Dead Factory
      59. Rocket Launcher: In Weapons Storeroom in Dead Factory
      60. Radar: In Control Tower Room of Dead Factory


      Common Items:

      Some of the common items in the game are semi-random, they may be in
      different locations each time you reset or reload the game. The type
      and amount of each item are the generally the same through each game
      you play, just the locations you find them in may change (example,
      if you don't find three Gun Powder Type A's at location A, you will
      find them at location B, and vice versa). Since they're not really
      hidden within the rooms/areas, you'll have no trouble finding them.

      Ink Ribbon: Provides three saves, use with a typewriter
      Green Herb: 25% Health
      Red Herb: Combine with Green Herb for increased strength
      Blue Herb: Used to cure poison
      First Aid Spray: Restores 100% Health
      First Aid Spray Box: Holds 3 First Aid Sprays, can be combined with
      single First Aid Sprays to condense or refill
      Gun Powder Type A: Used to make ammunition (See gunpowder section)
      Gun Powder Type B: Used to make ammunition (See gunpowder section)
      Gun Powder Type C: Used to make ammunition (See gunpowder section)
      Handgun Bullets: Ammunition for all makes of Handguns
      Handgun Bullets E: Reload Tool ammunition for M92F Custom Handgun
      Shotgun Shells: Ammunition for all makes of Shotguns
      Shotgun Shells E: Reload Tool ammunition for Benelli M3S Shotgun
      Magnum Bullets: Ammunition for the S&W M629C Magnum
      Mine Thrower Rounds: Ammunition for the Mine Thrower
      Grenade Rounds: Ammunition for the Grenade Launcher
      Flame Rounds: Ammunition for the Grenade Launcher
      Acid Rounds: Ammunition for the Grenade Launcher
      Cold Rounds: Ammunition for the Grenade Launcher


      Characters:

      Name Affiliation Age Blood Height Weight

      Jill Valentine S.T.A.R.S. Alpha Team 23 B 5 ft 4 108 lb
      Carlos Oliveira UBCS Corporal 21 O 5 ft 9 183 lb
      Mikhail Victor UBCS Lieutenant 45 A 5 ft 8 216 lb
      Nicholai Ginovaef UBCS Sergeant 35 A 5 ft 11 224 lb


      Enemies:

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


      Enemy Attack Damage Percentages:

      The following is a listing of most of the various attacks that the
      enemies are capable of performing on you, and the amount of damage
      you'll receive if you are struck by them.

      Zombie:

      10 % ...Bite
      2.5 % ...Vomit
      7.5 % ...Ground Bite

      Zombie Dog:

      6 % ...Bite

      Crows:

      15 % ...Pecking

      Drain Deimos:

      15 % ...Grab
      5 % ...Claw

      Brain Sucker:

      15 % ...Grab 15 %
      2.5 % ...Spray Poison (+ poisoning)
      5 % ...Claw

      Sliding Worm:

      7.5 % ...Bite

      Giant Spider:

      ??? % ...Bite
      ??? % ...Poison Spray (+ poisoning)

      Hunter Beta:

      7.5 % ...Claw
      12.5 % ...Jumping Swipe

      Hunter Gamma:

      7.5 % ...Claw
      12.5 % ...Jumping Swipe
      100 % ...Devour

      Grave Digger (1st):

      15 % ...Bite

      Grave Digger (2nd):

      17.5 % ...Swipe
      25 % ...Bite

      Nemesis (1st half of the game):

      10 % ...Punch
      12.5 % ...Throw
      20 % ...Rocket Launcher
      100 % ...Lift and Impale

      Nemesis (2nd half of game):

      12.5 % ...Virus Impalement
      22.5 % ...Dashing Punch
      25-51 % ...Toss Around
      25 % ...Dash and Grab
      7.5 % ...Punch
      15 % ...Whip


      Enemy Kill Chart:

      The following is a chart that shows how many shots from each weapon
      it takes to bring down these particular enemies. The Sliding Worms
      Baby Spiders and Crows are not listed, as they are killed with one
      hit of any weapon.

      A: B: C: D: E: F: G: H: I: J: K:

      Combat Knife: 6 6 10 10 10 10 50 108 81 113 N/A
      M92F Custom Handgun: 5 5 7 7 7 6 31 51 44 60 N/A
      M92F Custom Handgun E: 4 3 4 5 5 4 20 30 28 38 N/A
      STI Eagle 6.0 Handgun: 5 5 7 7 7 6 23 49 33 56 N/A
      Benelli M3S Shotgun: 1 1 2 2 2 2 15 22 19 23 N/A
      Benelli M3S Shotgun E: 1 1 1 1 1 1 11 19 14 19 N/A
      Western M37 Shotgun: 1 1 2 2 2 2 15 20 18 25 N/A
      S&W M629C Magnum: 1 1 1 1 1 1 8 14 14 18 N/A
      Hk-p Grenade Rounds: 1 1 1 1 1 1 9 23 12 14 25
      Hk-p Flame Rounds: 1 1 1 1 1 1 9 23 12 14 12
      Hk-p Acid Rounds: 1 1 1 1 1 1 7 10 14 16 14
      Hk-p Freeze Rounds: 1 1 1 1 1 1 7 13 10 12 10
      Mine Thrower: 1 1 1 1 1 1 8 24 24 25 11
      Mine Thrower E: 1 1 1 1 1 1 9 22 22 23 15
      M4A1 Assault Rifle: 12 12 12 15 15 15 72 114 105 141 N/A

      Key:

      A: Zombie E: Brain Sucker I: Nemesis (1st half game)
      B: Zombie Dog F: Hunter Beta/Gamma J: Nemesis (2nd half game)
      C: Giant Spider G: Grave Digger (1st) K: Helicopter
      D: Drain Deimos H: Grave Digger (2nd)


      Weapons:

      Knife: Combat Knife
      Handgun: M92F Custom, 15 bullets
      Handgun: STI Eagle 6.0, 15 bullets (5.2% chance 1 hit kill)
      Handgun: Sigpro SP2009, 15 bullets
      Shotgun: Benelli M3S, 7 shells
      Shotgun: Western Custom M37, 6 shells
      Magnum: S&W M629C, 6 bullets
      Grenade Launcher: Hk-p, fires any of four types of grenade ammunition
      Mine Thrower: Fires 3 second time delay homing mines
      Mine Thrower E: Fires powerful homing mines, has piercing ability
      Assault Rifle: M4A1, set to automatic or manual modes, 300 bullets
      Rocket Launcher: M66, 8 rockets, cannot be aimed up or down
      Gatling Gun: Gattlinger, fires a steady stream of bullets


      Weapon Speed Listing:

      Draw Time Firing Rate Reload Time
      in seconds: in seconds: in seconds:

      Combat Knife: 0.4 0.9 N/A
      M92F Custom Handgun: 0.4 0.7 1.1
      STI Eagle 6.0 Handgun: 0.4 0.4 0.6
      Sigpro SP2009 Handgun: 0.5 0.7 1.2
      Benelli M3S Shotgun: 0.5 1.2 1.6
      Western Custom M37 Shotgun: 0.4 1.0 1.5
      S&W M629C Magnum: 0.6 1.0 1.3
      Hk-p Grenade Launcher: 0.6 1.4 N/A
      Mine Thrower: 0.5 0.9 N/A
      M4A1 Assault Rifle (auto): 0.5 0.1 1.6
      M4A1 Assault Rifle (manual): 0.5 0.4 1.6


      Ammunitions:

      9mm Handgun Bullets: Ammunition for all types of Handguns
      12 Gauge Shotgun Shells: Ammunition for all types of Shotguns
      Grenade Rounds: Ammunition for the Grenade Launcher
      Flame Rounds: Ammunition for the Grenade Launcher
      Acid Rounds: Ammunition for the Grenade Launcher
      Cold Rounds: Ammunition for the Grenade Launcher
      5.56mm NATO Assault Rifle Clip: Ammunition for the Assault Rifle
      H.G. Bullets E (Black Taurus): R.T. Ammo for M92F Custom Handgun
      12 Gauge Shotgun Shells E: R.T. Ammo for Benelli M3S Shotgun
      44 Magnum Bullets: Ammunition for the S&W M629C Magnum
      Mine Thrower Rounds: Ammunition for the Mine Thrower
      Mine Thrower E Rounds: Mine Thrower Ammo when used with the
      Unlimited Ammunition item from the
      Mercenaries Mode


      Mixing Ammunition:

      When used with the Reloading Tool, these combinations of gunpowder
      types form the following types of ammunition (note, the more Jill
      uses the Reloading Tool to make ammunition, the more proficient she
      gets at creating those particular types of ammunition. This will over
      time allow Jill to create special, more powerful ammunitions. This
      relates to the Handgun and Shotgun ammunition. The first seven times
      Jill creates one of these particular types of ammunition, it will be
      of the normal variety. On the eighth and higher creation of the same
      type of ammunition, they will be of a more powerful variety. Also, on
      some attempts, Jill will make more than a normal amount of bullets,
      shells or Grenades/Rounds as well, this is due to her becoming more
      skilled at using the Reloading Tool. Ammunition that is made from
      combinations of same type Gun Powder only count as one use):

      Powder Hard Easy Type

      Gun Powder A: 15 30 Handgun Bullets
      Gun Powder A+A: 35 70 Handgun Bullets
      Gun Powder A+A+A: 55 110 Handgun Bullets
      Gun Powder B+B+A: 60 120 Handgun Bullets
      Gun Powder B: 7 14 Shotgun Shells
      Gun Powder B+B: 18 36 Shotgun Shells
      Gun Powder A+A+B: 20 40 Shotgun Shells
      Gun Powder B+B+B: 30 60 Shotgun Shells
      Gun Powder A+B: 1 1 Gun Powder C
      Gun Powder C: 10 20 Grenade Rounds
      Gun Powder A+C: 10 20 Flame Rounds
      Gun Powder B+C: 10 20 Acid Rounds
      Gun Powder C+C: 10 20 Cold Rounds
      Gun Powder C+C+C: 24 48 Magnum Bullets

      When combined, these gunpowder types and Grenade Rounds form the
      following types of ammunition:

      Combination Hard Easy Type

      Grenade Rounds+A: 6 12 Flame Rounds
      Grenade Rounds+A+A: 12 24 Flame Rounds
      Grenade Rounds+A+A+A: 18 36 Flame Rounds
      Grenade Rounds+B: 6 12 Acid Rounds
      Grenade Rounds+B+B: 12 24 Acid Rounds
      Grenade Rounds+B+B+B: 18 36 Acid Rounds
      Grenade Rounds+C: 6 12 Cold Rounds
      Grenade Rounds+C+C: 12 24 Cold Rounds
      Grenade Rounds+C+C+C: 18 36 Cold Rounds


      Items Dropped By Nemesis In Hard Mode:

      Depending on the encounter, you may have to knock him down twice to
      completely knock him out and earn an item.

      Eagle Parts A (Combine with Eagle Parts B to form Handgun)
      Eagle Parts B (Combine with Eagle Parts A to form Handgun)
      First Aid Spray Box (3 First Aid Sprays)
      M37 Parts A (Combine with M37 Parts B to form Shotgun)
      M37 Parts B (Combine with M37 Parts A to form Shotgun)
      First Aid Spray Box (3 First Aid Sprays)
      Assault Rifle (100%, 300 bullets, only available during 1st game)
      Infinite Bullets (combine with 1 weapon, received 2+ time through)


      Health:

      Your current condition on the Status Screen is shown by way of one
      of the following four icons:

      Fine (green): 51% - 100%
      Caution (yellow): 21% - 50%
      Caution (orange): 11% - 20%
      Danger (red): 1% - 10%


      Herbs:

      Green Herb: 25% Health
      Green Herb+Green Herb: 50% Health
      Green Herb+Green Herb+Green Herb: 100% Health
      Blue Herb: Cures Poison
      Green Herb+Blue Herb: Cures Poison+25% Health
      Green Herb+Red Herb: 100% Health
      Green Herb+Red Herb+Blue Herb: Cures Poison+100% Health


      Differences Between Easy And Hard Modes:

      In Hard Mode enemies take more damage to kill
      In Hard Mode the Nemesis drops items when knocked down
      In Hard Mode you dodge by pressing the R Button at a specific time
      In Easy Mode dodging is done by "holding" the R Button
      In Hard Mode you can hold 8 items
      In Easy Mode you can hold 10 items
      In Hard Mode you need to find Ink Ribbons to save
      In Easy Mode you have infinite Ink Ribbons
      In Easy Mode you do not find the Mine Thrower weapon
      In Hard Mode the Hospital Lobby time limit will be 7 seconds
      In Easy Mode the Hospital Lobby time limit will be 20 seconds
      In Easy Mode you do not earn Epilogues upon completing the game
      In Easy Mode the amount of ammunition is doubled when mixing Gun
      Powder


      Easy Mode Starting Items:

      Personal Inventory:

      Assault Rifle (100% clip)
      Reloading Tool
      Game Instructions A (Action, Map and Event)
      Game Instructions B (Gun Powder and Reloading Tool)
      First Aid Spray Box (3 First Aid Sprays)

      Storage Box:

      Ink Ribbon (infinite)
      Magnum (6 bullets)
      Magnum Bullets (24)
      Shotgun (7 shells)
      Shotgun Shells (56)
      Handgun (15 bullets)
      Handgun Bullets (250)
      Assault Rifle Clip (300 bullets, 100%)
      Assault Rifle Clip (300 bullets, 100%)
      Knife

      Hard Mode Starting Items:

      Personal Inventory:

      Handgun (M92F Custom)
      Reloading Tool
      Game Instructions A (Action, Map and Event)
      Game Instructions B (Gun Powder and Reloading Tool)

      Storage Box:

      Knife


      Save Spots/Typewriter Locations:

      1. Uptown, Warehouse Office
      2. Uptown, Back Lane Storeroom
      3. Police Station, Main Hall
      4. Police Station, Darkroom
      5. Downtown, Garage Office
      6. Downtown, Shopping District Alley Storeroom
      7. Clock Tower, Chapel
      8. Clock Tower, Living Room
      9. Clock Tower, 3rd Floor Machinery Room
      10. Hospital, 1st Floor Office
      11. Park, Security Center
      12. Park, Shed Storeroom
      13. Dead Factory, 1st Floor Off-Duty Room
      14. Dead Factory, 2nd Floor Sewage Monitor Room


      Explosive Objects:

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

      Drums (barrels)
      Crate (hanging in Construction Site)
      Lamps (in Central Plaza of Raccoon Park)
      Steam Pipes (in Pharmaceutical Company Sales Office)
      Explosives (bombs, attached to various walls throughout the game)


      Drum (Barrel) Locations:

      These locations do not include Mercenaries Mode, which contains many
      more Drums than the normal game (see "Enemy Locations Listing For
      Mercenaries Mode" section for a list of Drums in that mode).

      1. At the Southern end of Fisson Street, near the Warehouse
      2. In the alley with the rope tied door that leads to the Back Lane
      3. In the S-shaped alley between Fisson Street and the alley below
      the crashed number 33 midtown bus
      4. On Central Street just before the palette stack (near Trolley)


      Bomb Locations:

      1. On wall near elevator on road in front of Electrical Substation
      2. On wall in hallway before the Pharmaceutical Company Sales Office
      3. On wall in 2nd floor corridor of St. Michael's Clocktower
      4. On wall in main corridor of 4th floor in Hospital (you must go to
      Basement first)
      5. On cabinet in Data (Reference) Room on 4th floor of Hospital (you
      must go to Basement first)
      6. On wall in corridor of 3rd level of Basement in Hospital (you must
      go to the 4th floor first)
      7. On wall in Laboratory in 3rd level Basement of Hospital (you must
      go to the 4th floor first)
      8. On wall in the 2nd floor Entrance Corridor to the Waste Processing
      Plant


      Contents Of Files Found Throughout The Game:

      1. Game Instructions A:
      Various notes about the games controls and features

      2. Game Instructions B:
      Various notes on Gun Powder and Gun Powder mixing

      3. Clock Tower Postcard:
      A picture postcard of a Clock Tower. The following explanation is
      printed on the backside, "A landmark spot: Saint Michael Clock
      Tower."

      4. Photo A:
      A picture of riot police coming out of the back of a police van.
      A notation on the photo reads, "The policemen are pressing
      forward." It's dated "September 27"

      5. Marvin's Report:
      "Report" September 24th, There are reports of a theft in the
      municipal building before dawn. A jewel-decorated clock at
      the main gate was damaged. Two of the twelve gems that are
      installed on the face of the clock are missing. Due to the lack
      of available officers at this time, I have no choice but to
      suspend the research of this case.
      Signed, Marvin Branagh

      "Report" September 26th, Based on an autopsy report of a 42 year
      old restaurant owner, I have discovered that he has one of the
      missing gems. He apparently took shelter in the police department
      at about 10am, where he was shot to death within 10 minutes of
      having developed the symptoms. Since the city is currently under
      martial law, we are forced to suspend this case. At this time,
      we'll keep the gem as evidence.
      Signed, Marvin Branagh

      6. David's Memo:
      My sanity is at it's end... I still can't believe this is
      happening. We lost another man yesterday. Meyer; one of our
      better marksmen. He saw me panic once we were overrun by the
      zombies but he came back to save me. But when the time came to
      return the debt, I ran. I can still hear him calling out my name.
      I can still hear the screams coming from behind. The sound of his
      flesh being stripped from it's bones. I was afraid...Terrified...
      It's the 27th. The fight to stay alive continues. I took out
      several zombies who managed to break through the barricades. Now
      I'm cutting through the chill with whiskey, unloading my Mossberg
      on anything undead. That shotgun's become a close friend of mine.
      I've blasted many a zombie into fertilizer with it. We've lost 13
      men as of yesterday. In 3 hours, we'll bicker over trivial things
      in the meeting room. It's a total waste of time. When I finish
      this bottle, my old friend Mossberg will be turning one last body
      into fertilizer. Peace at last. I can hardly wait...

      7. Fax From Kendo:
      To the boys from S.T.A.R.S., I have some good news for you from
      my brother Joe. He has finalized the new hand-gun for official
      use. It is the M92F S.T.A.R.S. Special, but he calls it the
      "Samurai Edge." It's the most balanced of the Kendo custom guns.
      Joe said, if you miss the targets with this, you should carry a
      teething ring instead of a gun in your holster. The goods will
      be delivered along with their proper documentation. I'm sure
      you'll be surprised when you see what kind of excellent parts
      are used for the M92F. I know that you'll want to thank the good
      people who developed it.
      Sincerely, Robert Kendo, Kendo Gun Shop

      8. Merc's Diary:
      September 1st, Following six months of intensive training, my
      body's edge has returned. I was a good soldier, but they ordered
      my execution with no reason given. I was tortured and forced to
      give a false confession. But on the morning of my execution, a
      miracle happened. The company had helped me out, giving me a
      second lease on life.

      September 15th, I ended my vacation short and returned to the
      HQ office. It looks like my UBCS unit's been called into action.
      Umbrella maintains its own paramilitary unit to counter corporate
      terrorism and V.I.P. abduction. In addition, they have nightmen
      who specialize in handling problems caused by illegal products.
      I'm currently a member of the latter.

      September 28th, Dawn's here, but we're still slogging through
      this nightmare. There are no provisions of any kind here. The
      undead walk the streets feeding upon the flesh of the living.
      Given the choice again, I would rather have been executed. Death
      row was a heavenly asylum compared to this place. I've chosen to
      pull the trigger myself, in the hope that my dead body won't
      come back to life.

      9. City Guide:
      City Guide, The Tracks of Our City
      Dear citizens, Thanks to the kind and generous people of
      Umbrella Inc., this is a peaceful and friendly city. The vast
      donations from Umbrella Inc., have been used for welfare work,
      the construction of public utilities, and to help maintain public
      peace. In 1992, it was my fifth year as mayor of our beautiful
      city. It was then that through many donations and hard work, our
      city was able to rebuild the municipal building, and create a
      state of the art hospital. In honor of these fine accomplishments
      I was awarded with a grand statue that same year. The statue
      rests in the municipal building. I came to this city as an
      engineer more than 35 years ago. I made contributions to the
      electric systems, and to the installation of the cable car. I
      pledge to follow the tradition of this fine city and will devote
      my life to its prosperity.
      The mayor of the city, Michael Warren

      10. Photo B:
      A close-up shot of a zombie. It says, "SCOOP!" on the backside.

      11. Photo C:
      The police have been destroyed.

      12. Reporter's Memo:
      At last I have found the evidence I need to prove that the
      "cannibal disease" is indeed happening in this city. One man
      actually ate people to death. He was like a savage animal tearing
      away a new flesh. It was completely disgusting. I have heard
      rumors that many people are also suffering from this disease now.
      However, the causes of the disease is not yet known. Is this
      another mystery of the present disease? I will have to check on
      it... They have placed Raccoon City under martial law because of
      the cannibal disease. I have lost contact with the media outside
      of the city, but I won't give up. As a journalist, I won't keep
      my eyes shut and walk away. I have a duty to the people and my
      profession. I don't think the disease has spread nationwide yet.
      I believe that this city holds the key to it's creation and cure.
      In fact, I'm sure of it. The military has set up blockades around
      the city to keep people from escaping and spreading the disease.
      Most of the citizens have either died or have come in contact
      with the disease. I know that it is the right decision to
      quarantine the city, but I can't help but pity myself. If I am
      infected or eaten, it doesn't matter. My fate is already sealed.
      All I have left is my journalism. I won't give up until I solve
      the mystery of this deadly disease. I have just discovered that
      the disease is not spread through the air, but by some other
      means.

      13. Mechanic's Memo:
      I know you're intimidated by your new job Kevin, so let me tell
      you how to make sure that you and your trains get along just
      fine. You see, these carriages were made in 1968, and then
      imported from Europe. Sometimes they get rickety, but they still
      work because they are simple, stubborn and strong. We can always
      depend on them. If they have a bad day and are malfunctioning,
      you'll need to take a good look at their circuits for any
      trouble. Once you discover what's wrong, you'll be able to fix
      it easily. I'm sure that you'll be able to avoid those nasty
      little malfunctions if you check the parts every day. These old
      trains will surely have problems if you don't remember to check
      them out. Just remember that if you need to replace anything, you
      have to choose a suitable part. When I say suitable, I mean that
      even if you can't find another original part, you'd better find
      something that works good enough. Even with regard to oil, you
      must always prepare good quality oil for these trains. Never
      forget Kevin that a man may betray others, but a machine won't.

      14. Manager's Report:
      Before you begin your new position, please allow me to give
      you some advise. Some of the medicines in the storage room are
      unstable and their quality will deteriorate under changing
      temperatures or humidity. Therefore, you must remember to keep
      the temperature the same in the storage room at all times. You
      should personally check it everyday. Although the computer checks
      it around the clock, a machine is not perfect. Try and remember
      that a machine is no more than a tool to be used by people. You
      must check all personnel coming and going to the storage room.
      Many dangerous drugs are stored there, if any of them are
      missing you have a serious problem on your hands. The door to
      the storage room is always locked, but when you let personnel
      into it, you will need to have them hand in their documents. And
      above all else, remember that if you find anything suspicious,
      contact your boss immediately. If you forget the password to lock
      the door, try and remember that it is a word that everyone is
      familiar with. Don't forget that once a new product is shipped,
      the password will be updated again. You can always enter the
      password from the terminal of the PC for administration.

      15. Business Fax:
      "Order Sheet", The liquid medicine named VT-J98 is suitable to
      cultivate the NE-T type virus. Therefore, we will need to order
      additional quantities of it.
      U.E. Sixth Laboratory

      16. Dario's Memo:
      I can't help but wonder if anyone will read these words, but
      writing them will help me maintain my sanity if nothing else.
      After I've become a meal for those undead monsters, will the
      G.I.'s responsible for sealing off the town laugh upon
      discovering my corpse? So is this how it's supposed to end?
      I don't want to die. I'm just not ready... My wife, daughter,
      mother... My entire family has been killed. But none of that
      matters anymore. Right now, my life is the only important
      thing. That's all that matters. I never would have pictured my
      end to be like this. I had so much left to do. Rather than
      becoming a salesman, I should have tried my hand at being a
      novelist. It's what I've always wanted, but my mother would only
      tell me you have a long way to go. Why did I ever listen to her?
      But this looks like the end for the great Dario Rosso, novelist
      extraordinaire. Cut down before his prime...

      17. Operation Instruction:
      Order for UBCS Echo Team:
      Wipe out the downtown area of the infestation and then evacuate
      the remaining citizens to the clock tower. Among the civilians,
      remember to give priority to the employees of Umbrella's
      affiliates. Remember to stay alert because the infected have a
      high endurance rate and will strike without hesitation.
      Evacuation Procedure:
      1. Once the mission is complete, or when it becomes too
      impossible to accomplish, evacuate immediately.
      2. We'll deploy a helicopter that is waiting in the suburbs, to
      the yard in front of the clock tower.
      3. When you are ready for evacuation, ring the bell of the clock
      tower to signal the helicopter.

      18. Art Picture Postcard:
      A picture postcard of antique clocks. The following verse is
      printed. "Give your soul to the goddess. Put your hands together
      to pray before her."

      19. Mercenary's Pocketbook:
      September 26th, It's only been three hours since the mission
      started, but the team is down to me and Campbell. The number of
      the zombies is far greater than we expected. There is no hope
      left for this city. We have already injected the antibody for
      the virus, but I'm not sure that it will work. I don't know if
      I will survive...

      September 27th, We managed to reach the clock tower. Out of
      desperation we robbed some wounded members of their weapons and
      used the surviving citizens as decoys. We are taught to do this
      in order to survive in the battle field, but I never enjoyed it.
      However, a girl showed up at the clock tower before me. She is
      one of the survivors. She looks just like my sister before she
      starved to death...

      September 28th, I wanted to evacuate as soon as possible, but the
      girl didn't. Her father insisted that he wouldn't leave the city
      where his beloved wife rests in peace. I really wanted to save the
      girl, but Campbell said, "All I care about is our lives." That's
      how I felt before, but now... The clock tower has become a
      dangerous place and I don't want to make anymore mistakes...

      20. Director's Diary:
      September 10th, These patients suffer from gangrene and
      congestion of their blood at first. Then their mind slowly
      deteriorates. In the end, there is nothing left of their mind.
      When that happens even mercy killing seems pointless. After all,
      they are already dead... This disease is unlike anything I have
      ever witnessed. Once the patient's mind is gone, they become
      flesh hunger monsters and act like wild animals who are on some
      type of bloodlust.

      September 18th, Another patient has been admitted to the
      hospital. He is showing symptoms of the first stages of the
      disease at this point, but... I haven't been able to sleep at all
      these past few days. I refuse to let these patients become
      "zombies." I am not just an ordinary citizen. I am a doctor. Even
      if I die, my clinical charts will contribute to finding a cure.

      September 26th, We lost most of the doctors and staff during the
      battle against the "zombie" patients. It's impossible to maintain
      the hospital under these conditions. And, I know that it's too
      late for me. I am beginning to feel that same itchy and hungry
      desire that all of my patients felt. It's too late for me...

      21. Photo D:
      The zombies are walking. It says, "The effect of the T-virus"
      on the backside.

      22. Medical Instruction Manual:
      Umbrella Medical Service, North American Division, Douglas Rover
      In order to activate the synthesizer to cultivate the vaccine,
      please follow the procedure as detailed below:
      1. Supply enough energy to the system.
      2. Set the medium base to the device.
      When the device is ready, you can start mixing the vaccine
      medium. To mix the vaccine, you will need to control the five
      levers. This will cause the two gauges to increase or decrease.
      If you adjust the two gauges so that they stop at the center,
      the vaccine medium will then be produced automatically.

      23. Photo E:
      The zombies are attacking.

      24. Written Order To The Supervisors:
      Mission Requirements: Bravo 16
      1. Obtain and secure sample of all the information pertaining to
      this case. Observe and record combat data on the UBCS.
      2. Destroy all the evidence including the medical facility that
      has the medical treatment data.
      3. Check the guinea pig's ability to accomplish the mission.
      Once your mission is complete, evacuate the area. Remember that
      you must not help anyone who is not a supervisor, nor bring
      anything back that might be traced to where it belongs.

      25. Supervisor's Report:
      The endurance ability of the contaminated guinea pigs is truly
      incredible. Even when shot in a vital area, they can sometimes
      survive for several days without taking care of the wound.
      However, after prolonged exposure to the virus, the guinea pigs'
      intelligence level decreases to that of an insect. Even though
      reviving the dead seems too disgusting, the virus may still be
      of use. If we inject the virus into out POWs and release them,
      they would return to their units and then turn into zombies.
      This plan may work well for us in the future. In certain areas,
      the virus seems to have caused the mutation of animals and
      plants. It may be difficult, but it'll make a good sample for
      the bio weapon development. I've heard that there is a giant
      alligator, but I have only encountered a giant creature moving
      under ground. I don't even want to imagine what creature spawned
      that monster. I encountered "NEMESIS." If I didn't know about it,
      I'd have been contaminated and would have become one of them by
      now. If it is still walking around in the city, it's mission is
      not yet over. S.T.A.R.S. members must be very tough, since they
      have survived until this point. However, they cannot hold out
      forever...

      26. Fax From The H.Q.:
      Attention. The Raccoon City project has been abandoned. Our
      political maneuvering in the senate to delay their plans are
      now futile. All supervisors should evacuate immediately. The
      US army is going to execute their plan tomorrow morning. The
      city will be obliterated at daybreak for sure.

      27. Manager's Diary:
      April 25th, Today is my 30th birthday. I was transferred to this
      facility today. I am very happy because the work environment is
      very different from life in the university.

      May 14th, The disposal system has been completed. Using a special
      kind of gas, it can decompose the cells of the guinea pigs. We
      have to try this out before beginning practical usage of the
      system, since it is not 100% stable yet.

      May 20th, While I was checking the Treatment Room, the door shut
      and I was locked inside. I couldn't get out for one hour. I
      guess even if you have the key card, it's useless when you are
      locked inside.

      June 7th, The guinea pigs we have to dispose of are increasing.
      The system is not working smoothly. The laboratory staff doesn't
      listen to my opinions and I am getting extremely frustrated.

      July 16th, We can't dispose of all the bodies and the quality
      of the liquid medicine is not good enough, either...

      July 29th, Though the function of the system decreases, the
      number of the bodies we have to dispose doesn't. The infection
      level has increased and the antibodies we are using are no match
      for the new mutation of the virus. Some of the workers have been
      infected by the disease. I have continued to work, but I always
      keep a gun with me. I must remember to save one bullet for me.
      I want to weep. I swear that I'll lose my mind if I imagine how
      painful the death will be...

      28. Security Manual:
      "Security of the Plant", Since this plant is a facility under the
      disguise of a deserted factory, civilians will sometimes enter.
      If this should occur, do not hesitate to shoot them. If they
      choose to surrender, arrest and then transfer them to the
      laboratory as new guinea pigs. You will be rewarded.
      "Maintenance of the Device", This entire plant is controlled by
      an epidemic prevention system. When contamination is detected in
      the treatment room or decomposed specimen pool, the plant will
      automatically be locked down for isolation. In that case, you
      must follow the manual to unlock it. If the contamination is over
      the limit, the whole system will automatically lockdown. Then,
      you must remain in the plant and wait for subsequent orders.
      Those who leave the facility without permission will suffer
      extreme consequences.

      29. Incinerator Manual:
      This incinerator plant is one of the facilities that burns the
      disposable items which are sent from the laboratory. The
      incinerator burns the waste materials that cannot be decomposed
      at the treatment room. It also supplies electricity to the
      facility by a thermal power electricity generator. Part of the
      electricity is stored in the big battery installed in the
      facility's underground area. The electricity is used as an
      auxiliary power source. The auxiliary power circuit will be
      activated once the three "auxiliary circuit units" are properly
      placed in their sockets. In case the circuits are not connected
      automatically, a person can connect them manually to activate
      the system.

      30. Classified Photo File:
      In my opinion, I feel that it's too early to use this,
      "Paracelsus' Sword" in actual fighting. However, in order to
      acquire the G-virus that Umbrella has developed, it will be a
      great help to us. The power of the "Rail Cannon" is satisfactory,
      but please note that it is still having a few remaining problems.
      Technology Division Colonel, Franklin Hart

      31. Jill's Diary:
      August 7th, Two weeks have passed since that day. My wounds have
      been healed, but I just can't forget it. For most people, it's
      history now. But for me, whenever I close my eyes, it all comes
      back clearly. Zombies eating people's flesh and the screams of my
      teammates dying. No, the wounds in my heart are not healed yet...

      August 13th, Chris has been causing a lot of trouble recently.
      What's with him? He seldom talks to the other police members and
      is constantly irritated. The other day, he punched Elran of the
      Boy's Crime department just for accidentally splashing Chris's
      face with coffee. I immediately stopped Chris, but when he saw
      me he just gave me a wink and walked away. I wonder what happened
      to him...

      August 15th, Midnight. Chris, who has been on a leave of absence
      for a "vacation," called me so I visited his apartment. As soon
      as I walked into his room, he showed me a couple of pieces of
      paper. They were part of a virus research report entitled as
      simply as "G". Then Chris told me that, "The nightmare still
      continues." He went on to say that, "It's not over yet." Ever
      since that day, he has been fighting all by himself without rest,
      without even telling me...

      August 24th, Chris left the town today to go to Europe. Barry
      told me that he would send his family to Canada and then he
      would follow Chris. I decided to remain in Raccoon City for a
      while because I know that the research facility in this city
      will be very important to this entire case. In a month or so,
      I'll be joining with them somewhere in Europe. That's when my
      real battle begins...


      Differences Between The Japanese And American Versions:

      1. Name changes
      2. Different controller configuration
      3. Different cover art for manual and disc itself
      4. Japanese version has color manual, including Raccoon City timeline
      5. The Japanese version has the item's picture icons on the left when
      accessing the storage boxes, while the US version has them on the
      right side.
      6. The US version has a 3-5 second lag on skipping cinemas
      7. The US version has a bug whereby it gives the screen the appearance
      of pausing and unpausing very quickly (stuttering). This happened
      to me in Mercenaries Mode, when I reached Fisson Street (near the
      Police Station). I've seen this problem mentioned by a few others
      online at other locations in the game as well, but overall it is
      not common.
      8. The head kicking has been changed. In the Japanese version, if Jill
      was bitten by a zombie lying on the ground, she would kick it's
      head off, sending it bouncing across the floor/pavement with a
      bloody splat. In the US version, she still kicks, but the head
      does not leave the body.
      9. The US version is riddled with improper word usage and spelling.


      Timeline Of Raccoon City:

      July 24th: S.T.A.R.S. Bravo Team travels by helicopter to a
      disturbance in the Arclay Mountains. Contact is
      lost with them, and S.T.A.R.S. Alpha Team is
      dispatched to investigate. What they find is
      documented in Biohazard/Resident Evil 1.

      July 25th: Chris, Jill, Barry, Rebecca and Brad are the only
      five S.T.A.R.S. members to return to Raccoon City.

      August 8th: Chris is shunned by his superiors when he tries to
      incriminate the Umbrella Corporation.

      Mid-August: Chris calls Jill to his apartment to show her a
      section of a report on the G-Virus.

      August 24th: Chris leaves for Europe. Barry, fearing for the
      safety of his family, sends them to Canada. He
      then heads to Europe after Chris. Jill decides
      to remain in Raccoon City for the time being and
      try to uncover more information on the G-Virus.

      Mid-September: G-Virus... Umbrella... Spy...

      September 23rd: T-Virus is created. Rats carrying the virus infect
      Raccoon City.

      September 26th: Zombies run rampant through Raccoon City.

      September 28th: Jill and Carlos attempt to escape Raccoon City.
      Their story is told through the first half of
      Biohazard/Resident Evil 3.

      September 29th: Leon Kennedy and Claire Redfield arrive in Raccoon
      City. The events that await them unfold in
      Biohazard/Resident Evil 2.

      September 30th: Leon Kennedy, Claire Redfield and Sherry Birkin
      escape from Raccoon City. Ada Wong is listed as
      missing.


      ------------------------------------------------------------------------
      Section 5, The Secrets:
      ------------------------------------------------------------------------

      Rankings/Hidden Secrets:

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

      The rankings are tabulated in the following manner. You are given
      a score of between 0 and 100 points in each of three categories,
      saves, time to complete, and health items used. These next three
      charts show how each category's point total is arrived at:

      Saves Used:

      0: 100 points
      1: 90 points
      2: 80 points
      3: 70 points
      4-5: 60 points
      6-8: 50 points
      9-12: 40 points
      13-17: 30 points
      18-23: 20 points
      24-30: 10 points
      31 and over: 0 points

      Time To Complete:

      0hr - 2hr 30min: 100 points
      2hr 30min - 2hr 40min: 90 points
      2hr 40min - 3 hr: 80 points
      3hr - 3hr 30min: 70 points
      3hr 30min - 4hr 10min: 60 points
      4hr 10min - 5hr: 50 points
      5hr - 6hr: 40 points
      6hr - 7hr 10min: 30 points
      7hr 10min - 8hr 30min: 20 points
      8hr 30min - 10hr: 10 points
      Above 10hr: 0 points

      Health Item Values Used: Health Items Value Key:

      1500 or less: 100 points First Aid Spray: 200
      1501 - 1700: 90 points Green+Red Herb: 200
      1701 - 1900: 80 points Green+Green+Green Herb: 200
      1901 - 2100: 70 points Green+Green Herb: 100
      2101 - 2300: 60 points Green Herb: 50
      2301 - 2500: 50 points
      2501 - 2700: 40 points
      2701 - 2900: 30 points
      2901 - 3100: 20 points
      3101 - 3300: 10 points
      3301 and over: 0 points

      These three point totals are then added together to give you a final
      score of between 0 and 300. The higher your score, the better your
      ranking will be. The point totals to ranking chart below shows the
      points needed to achieve each particular ranking.

      A: 270 - 300
      B: 230 - 269
      C: 180 - 229
      D: 120 - 179
      E: 50 - 119
      F: 0 - 49

      The bonuses given out for each particular ranking are as follows:

      A: Mercenaries Mode + Boutique Key + 5 Costumes
      B: Mercenaries Mode + Boutique Key + 4 Costumes
      C: Mercenaries Mode + Boutique Key + 3 Costumes
      D: Mercenaries Mode + Boutique Key + 2 Costumes
      E: Mercenaries Mode + Boutique Key + 1 Costume
      F: Mercenaries Mode

      The Mercenaries Mode is an extra mini-game which allows you to use
      the three Umbrella Biohazard Counter-Measure Force members in an
      attempt to rescue survivors and reach a location within a set time
      period. You are given a reward based on enemies killed (various
      amounts based on enemy), survivors rescued, injuries sustained,
      and time left when you return to the Uptown Warehouse Office (your
      reward will be cut in half if you are killed before returning to
      the Warehouse). Your rank is then based on your reward as shown
      below (note, you do not need to rescue all 6 survivors to earn the
      A Ranking):

      Returned To Warehouse: Died Before Warehouse:

      A: $1701 - above A: $851 - above
      B: $1301 - $1700 B: $651 - $850
      C: $901 - $1300 C: $451 - $650
      D: $601 - $900 D: $301 - $450
      E: $301 - $600 E: $151 - $300
      F: $0 - $300 F: $0 - $150

      My record is 9:53, A, $2127 with Mikhail

      The Boutique Key will allow you to enter the Boutique (the Boutique
      is next door to Bar Jack) and use it's changing booths to have
      Jill put on one of five possible alternate costumes. The costumes
      you can earn are:

      Regina from Dino Crisis
      Leather outfit with boots
      Gray pantsuit with red blouse
      Police mini-skirt uniform
      Jill's Biohazard 1 costume

      Also, each time you complete the game on Hard Mode, you get an
      epilogue from a different character from the Biohazard/Resident
      Evil series. You must play your subsequent games from the same
      save file for them to accumulate.


      Epilogue Files:

      01. Jill Valentine

      After escaping the city, Jill set out to join Chris Redfield.
      However, all she found was an empty hideout of Chris's. On the
      floor was Chris's knife. Jill left without hesitation because
      she firmly believes that Chris is still alive. She will search
      for him until she finds him. Then they can go and put an end to
      Umbrella...

      02. Chris Redfield

      "Please forgive me Claire." Chris Redfield has just finished this
      letter with his signature phrase. As he removes his sunglasses, a
      lady walks by him with light steps. "She looks about the same age
      as Claire," he thinks. A short time later, Chris discovered that
      his sister was looking for him, but was caught...

      03. Barry Burton

      Barry Burton looks at his young daughters and says, "I'm sorry
      but my comrades are waiting for me." He knows that he must repay
      his teammates for forgiving his betrayal. Even if that means
      leaving his family for now. His wife tries to hide her fear, so
      she smiles and says, "Don't worry. We'll be OK..."

      04. Leon Kennedy

      Leon Scott Kennedy is confronted by a man who claims to be a
      U.S. government agent. Leon says, "Leave Sherry alone. She is
      innocent." "She knows too much," the man replies. He looks at
      Leon and says, "But you have value. This is a good deal. Make
      your choice." Without regret or hesitation, Leon closes his
      eyes and then sharply responds...

      05. Claire Redfield

      "Leave us alone." Claire Redfield couldn't believe Leon's words.
      Leon continued, "You're looking for your brother, right? Just
      go!" Claire knew that Leon and Sherry needed immediate medical
      attention, but she could not waste anymore time. "I... I'll be
      back. I promise!" She said as she disappeared into the wilderness
      alone...

      06. Sherry Birkin

      "Do you have any relatives?" When the army officer asked her,
      Sherry Birkin did not respond for she has no immediate relatives.
      Her father and mother died because of the G-virus. And so, this
      little girl holds herself with her arms and bites her lip tight.
      She thinks, "I'm sure she will come back. She won't forget about
      me..."

      07. Ada Wong

      A woman looks at herself in the mirror. She used to be called
      Ada Wong... But this morning she will say good-bye to the name.
      "I'm not Ada Wong anymore..." She feels her ab and thinks, "This
      is Ada's scar, not mine." And as she says good-bye to Ada Wong,
      she can't stop her tears. However, there isn't much time left
      before her next mission...

      08. Hunk, the 4th Survivor

      "Once again, only you survived, Mr. Death," the chopper pilot
      speaks with a cold bitterness. "Always, only you, survive, Mr.
      Death," the pilot continues. But Hunk does not respond to the
      pilot. He doesn't care. "The Death cannot die...," the survivor
      thinks to himself with a warm smile...


      Mercenaries Mode, Operation Mad-Jackal:

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

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

      To find the items that you've purchased (except for the Unlimited
      Ammunition, that is in effect from the start of the next game.
      Also note that the Unlimited Ammunition changes the Mine Thrower
      from the standard version, to that of the Mine Thrower E), first
      choose "Restart" from the menu you're given after loading your
      completed game save, then look inside the Storage Boxes to find
      the weapons themselves.


      These men have lost their edge.
      They have forgotten what fear and survival mean.
      It's time for them to remember...

      Welcome...
      The rules are simple...
      In order to dispose of the bomb implanted in your body, you must
      reach the target point. Keep in mind that there will be various
      obstacles in your way. So do not be afraid to use whatever means
      necessary to reach your goal.
      Good luck...
      Hahahahahaha...


      Weapon/Items Start In Mercenaries Mode:

      Carlos:

      M4A1 (Assault Rifle, 100%)
      Eagle 6.0 (Handgun, 15 bullets)
      Handgun Bullets (90 bullets)
      Mixed Herb (red/green/blue)
      Mixed Herb (red/green/blue)
      Mixed Herb (red/green/blue)

      Mikhail:

      Benelli M3S (Shotgun, 7 shells)
      M629C (Magnum, 6 bullets)
      Rocket Launcher (8 rockets)
      Shotgun Shells (21 shells)
      Magnum Bullets (18 bullets)
      Mixed Herb (red/green/blue)

      Nicholai:

      SigPro SP2009 (Handgun, 15 bullets)
      Knife
      Blue Herb
      First Aid Spray
      First Aid Spray
      First Aid Spray


      Bonus Times In Mercenaries Mode:

      Knife Kill: Time bonus x's 8
      Zombie Kill: 3 Seconds
      Subsequent Kill (2nd): 4 Seconds
      Subsequent Kill (3rd): 7 Seconds (+10 for 4th and higher)
      Crows Kill: 1 Second
      Subsequent Kill (3rd): 2 Seconds
      Zombie Dog Kill: 4 Seconds
      Subsequent Kill (2nd): 6 Seconds
      Subsequent Kill (3rd): 10 Seconds
      Drain Deimos Kill: 5 Seconds
      Subsequent Kill (2nd): 7 Seconds
      Subsequent Kill (3rd): 12 Seconds
      Brain Sucker Kill: 6 Seconds
      Subsequent Kill (2nd): 9 Seconds
      Hunter Beta Kill: 6 Seconds
      Subsequent Kill (2nd): 9 Seconds
      Subsequent Kill (3rd): 15 Seconds
      Hunter Gamma Kill: 6 Seconds
      Subsequent Kill (2nd): 9 Seconds
      Subsequent Kill (3rd): 15 Seconds
      Giant Spider Kill: 4 Seconds
      Subsequent Kill (2nd): 6 Seconds
      Subsequent Kill (3rd): 10 Seconds
      Sliding Worm Kill: 1 Second per group (not always)
      Nemesis Knockdown: 10 Seconds
      Nemesis Kill: 20 Seconds
      Subsequent Kill (2nd): 30 Seconds
      Mutated Nemesis Kill: 120 Seconds (appears on bus if 2 minutes left)
      Dodge: 1 Second (doubles with multiple dodges)
      Dodge then Kill: 1 Second per dodge, + see above for kill
      Drum Blast Kill: Various depending on amount of enemies killed


      These locations, when searched, give you a bonus time of two seconds.
      The bonus times received double with each one you find (+2, +4, +8,
      +16... all the way to 64 seconds for the last one if you find them
      all).

      +2 Seconds for checking the trash at the end of the alley next to
      the Raccoon Press Building
      +2 Seconds for checking the ala' cart table at the rear of the
      Grille 13 Restaurant's front dining area
      +2 Seconds for checking the control panel in the Low Voltage
      Control Room of the Electrical Substation
      +2 Seconds for checking the water hydrant at the end of the Alley
      South of the crashed number 33 Midtown Bus
      +2 Seconds for checking the dead policeman at the end of the
      street where Jill lit the rope on fire with the Lighter
      +2 Seconds for checking the dead guard in the Basement Bottle
      Storage Room, where you found the Shotgun and Lighter Oil

      Survivor Rescued:

      Survivor Bonus Time

      Dario at the Stagla Gas Station: 20 seconds
      Woman in the 3rd floor Raccoon Press Office: 20 seconds
      Brad Vickers in the Restaurant Basement: 20 seconds
      Officer Branagh at the Electrical Substation: 20 seconds
      UBCS agent at Pharmaceutical Sales Company Office: 20 seconds
      UBCS agent inside Bar Jack: 20 seconds


      Reward Values Of Enemies:

      For each enemy you kill in this mode, you earn a set amount of money.
      These earnings are halved if you are killed before you reach your
      final objective, the Warehouse (rounded down in the case of change
      on the dollar). As with the time bonuses, the money you earn is
      increased if you kill multiple enemies in a row (before the bonus
      time indicator disappears). Also, if you kill something with the
      Knife equipped, or by a Drum (Barrel) explosion, the money that you
      earn will be doubled for that particular enemy or group of enemies,
      whereas if you kill something with the Rocket Launcher, your reward
      for that kill/kills is divided by roughly four and a half (this
      does not apply to enemies that are killed by the Nemesis' Rocket
      Launcher attack). A final note before getting to the reward totals,
      dodging is worth one dollar per dodge, and does not get doubled if
      you have the Knife equipped when you perform it.

      Zombie: $5
      Crow: $2
      Zombie Dog: $6
      Drain Deimos: $8
      Brain Sucker: $10
      Hunter Beta: $10
      Hunter Gamma: $10
      Giant Spider: $7
      Nemesis Knockdown: $10 (not lowered with Rocket Launcher)
      Nemesis: $40
      Mutated Nemesis: $250


      Bonus Items For Rescuing Survivors In Mercenaries Mode:

      In order to rescue survivors, you must kill all the enemies within
      the same room/area. You must also get to each survivor's location
      before a set time (slightly random) is reached.

      Survivor location Carlos Mikhail Nicholai

      Stagla Gas Station: 60 bullets 14 shells 60 bullets
      Raccoon Press: First Aid Spray 14 shells 60 HG.E Bullets
      Restaurant Basement: 60 bullets 12 bullets 60 bullets
      El. Substation: 60 bullets First Aid Spray 60 bullets
      PH. Sales Office: 60 bullets First Aid Spray 60 HG.E Bullets
      Bar Jack: First Aid Spray 14 S.G. Shells E 60 bullets


      Enemy Locations Listing for Mercenaries Mode:

      Central Station Trolley Platform:
      3 Zombies just outside Trolley, 3 Zombies beyond palette stack

      Lonsdale Yard:
      2 Zombies on path, 1 Zombie on ground, 2 Zombies around corner

      Alley between Lonsdale Yard and City Hall Grounds:
      9 Crows

      City Hall Grounds:
      1 Zombie just after entering, 3 Zombies on fork to Stagla Gas
      Station, 4 Zombies in main corridor, 1 Drum at fork

      Stagla Gas Station lot:
      3 Zombie dogs

      Stagla Gas Station:
      1 Zombie near door, 1 Zombie on floor behind counter, 3 Zombies in
      garage bay, 1 Survivor (Dario)

      Road in front of Raccoon Press Building:
      8 Zombies

      Raccoon Press Building, 1st Floor:
      1 Hunter Beta in lobby, 1 Hunter Beta on stairs

      Raccoon Press Building, 3rd Floor:
      1 Zombie at end of hall, 4 Zombies in office, Survivor (Woman)

      Shopping District Alleys:
      3 Zombie Dogs

      Grille 13 Restaurant:
      2 Hunter Betas in kitchen, 1 Hunter Beta in front dining section

      Grille 13 Restaurant Basement:
      1 Zombie near ladder, 5 Zombies near freezer, 1 Survivor (Brad
      Vickers)

      Street in front of Grille 13 Restaurant:
      4 Zombies and 1 Drum on main section of street, 4 Zombies in alley

      Construction Site:
      1 Nemesis

      Flower Street, in front of the Electrical Substation:
      3 Giant Spiders

      Front Entryway of the Electrical Substation:
      2 Drain Deimos

      Electrical Substation:
      7 Rotting Zombies, 1 Survivor (Officer Marvin Branagh)

      Fox Street (between Construction Site and the Garage):
      3 Hunter Betas

      Garage Office:
      5 Zombies on floor

      Garage:
      2 Zombies near Garage Office, 6 Zombies and 1 Drum in rear

      Warren Street (crashed number 33 Midtown Bus):
      1 Mutated Nemesis (if 2 minutes or more are left on the clock when
      you arrive at this location), 3 Drums at various spots in this area

      Alley South of crashed number 33 Midtown Bus:
      1 Nemesis, 4 Zombies

      Alley leading to Fisson Street:
      3 Drain Deimos

      Fisson Street, near Police Station on Ennerdale Street:
      9 Crows

      Back Lane (where Jill put out the fire):
      3 Zombies on fork leading to Pharmaceutical Sales Company Office,
      1 Drum at fork, 5 Zombies on fork leading towards Bar Jack

      Alley between Back Lane and Pharmaceutical Sales Company Office:
      9 Sliding Worms

      Lane in front of Pharmaceutical Sales Company Office:
      2 Brain Suckers

      Pharmaceutical Sales Company Office:
      1 Zombie in entryway, 7 Zombies in office, 3 Hunter Gammas in
      rear storeroom, 1 Survivor in rear storeroom (UBCS agent)

      Street where policemen were slain (where Jill lit rope on fire):
      3 Zombie Dogs

      Alleys behind Bar Jack:
      2 Nemesis, 1 Drum in Courtyard Garbage Dump behind Bar Jack

      Bar Jack:
      6 Zombies, 1 Survivor (UBCS agent)

      Street in front of Bar Jack:
      3 Hunter Betas

      Bottle Storage Room Alleys:
      9 Zombies

      Fisson Street and street in front of the Warehouse:
      3 Hunter Betas

      Alley leading to the Warehouse:
      9 Crows

      Warehouse:
      1 Zombies, 1 Drum next to stairs in the lower area


      ------------------------------------------------------------------------
      Section 6, The Nemesis Appearances:
      ------------------------------------------------------------------------

      Nemesis Appearances:

      1. Upon Reaching the Police Station for the first time and choosing
      to fight the monster

      2. Upon going downstairs in the Police Station after leaving the
      S.T.A.R.S. Office for the first time

      3a. At the entrance to the Basement in the Restaurant, once you use
      the Fire Hook on the entry grate (you must do this before going
      to the 3rd floor Raccoon Press Office)

      3b. In the 3rd floor Raccoon Press Office, after choosing to hide
      in the back (you must go here before attempting to enter the
      Basement of the Restaurant)

      4. On the road in front of the entrance gate to the Raccoon City
      Hall upon coming to it through the Shopping District alleys.
      You must have first encountered the Nemesis at the Raccoon
      Press Office, and either have not finished him off, or have
      chosen to jump out the window

      5a. On the road in front of the Electrical Substation, after having
      chosen to run out the emergency exit (you must go to the
      Electrical Substation before going to the Pharmaceutical
      Company Sales Office for the Nemesis to appear here)

      5b. Upon trying to pass through the gate that leads back towards the
      Police Station (where you used the Fire Hose) after getting the
      Oil Additive (you must either complete the Pharmaceutical
      Company Sales Office before going to the Electrical Substation,
      or have chosen to increase the electricity when the zombies
      attacked at the Electrical Substation, for the Nemesis to
      appear here)

      6. Upon re-entering the fork in the walkway at the City Hall Grounds
      after getting all four of the items needed to start the Trolley

      7. In the rear of the Trolley, after starting it (just return to
      the front car once you have control of Jill, as even if you
      knock the Nemesis down, a cinema kicks in, preventing you
      from receiving an item)

      8. Upon trying to return inside the Clock Tower for the first time
      from the 2nd floor outer balcony (where the searchlights are).
      Choose to use the cord to try to electrocute him, and he'll be
      knocked out. Be careful, as he gets up again after being
      knocked down by the electricity, and will chase you from room
      to room if you try to run

      9. After you start the Clock Tower's bell ringing. No item to be
      had here though, as the Nemesis goes down and you leave the
      area in a cut scene

      10. Once you enter the Atrium in St. Michael's Clock Tower with
      Carlos, after having completed the Hospital

      11. In either the Dance Room (he comes running through the broken
      window next to the Dining Room, or crashing through the Dining
      Room door) or the Atrium (he jumps down from the 2nd floor) in
      St. Michael's Clock Tower while controlling Jill after giving
      her the Vaccine (after you've used Carlos)

      12. In the Treatment Room of the Waste Processing Plant (the Dead
      Factory). Shoot the flow valves to spray him with toxic waste,
      thereby damaging him faster.


      ------------------------------------------------------------------------
      Section 7, The Choices:
      ------------------------------------------------------------------------

      Choices (note that the selections I recommend are so that you will
      have a chance at receiving an item from the Nemesis where possible,
      so choose the opposites if you do not want to fight the Nemesis.
      Also, if you do not make a selection within the allotted time period,
      as some do not require you to select one or the other choice, you
      will remain where you were when the choice presented itself. IE, if
      you were in front of the Nemesis and had the choice to run or to kill
      him, yet you made no choice, you would then be forced to fight him
      yourself):

      1. Upon first reaching the Police Station

      A. Fight with the monster
      B. Enter the Police Station

      Choose "A", Fight with the monster, to check Brad, as he has
      his S.T.A.R.S. ID Badge on him. Use the "Inspect" command
      on this item to take his S.T.A.R.S. Card out

      2a. If you attempt to enter the Basement beneath the Restaurant
      before going to the Raccoon Press Building

      A. Run into the Basement
      B. Hide inside the kitchen

      Choose "B", Hide inside the kitchen, to stay your ground.
      Jill will then dispose of the Nemesis in a cut scene. After
      re-emerging from the basement (if you explore it after the
      cut scene), the Nemesis will have risen and will attack
      you. Beware that if Carlos is killed by the Nemesis, it's
      game over

      2b. If you attempt to enter 3rd floor Raccoon Press Office before
      going to the Basement beneath the Restaurant

      A. Jump out of the window
      B. Hide in the back

      Choose "B", Hide in the back, as the Nemesis will be knocked
      out by an explosion in a neighboring room. If you don't
      leave the building quickly after this happens, the Nemesis
      will regain consciousness and you will have to fight him
      here (no item, as he dropped one when he was knocked out
      in the explosion). Beware that if Carlos is killed by the
      Nemesis, it's game over

      3. Upon exiting either of the two small rooms in the Electrical
      Substation after finding the item inside

      A. Head to the emergency exit
      B. Increase electricity output

      Choose "A", Head to the emergency exit, as the Nemesis
      will make an appearance once you pass through the short
      hallway and emerge back out on the road in front of the
      Electrical Substation

      4. Upon trying to cross back through the Garage after completing
      the Pharmaceutical Company Sales Office

      A. Climb up
      B. Jump off

      Choose "A", Climb up, and Jill will automatically dodge the
      two boxes that slide down the ramp towards her

      5. Upon returning to the front car after Mikhail attempts to stop
      the Nemesis in the rear car of the Trolley

      A. Jump out of the window
      B. Use the emergency brake

      Choose either, it doesn't make any difference except for
      which section of Saint Michael's Clock Tower you start
      in, and whether Carlos gives you a container of Freeze
      Rounds (Jump out of the window)


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

      A. Use the light
      B. Use the cord

      Choose "B" to toss the electrical cord into the water at his
      feet, as this will knock him down in a cut scene (he gets
      up again after getting knocked down by the electricity)

      7. Upon trying to cross the wooden bridge leading from the Raccoon
      Park to the abandoned Waste Processing Plant (Dead Factory)

      A. Push him off
      B. Jump off

      Choose "B" to dive into the river from the bridge, as this
      triggers a later scene where you attempt to stop Nicholai
      from leaving in the helicopter

      8. Upon heading towards the door after picking up the Radar in the
      Control Tower Room of the Waste Processing Plant (you must have
      previously chosen to jump off the Bridge into the river for
      this choice to arise)

      A. Negotiate with Nicholai
      B. Return fire to the chopper

      Choose "B" to battle the helicopter. Why let Nicholai escape?
      You'll feel a whole lot better knowing you took him out (if
      you don't destroy the helicopter within a set amount of time,
      Nicholai bids you farewell and escapes)

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

      A. Exterminate the monster
      B. Ignore it and evacuate

      Choose "A" to finish off the Nemesis. Why not, he's made
      your life a living hell recently, and now it's time for
      a little payback


      ------------------------------------------------------------------------
      Section 8, Random Notes:
      ------------------------------------------------------------------------

      Notes:

      The "Dodge" feature can be more of a hindrance than a help. Since it
      can be accomplished by both the "Draw Weapon" button, and the "Fire"
      button, more often than not, when you're close to an enemy and trying
      to shoot it, you'll mistakenly dodge away. Often times, right into
      the waiting arms of another enemy. The "Dodge" command should have
      been assigned to it's own specific button to, in my opinion work
      effectively. Too many times was I passed around from enemy to enemy
      through no fault of my own. Try fighting the Grave Digger and you'll
      see what I mean about dodging without wanting to.

      You cannot dodge when you are severely injured.

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

      When an item is no longer needed, you are asked if you'd like to
      discard it.

      The numbers next to your save file represent the amount of saves you've
      used so far in your current game, followed by the amount of times
      you've completely played through the game on that save.

      A lot of the "Files" you find in this game are the same as some of the
      EX Files you find in the Nintendo 64 version of Resident Evil 2.


      ------------------------------------------------------------------------
      Section 9, The Credits/Disclaimers/Copyright:
      ------------------------------------------------------------------------

      Thanks to:

      Capcom Japan, for making the best Biohazard/Resident Evil yet

      The Nemesis for spicing up the genre'

      Joe at Tronix, because you can never thank him enough

      Tom Rossi, cause he's a swell guy

      Pup, The original inspiration for the Nemesis

      Bandit, the Cornelius persona of Tyler Durden

      Famicon Tsushin for the weapon statistics

      John George, for sucking at KoF' 94, 95, 96, 97, 98, 99...

      And Scott Deyesso... His name was Robert Paulson... 0_o


      Please do not use this faq on your website without asking me for
      permission first. Permission is NOT granted to reprint this summary in
      a for-profit magazine or publication without my prior consent. Nor is it
      granted for this document to be used as any type of "source material" for
      for-profit magazines to use in any way, be it basing their own articles
      from, reading prior to get ideas, or outright copying. I do not write
      these walkthroughs so some hack writers can sit back and get paid for it.
      I also forbid this, or any of my walkthroughs to be used as, or turned
      into issues or mailings for RPG or other newsletters, be they free or
      for profit. In no way do I wish this faq to be cut up into sections or
      altered in any way. Nor do I wish for import game dealers to use this or
      any of my works to sway people into buying the game from them, when
      without a walkthrough or translation, they wouldn't have purchased the
      game(ring any bells Game cave? I heard you try to charge extra for faqs,
      and I don't write them to make you money). It is to remain in it's
      original state and in one piece if used on websites. Permission is not
      granted for anyone to "update" or "alter" any of my work, be it changing
      names so an import walkthrough better fits an American release(if I
      write an import walkthrough, I will update it myself), or add things to
      an already existing walkthrough. That should cover just about everything.
      I realize it seems like a lot, but you'd be surprised how many people
      who are out there just to screw you over.

      A specific note to Game Cave, I adamantly deny your use of this faq in
      any way. Do not give it away free, do not sell it, do not give it away as
      a "free" gift to those who buy your smaller guides, do not give it to
      those who buy the game from you, do not tell people that you will give it
      to them if they purchase the game from you, do not put it on your
      website................................................. Get the picture?
      You are not authorized to use this faq in any way, shape or form...PERIOD!

      This walkthrough was written by Henry LaPierre,
      freeza@ix.netcom.com. Feel free to E-mail me with any questions you may
      have on the game, and I'll do my best to try and help you out
      Thanks for reading

      This faq is copyright (c) 1999, Henry LaPierre
      All rights reserved

      **************************************************


      I've had alot of people ask me for this FAQ so I've decided to publish it
      here. I've seen a few FAQ's on REvil but they weren`t complete enough so I
      made this one. Hope it helps all the people struggling out there.

      Please feel free to use it on your homepages, but please keep my name on it.

      Thanks.


      ------------------------------------------------------------------------------
      RESIDENT EVIL - Players Guide by Mark Stephenson.(popscene@thenet.co.uk)
      ========================================================================

      This guide is for both Jill & Chris.

      Your first objective is to find some clues. After speaking to Barry go
      to the far door and go through it. You should now meet your first zombie
      so arm your gun(or knife if you`re feeling a bit handy) and shoot it down.
      After a few shots it will fall down, but it isn`t dead so aim down and blast
      it to make it stand up again and then shoot it some more. The body is
      Kenneths
      , this is the first clue. Collect the clips and go back to talk to Barry.
      Barry will still be where you spoke to him(still `examining` the blood).
      A zombie will now burst in and Barry will take care of it automatically. Now
      go to the Main Hall. Barry will now give you a lock pick and tell you where
      to go next, so go through the blue doors. In this room are 2 moveable objects
      (a desk and some steps), move the steps next to the statue and collect the
      map, now move the desk away from the door and enter. Inside there is a zombie
      on the floor, you can either shoot him on the floor or have some fun and boot
      his head off(Chris crushes his head), collect the ribbon on the shelf and
      exit.
      Now go through the other door.
      As you walk down the corridor a dog will burst through the window and
      head towards you. Stay calm and shoot him with timed shots, it takes 5-6
      shots.
      Around the corner is another dog, do the same thing to kill him and exit
      through the door. The first door you see is a bathroom, ignore it(unless
      you are Chris in which case you should drain the water and find a cabinet
      key). Carry on down the corridor and you will come across two doors. The
      door on your left leads to a room with a shotgun in it. If you are Jill then
      go inside and get it, it will trigger a trap but don`t worry because Barry
      will save you. If you are playing Chris don`t go in this room yet as you
      will be killed by the trap.
      Going through the other door you will meet 2 more zombies, if you Jill
      you can get some good practise at blowing zombies heads off(aim high).Go
      through the Grey Door and kill the zombie by the stairs. Collect the green
      plant and use it if you have been hurt. Going through the door you will
      find a save room containing some Earth and a chest with 2 clips inside.
      Save the game using the ribbon you found and then dump it in the chest.
      Collect the Earth and then exit and go up the stairs. To your left will
      be a zombie, quickly take him out and then take out the other one behind
      you. Now go through the door at the end of the corridor.
      Shoot the zombie and turn right into a small study. Examine the Botany
      book and then leave. Head along the corridor, you should see a pair of
      green doors, you cannot enter these yet so continue down the corridor.
      After shooting another zombie you should find another 2 doors, go through
      the unlocked door. You are now back in the Main Hall. Barry will meet you
      (Jill only)and give you some bazooka ammo. Now you have to find the bazooka.
      The bazooka is being guarded by some vicious crows in the door next to
      the one you just came through. Investigate the body and you will find the
      bazooka(Chris will find 2 clips).Don`t bother killing the crows as they
      are a pain to kill. Exit and go across the hall to the other door.
      You are now on the balcony above the Dining Room, there are 2 zombies.
      After killing them push the stone statue off the balcony and go through
      the far door. You will find 2 more zombies by some stairs, kill them and
      then go down the stairs. 2 more zombies await you so be ready. Go through
      the door at the bottom of the stairs. Inside is a save room with a chest,
      (If you are Chris you meet Rebecca for the first time, she will volunteer
      to help you, if you say `Yes` she will prepare some medicine for you which
      is handy as Chris has it quite tough and helps you out later in the game, if
      you say `No` she will prepare some medicine but won`t help you out later
      in the game). Collect the ribbon on the bed(Chris gets a key) and save.
      Remember this room as it is important later in the game. Exit this room
      and continue down the corridor encountering another zombie. the door on
      your right contains a clip, shotgun shells and a rusty shotgun(Chris
      needs this to get the shotgun) but can`t be entered yet. Go through the
      other door shoot the zombies and head down the narrow corridor towards the
      plant room.
      In this room is a nasty plant which won`t let you near the key behind
      it. To kill it put the Earth in the pump and then collect the key behind
      it. Use the green plants if you have been injured. Now go back to the rusty
      shotgun room and collect the items(Chris has to use the rusty shotgun to
      get the new shotgun). Now go back through the doors and turn right.
      Go through the door on your right and you will find a bedroom. On the
      bed is a clip. Upon investigation of the desk a zombie will burst out of
      the cupboard and try to eat you. Show him who`s boss and blow his head off.
      In the cupboard is some more handy shotgun ammo. Exit and continue down the
      corridor(ignore the left turning, it leads to a small room with a tiger
      statue in it). Going through the door you will find yourself in the place
      where you found the first zombie. Go into the Dining room and collect the
      wooden shield above the fireplace and the Blue Gem in the debree of the
      fallen statue. Now go back to the Tiger statue and use the Blue Gem to get
      the first Amulet. Go back to the corridor, turn left and go through the
      Red doors into the Piano Room.
      =========================================================================
      VARIATIONS
      JILL-Jill can play the piano so all you have to do is find the music sheet
      and play the piano to reveal the hidden entrance.

      CHRIS-Chris can`t play the piano so Rebecca comes in. She has some knowledge
      of
      the piano but needs to practise. Now is a good time to go and get the
      shotgun.
      When you return Rebecca has learnt the score and opens the hidden entrance.
      ========================================================================
      Once the hidden room has been found go in and pick up the gold shield, the
      door will now close trapping you. Replace the Gold Shield with the Wooden
      Shield and the entrance will open up again. Now take the Gold Shield to the
      Dining Room and slot it into the hole above the fireplace, this will move the
      clock to reveal another key. Use these 2 keys to open the doors in the
      upstairs
      part of the eastern wing of the mansion.
      Go through the pair of Green Doors to find the second Amulet. The puzzle
      inside is quite easy(cover the vents, switch the switch). Exit and turn left.
      Inside the next door you`ll find Richard, he`s been attacked by a giant
      snake and needs the serum. Jill has to now find the serum, remember that
      important room?, go back there and get the serum(Chris doesn`t have get the
      serum as Richard is already dead). When you return you find that Richard
      dies anyway, before he dies he gives you a radio(which is pretty
      useless but neccessary) and if you search his body you will find another
      clip.
      Collect some green plants and go through the door.
      After entering the room wait a second, a zombie will stumble out of
      the side straight into your sights. Going down the corridor where the zombie
      came from you`ll find a room with a clip. When you get the lighter come back
      to this room. Exit and go up the stairs.
      ----------------------------------------------------------------------------
      The Giant Snake
      ---------------
      As you walk around the room a Giant Snake will appear, use the automatic aim
      (R1) to shoot him. After you have shot him a few times he will run away
      leaving another Amulet. Search the room to find some shotgun ammo and use
      the green plant if you are hurt.
      Death Sequence
      --------------
      If you are low on energy the snake will kill you by swallowing you in a
      most gory way!.
      ---------------------------------------------------------------------------
      Once you have killed the snake exit the room, you will be poisoned.
      ---------------------------------------------------------------------------
      VARIATIONS
      JILL-Jill collapses and Barry will take her to the serum room.

      CHRIS-Chris collapses, you now have to control Rebecca. She now has to get
      the serum. Chris wakes up in the Serum Room with Rebecca.
      --------------------------------------------------------------------------
      You should now have 3 Amulets ,head towards the Grey Door(Eastern Wing,
      Floor1)
      and enter the opposite door. You should find yourself in the Gallery, there
      are paintings on the wall and Crows up above. The solution to this room lies
      in the paintings. Each painting has a switch behind it, switch them in the
      right
      order will reveal an amulet behind the farthest painting. The solution is(in
      the order you encounter them) 2 4 5 3 1 6, and then the farthest painting.
      You now have all the Amulets. Exit the Gallery and go straight forward out
      of the door to go outside.
      Outside is a dog, waste him with your shotgun and put the Amulets in the
      slots, the door will now open.
      Inside is a room containing a crank(move the steps to get at it), now go
      outside.
      There are 2 dogs out here so do some careful shooting otherwise they will be
      all over you. After killing the dogs go through the rusty gates and use the
      crank on the sluese gate. This will drain the water so that you can now go
      across to the other side. On the other side run because snakes appear and
      they
      will poison you. Go down the lift.
      Stepping off the lift you will find yourself by 2 dogs, kill them from a
      distance and go through the other rusty gates(ignore the other lift for now).
      Through these gates are 2 more dogs, the first one can be tricky because
      of the camera angle but the other one is easy. Enter the door.
      In front of you should be a stone statue, push this over the hole down
      the corridor(this prevents a vine monster from grabbing you). Go through
      the door on your right to find a save room. Save here and dump any
      unnecessary items(keys, plants, ribbons), collect the bazooka ammo and
      exit. Go into the door opposite to find 2 zombies, some shotgun ammo(in the
      drawer) and an important red book. Go into the other door to find an
      important key in the bath. The Red door at the end of the corridor contains
      2 spiders, a clip and a save ribbon. Go through the door past the statue.
      Enter the first door you see. In this room are 3 doors, one is the door to
      the Chemical room which is protected by a security lock(light all the lights
      to open the door),the next door is the `003` door which you need to find the
      key for later and the last door is a one way door of no importance yet.
      Venturing into part of the room you will find a wasps nest, by this nest is
      a `002` key, grab it and run as wasps start to appear. Exit out of the
      door you came through and turn right to find the `002` door. Unlock this
      door and enter. Inside are 2 bookcases, move the left bookcase back and
      the right bookcase towards where the other one was. This will reveal a
      hidden ladder, make sure you have the bathtub key and a space in your
      inventory and then go down the ladder.
      Down the ladder are some boxes, push them into the water to make a
      bridge. Go across the bridge and through the door.
      IMPORTANT-Do NOT go left, the shark will kill you instantly.
      Turn right and run through the water until you see 2 doors, head towards
      the lefthand door. The shark will be right behind you so don`t waste time.
      In this room is a switch which drains the water(leaving the sharks high
      and dry, and easy to kill). Switch the flashing switch to open the door
      nextdoor. Inside this room is some ammo for your shotgun and beretta and
      the `003` key. Take this key back to the `003` and open it. Now put the
      Red Book in the bookcase and go through the secret door(if you don`t have
      a ribbon and want to save you can find a ribbon in the drawer).
      ------------------------------------------------------------------------
      VARIATIONS
      JILL-After Jill has shot the plant and it shrivels up, Barry will come in
      and finish it off.

      CHRIS-If you said `Yes` to Rebecca when she offered to help then Chris
      will be grabbed by the plant and Rebecca will appear. You now have
      to control Rebecca. Go to the Chemical Room and make V-Jolt(the
      instructions are on the wall), now use this in the Plant Room(near
      the shark room).

      If you said `No` to Rebecca you have to kill the plant on your own.
      It takes lots of hits with your beretta and shotgun, don`t stay
      in the same place too long as the ceiling will fall on you.
      -------------------------------------------------------------------------
      When the Tentacle Plant has died you can now investigate the fireplace
      to find a key, use this key to open locked doors in the Mansion. Go back
      to the Mansion.
      The first door to unlock is the door next to the Grey door(where you
      meet the first Hunter). Inside is a dark room, turn the light on and
      collect the Red Book and the Python Ammo. This is a clue, life is alot
      easier with the Python.
      -------------------------------------------------------------------------
      VARIATION

      CHRIS-About this time Chris will hear Rebecca scream, if you make your
      way to the room where you met her you will find that she is about
      to be killed by a Hunter, unless you save her. DON`T go yet as the
      Hunter is hard to kill with the shotgun. Instead find the Python.
      -------------------------------------------------------------------------
      Your main objective now is to get the Python which is concealed behind
      the Tiger Statue. To get the Python you need the Red Gem. The easiest
      route to get to the Red Gem room is to go along the ground floor until
      you get to the Main Hall, now go upstairs to the Balcony in the Dining
      Room and kill the Hunters(if you are low on ammo just shoot one and
      dodge the other). Going through the far door you will find 2 more Hunters
      either kill these or dodge them. If you are Chris DO NOT go down the stairs.
      Enter the door next to the stairs and you will find yourself in a room
      full of stuffed animals. On the table are some documents and on the desk
      is some ammo for your shotgun and Python. The Red Gem is hidden in the
      Stags Head but you cannot see it yet. Push the steps in front of the
      fireplace and switch the light off, you will now see the Red Gem, collect
      it and go to the Tiger Statue. REMEMBER if you are Chris do not go down
      the stairs, instead go the long way round(Balcony, Main Hall, Dining Room,
      First Zombie Corridor). You will meet 3 more Hunters, 2 are easy to dodge
      but you will have to kill the one outside the Tiger Statue Room. Put the
      Red Gem in the Statue and collect the Python, arm it and go kill some
      Hunters!(it only takes one shot. If you are playing Chris go and rescue
      Rebecca(Serum Room).
      -------------------------------------------------------------------------
      VARIATION
      CHRIS-If you save Rebecca she will set off the self destruct sequence at
      the end of the game.
      If you go into Serum Room you hear a scream as Rebecca is killed.
      Chris is deeply saddened by Rebecca`s death, letting out a heartfelt
      `ReeeeebbbeCCCCCCCCaaaaaaa!!!!`. It truly makes you feel guilty!.
      -------------------------------------------------------------------------
      Your next objective now is to find a Battery for the Broken Lift. Go
      to the Eastern Staircase(making sure you have the Tentacle Plant Key
      and 3 spaces in you inventory). Go up the stairs and kill the Hunters(one
      you can shoot in the back!). the door on your right leads to 2 more rooms.
      One has a lighter, shotgun ammo and a Red Plant. the other has some
      Bazooka ammo(Chris has more Shotgun ammo). the lighter can be used to
      reveal a map in the room down the corridor but it`s not really vital.
      Exit and go to the room down the corridor. Enter and go through the Red
      Door. Inside is a Piano, go up to it and investigate. The snake you
      fought previously will now appear from the fireplace and try to
      finish you off. Shoot him with either your Python(!) or Shotgun. During
      the battle the Snake will make a large hole in the floor, investigate.
      ------------------------------------------------------------------------
      VARIATIONS
      JILL-Upon investigating the hole Barry will come in and help Jill to
      climb down. When Jill climbs down the rope mysteriously drops.
      THIS IS IMPORTANT
      Barry says that dropping the rope was an accident. If you wait for
      him to drop another rope then he will help you out later in the
      game.
      If you do not wait for Barry and continue down the ladder(underneath
      the gravestone) then he will not appear until the end in which he
      dies.
      CHRIS-Chris goes down the hole but cannot get back up.
      ------------------------------------------------------------------------
      Go down the ladder and decapitate the zombies. Around the corner from
      the ladder is some more Shotgun Ammo. Go down the corridor through the
      doors. You will now hear 2 zombies eating something, approach them slowly
      and shoot them on the floor. Collect the Green Plants if you need them.
      Going through the next door you will find yourself in a Kitchen. The door
      in front of you leads back to the First Zombie Corridor, ignore this for
      now. If you are Chris collect the Key on the stove. Turn right and go to
      the lift(killing the Zombie on the floor). Exiting the lift you find
      another Zombie, kill him and turn right. Go through the door ahead to
      find some shotgun ammo and a Battery. Exit and on the immediate left will
      be a Zombie, kill him. If you continue down this corridor you will see
      a Zombie eating another, creep up to them and kill them both. The door
      here is locked so go back to the lift and turn left, kill the Zombie and
      go through the Blue Doors. Inside is a Library containing 2 Zombies. the
      first Zombie is easy the kill, the second is a bit trickier. Go through
      the left opening and turn right, be ready as a Zombie will be right next
      to you, blow his head off!. The book contains some useful information.
      If you need a Ribbon, Clip or simply want a nice view out of the window
      then continue forward and push the bookcase left to find the door. Now go
      through the other door. There are no Zombies in here so you can relax, find
      the switch and push the statue to where the light is shining. Collect the
      CD-ROM and exit. If you want some more Python ammo it can be found in the
      drawer. Exit and head towards the Broken Lift(by the Waterfall) making sure
      you have the Crank in your inventory.
      Put the Battery in the hole and go up the lift. Use the Crank on the
      Water Gate and go back down to the Waterfall using the new lift. You can now
      go down the ladder which was behind the Waterfall. Go through the door.
      ---------------------------------------------------------------------------
      VARIATIONS
      JILL-If you waited for Barry to drop the rope then he will meet you here.
      He will ask to help you.
      If you say `Yes` then he will ask if he should go first. If you say
      `Yes`
      then he will go first. If you want the ultimate ending then you MUST go
      through the door on the left to meet him otherwise you will find him
      later by the ladder, dying(where he will give you a picture of his
      family).
      If you say `No` when he asks to help you then he die at the end of the
      game.
      CHRIS-A Flamethrower will now be on the wall, collect it and find Enrico.
      ---------------------------------------------------------------------------
      Exploring this section you will find a Health Spray and Bazooka ammo(Chris
      gets Shotgun ammo). Going through another door you will find Enrico. Enrico
      is wounded and now talks to Jill(He tries to shoot Chris!), but before he
      can reveal who is the traitor he gets shot by a mysterious person who runs
      away and drops another crank. A clip can be found on Enrico, collect the
      crank(on the floor) and go back towards the ladder. The place is now crawling
      with Hunters so be carefull. At the ladder go down the corridor and save if
      you have a ribbon on you(the next part can be lethal). Around the corner is
      another hole you can use your crank on, this revolves the corridor allowing
      you to go through the door. This next bit is tricky, but if you can control
      your character well then it shouldn`t be a problem. Go right up to the
      boulder and run back to the door, the boulder will now start to roll very
      fast towards you, if it catches you it will kill you instantly. Now go
      to where the boulder(this will trigger a Hunter so arm your Python and kill
      him) was and collect the Bazooka ammo(or Python ammo for Chris). Go through
      the wall past the boulder. Inside this next room is a large poisonous
      Spider, kill him with 2 shots of your Python and watch out for the baby
      Spiders(exit the room and come back in and they will be gone). The opposite
      door is blocked by a spiders web so collect the Knife in corner to cut
      through it(or use Chris`s Flamethrower). Go through the door and turn left.
      Go through the door(avoiding the snakes). You should now be in a save room
      ,collect the ribbon and save as there is another boulder section coming up.
      Collect the Heal Spray and put it in the Chest, there is also a Blue Plant
      on the floor, use it if you have been poisoned. Before leaving this room
      make sure you have the Reb Book and the Hexagonal crank. Exit and go through
      the far door(if you are Chris put the Flamethrower back on the wall to open
      the door). Turn right and head towards the hole for the Crank, use the crank
      3 times to turn the corridor. Go up to the boulder and run towards the
      corridor you just made, once the boulder has past go to where it was and
      collect the CD-ROM. Now go back to the corridor you just made and enter
      the door. The puzzle in this room is quite easy(use the crank to push the
      statue away from the wall). Collect the Blue book and exit. You should now
      have a Red and a Blue Book, open them to reveal 2 Amulets. Go back to the
      door and turn left towards the lift. Up the lift is a round pool, use the
      amulets on the holes and go down the steps and the ladder at the bootom.
      You will now be in a room with a chest, dump any unnecessary items and
      collect the 2 CD-ROMS. Outside this room are 2 Zombies, careful as they
      spit acid at you. CUse the Plants if you get injured. Collect the CD-ROM
      on the desk(the door cannot be opened yet) and go down the stairs. This
      place is crawling with a new kind of Zombie, they are slow but if they
      catch you they will inflict massive damage, use your Shotgun to shoot them.
      Turn right at the bottom of the stairs and go through the doors. The first
      door on your left is a room containing clues on how to decode a password.
      Use the 2 lights to solve the puzzle(the other light is hidden behind the
      bookcase). A clip is hidden in the box and there is a plant in the corner.
      Go back to the stairs and go straight forwards. Go through the doors into
      the Computer Room and login as JOHN, and password ADA. You will now be
      given the option to unlock some doors, use the password found in the
      previous room(CLUE:Monty ****). Now collect the Slide Reel on the floor
      and go back up the stairs to the previously locked door. Use the Slide Reel
      on the machine to view some interesting details(is that Wesker?). Look at
      the Vent on the wall to find a switch, use it to find a Key. Now go back
      down the stairs, turn right through the doors and go to the other door.
      Inside you will find a room with 4 Zombies in it, use your Shotgun, Bazooka
      or Python to get rid of them. Collect the file in the wall and then use
      a CD-ROM on the machine in the corner(past the `interesting` picture).
      This CD-Rom machine opens one of the 3 switches that lock the other door
      outside, this door leads to a cell containing Chris(or Jill) so if you
      want the ultimate ending you have to find all the machines. One is in
      Power Room 2 and the other is in a secret room only accessible through
      an Air Vent, both of which you`ll find later.
      With the key you found in the Slide Room go to the stairs and find
      the door with a Red marking in front of it. Enter and turn left through
      the doors. Solve the box-moving puzzle inside(don`t step on the switch)
      and go through the Air Vent. Inside is a spooky room containing some
      dead corpses, Python Ammo and another CD-ROM machine. Exit to find
      yourself back by the Red door, go back through the door and go straight
      ahead. Kill the Zombies and go into the first door you see, this should
      be a Save Room. Save here and collect the Bazooka ammo(or Python Ammo).
      If you don`t have any Ribbon, one can be found in a crack in the wall
      by the Stairs. Arm yourself with the Python and make sure you have the
      final CD-ROM before you exit. On the right is a lift butit needs to be
      turned on first, go in the opposite direction, into Factory Room 1.
      Be ready with your Python as the next Monsters are nasty. these
      monsters can climb on the ceiling and slash you from above, use the
      automatic aim and shot them down, there are 2 in this room(3 for Chris).
      Find the Terminal and switch it on. Exit through the other door. Use the
      same strategy as before to kill the monsters in here and then find the
      CD-ROM machine and use the CD-ROM(the door leading to the cell is now
      open). Go through the next door to find yourself in the Power Room, find
      the Terminal and switch it on. You can now use the lift, but before you
      go there, go back to the 3 Switch Door and go talk to Chris(or Jill). The
      door cannot be opened yet so go back to the (now working) Lift, before you
      go up the lift stock up on Python ammo and any Health items. Go to the
      Lift.
      -------------------------------------------------------------------------
      VARIATIONS
      JILL-If you DID wait for Barry to drop the rope AND he didn`t die in the
      caves he will appear now and go up the lift with Jill.

      If you didn`t wait for Barry to drop the rope AND he didn`t die in
      the caves then he will appear and offer to go with Jill. Jill says OK
      but warns him not to `Screw up` like he did with the rope.

      CHRIS-If you said `Yes` to Rebecca when she offered to help(in the Serum
      Room) AND you saved her from the Hunter she will appear now and go up
      the lift with Chris.

      If you said `No` then she will still appear(if she didn`t die of
      course).
      ---------------------------------------------------------------------------
      You now meet Wesker, who is the traitor. He now reveals a few surprises.
      ---------------------------------------------------------------------------
      VARIATIONS
      JILL-If you waited for Barry to drop the rope then Barry will knock Wesker
      out as you go into the Tyrant Room. You now go into the Tyrant Room
      with Barry. He fiddles with the computer letting the Tyrant Free. He
      tries to shoot it but is to slow and the Tyrant hits him before going
      for Jill.

      If you didn`t wait for Barry to drop the rope OR he died in the
      caves you will go in the Tyrant Room with Wesker. He now releases
      the Tyrant and it turns on him ,kills him and then goes for Jill.

      CHRIS-If you have Rebecca with you, Wesker will shoot Rebecca(cad!)before
      `escorting` you into the Tyrant Room. He releases the Tyrant and
      it turns on him, kills him and then turns on Chris.
      ---------------------------------------------------------------------------
      THE TYRANT(remember to rearm your weapon)
      `The Ultimate Fighting Machine` is quite tough if you don`t have any Python
      or Bazooka ammo. The best strategy is to run and then shoot him from a
      distance, careful though as he sometimes runs towards you. With the Python
      he only takes 3 shots.
      --------------------------------------------------------------------------
      VARIATIONS
      JILL-If you came in with Barry go back to Barry and talk to him. Collect
      the key(if you`ve used all the CD-ROMS)and/or switch the computer to
      get out. Go to the cell and rescue Chris(careful of new monsters) and
      then go up the ladder(by the Chest). You will now have Chris and Barry
      with you. This is the Ultimate ending for Jill.

      If you came in with Wesker go and rescue Chris from the cell.
      By the ladder(by the Chest) you will find Barry, he will give you
      picture of his family and then die. This is a bad ending as the
      self destruct sequence won`t be set.
      You should have trusted Barry.

      CHRIS-As you exit the Tyrant Room you find that Rebecca is still alive
      (Bulletproof jacket), she now sets the self destruct sequence. Free
      Jill and go to the ladder. You will now have Jill and Rebecca with
      you. This is the Ultimate ending for Chris.

      If you didn`t save Rebecca from the Hunter then the self destruct
      sequence won`t be set. This is a bad ending, next time save
      Rebecca.
      --------------------------------------------------------------------------
      The next part only applies to the endings in which the self destruct
      sequence has been set(Barry or Rebecca).

      Collect some heal sprays from the Chest and go up the ladder and out
      the door. Collect the Battery and use it on the door.

      This will trigger the 3 minute countdown.

      Your parnters(whoever they are)will stay behind while you send a signal
      to the awaiting helicopter. Get the flares from the box and use it.

      The helicopter now comes BUT not before another Tyrant bursts through
      the floor and attacks you.

      THE SECOND TYRANT
      This one is alot tougher than the first. It is quicker and it takes a
      Rocket Launcher to kill.
      The best strategy for this Tyrant is to run around in circles for awhile
      ,since you cannot kill it yet.
      With around 30 seconds to go ,the helicopter drops a Rocket Launcher.
      Run to it, pick it up AND arm it, then AIM, FIRE!.
      Providing you didn`t miss the Tyrant will now explode. Time to sit back
      and watch the ending.

      POSSIBLE ENDINGS
      1-Jill on her own(don`t rescue Chris, Barry dead) -Bad
      2-Jill and Chris(rescue Chris, Barry dead) -Bad
      3-Jill and Barry(don`t rescue Chris, trust Barry)+Explosion -Okay
      4-Jill, Chris and Barry(rescue Chris, trust Barry)+Explosion -Best

      5-Chris on his own(don`t rescue Jill, don`t save Rebecca) -Bad
      6-Chris and Jill(rescue Jill, don`t save Rebecca) -Bad
      7-Chris and Rebecca(don`t rescue Jill, save Rebecca)+Explosion -Okay
      8-Chris, Jill and Rebecca(rescue Jill, save Rebecca)+Explosion -Best

      Bad Ending - FMV, Boring credits, picture of Tyrant.

      Okay Ending - FMV, Funky credits, no end picture.

      Best Ending - FMV, Funky credits, end picture, Special Key

      CHEAT AND SPECIAL KEY ENDINGS
      Complete the game in under 3 hours and you will be able to save a game
      on your memory card(remember to press the square button). Load this game
      and you will find that you have a Rocket Launcher with infinate ammo!!!!.

      Complete the game on the best endings and you will get a Special Key.
      This key opens a closet(in the room next to the Blue doors in the Main
      Hall) which allows both Chris and Jill to change their clothes!. Check
      out Jill!!.

      MYSTERIOUS BITS

      >Can the doors by the Round Pool or the Helipad be opened?.

      >Is it possible to complete the game using only Rebecca?.
      (maybe with a game shark code?)

      >Can you control Barry?.

      >What is the other Terminal for in the Power Room?.

      >What is the meaning of the pool cues?(a clue to the V-Jolt room?)

      >Can you use the FlameThrower elsewhere in the game?.
      (Burn a Zombie?)

      >Does Rebecca or Barry have a change of clothes?.
      (Whats the excuse for not being able to open the door?)
      >I`ve seen a picture of Pick in a magazine(Gamefan), where is it and whats
      >it for?.

      >Is it possible to kill Chris when you have to control Rebecca?.
      (By waiting around?)
      >What is the passcode that Barry gives Jill for?.
      (it opens the 7924 door)

      >Is it possible to set the self destruct sequence on your own?.

      >Can Chris/Jill get the Bazooka/Flamethrower?.
      Maybe if Chris had the Rocket Launcher he

      ***********************************************

      ول الترجمه وباقي الحلول لما تخلوني مشرف.
      ":" ":"

      سأنال منكم يا الأمبرله

    2. #2
      التسجيل
      21-06-2001
      الدولة
      الســـ KSA ـــعودية
      المشاركات
      508
      المواضيع
      96
      شكر / اعجاب مشاركة
      والله اني مافهمت اي شي بس انت تقول تحل اي شي في ريزدنت إفل بكل اجزائه صح
      طيب حللي ذا اللغز في ريزدنت إفل كود فرونكا اكس على سوني 2
      انا وصلت للغز الصور فيه صور كثيره ,صورة شايب , وحرمه , وبزر, صور كثيره لازم انا ارتبها?:
      وشلون مدري يله علمني":" ":" ":"

    3. #3
      التسجيل
      01-08-2001
      الدولة
      Raccoon City
      المشاركات
      711
      المواضيع
      11
      شكر / اعجاب مشاركة
      أشكركِ على هذا المجهود الجبّار بس يا ريت تشيلي كلمة السّخيفين من عنوان الموضوع ... لأن في هذا المنتدى يوجد هناك أعضاء قد حفظوا سلسلة ريزدنت إيفل عن ظهر قلب ....
      بالغضافة إلى أن هذا قد يسبب لكِ الكثير من المشاكل بحكم إنكِ عضوة جديدة ....


      كلير ....
      فكرتيني بوردة المنتدى " كلير 3000 "

    4. #4
      التسجيل
      28-06-2001
      الدولة
      U Can Find Me In CSS..^^
      المشاركات
      3,686
      المواضيع
      238
      شكر / اعجاب مشاركة
      افااااااااا ليش كلمة سخيفين اما عن كلير 3000 والله هي تستحق لقب جوهرة المنتدى مو ورده وبس

    5. #5
      التسجيل
      21-06-2001
      الدولة
      الســـ KSA ـــعودية
      المشاركات
      508
      المواضيع
      96
      شكر / اعجاب مشاركة
      شباب ما رديتو علي

    6. #6
      التسجيل
      16-09-2001
      الدولة
      ركون ستي
      المشاركات
      2
      المواضيع
      1
      شكر / اعجاب مشاركة

      Post موضوع مهم لكم كلكم وخاصه المتعاطفين مع كلير3000 -الموضوع مهم جداً وصريح لازم تدخلون -

      لا استطيع الرد على اسئلتكم الان لانني مشغوله في الدراسه ولاكن قريبا
      سوف ارسل لكم الحل الكامل للعبة التي ترودونها بالعربي انتظروا قريبا!!!

      *********************************

      وبل مناسبه انا لسة فاظيه في الوقت الحالي ولكن اكتبوا اسئلتكم في هذا الموضوع !

      *******************************
      وبعدين تراكم تبالغون مع كلير 3000

      *****************
      وبعدين وش تبوني اقول لكم غير السخيفين؟
      تبوني اقول لكم ياالصغار ياالشاطرين ياالحلوين ياالي تشربون الحليب؟
      انتم كبار ولازم اتعامل معكم زي الكبار !

      ************
      وبس ولي عنده سؤال او اعتراض او تعليق يقول!

      ***

      سأنال منكم يا الأمبرله

    7. #7
      التسجيل
      25-08-2001
      الدولة
      Al-Dammam
      المشاركات
      4,833
      المواضيع
      154
      شكر / اعجاب مشاركة
      بطاقات الألعاب

      Gamertag: Plague189
      انتي ناقله الحل من موقع
      www.cheatcc.com
      و الدليل الإيميلات الي بعد كل جزء
      و الله إني خطيييييييير امزح معاك و مشكورهكن شياي كلمة السخيفين

    8. #8
      التسجيل
      29-06-2001
      الدولة
      In Da Montada
      المشاركات
      6,454
      المواضيع
      204
      شكر / اعجاب مشاركة

      Angry Re: موضوع مهم لكم كلكم وخاصه المتعاطفين مع كلير3000 -الموضوع مهم جداً وصريح لازم تدخلون -

      كتب العضو (كلير ريد فيلد)
      لا استطيع الرد على اسئلتكم الان لانني مشغوله في الدراسه ولاكن قريبا
      سوف ارسل لكم الحل الكامل للعبة التي ترودونها بالعربي انتظروا قريبا!!!

      *********************************

      وبل مناسبه انا لسة فاظيه في الوقت الحالي ولكن اكتبوا اسئلتكم في هذا الموضوع !

      *******************************
      وبعدين تراكم تبالغون مع كلير 3000

      *****************
      وبعدين وش تبوني اقول لكم غير السخيفين؟
      تبوني اقول لكم ياالصغار ياالشاطرين ياالحلوين ياالي تشربون الحليب؟
      انتم كبار ولازم اتعامل معكم زي الكبار !

      ************
      وبس ولي عنده سؤال او اعتراض او تعليق يقول!

      ***
      اذا ما تعرفي تقولي غير سخيفين احسن ما تقولي شيييييييييييء

    9. #9
      التسجيل
      09-07-2001
      الدولة
      WWf Racoon city
      المشاركات
      1,104
      المواضيع
      70
      شكر / اعجاب مشاركة
      شكرا لك يا كلير بس ليش كلمة سخيفين



      يا أخ بو هلال
      الصور تططلب منك إنك تنور الصور مالت الأشياء المأخوذة يعني
      المسدين
      و الباقيين متفيين(غير منورين)

    10. #10
      التسجيل
      09-07-2001
      الدولة
      WWf Racoon city
      المشاركات
      1,104
      المواضيع
      70
      شكر / اعجاب مشاركة
      أسف يا اخ
      ظننتك تتكلم عن صورة الذبابة و المسدسين و الدبابة و القارب
      عمومن أسف مرة أخرى




      با111111111ي

    11. #11
      الصورة الرمزية Fly_Batman
      Fly_Batman غير متصل عضو قدير
      + شـيـ الـمقـرمـطـيـن ـخ+
      رايق
       
      التسجيل
      15-12-2000
      الدولة
      |؛¤ّ,¸¸,ّ¤؛|في عالم القرمطة |؛¤ّ,¸¸,ّ¤؛|
      المشاركات
      15,559
      المواضيع
      163
      شكر / اعجاب مشاركة

      Wink

      هلا ومسهلا بكلير ريدفيلد ((مصالح)
      ترى ياليون كلير هى
      زمرد + ياقوت+ذهب+فضة+وردة المنتدى+مافيش مصالح+يمكن مصالحcl+na+hg+ag+=ذهب قيم لا يقدر بثمن(أقصد كلير3000)
      ترى كلمة سخفين ممممممم لا تلونى أضحك وشكرا على هذا الحل(مافهمت شئ ولا)":"

    12. #12
      التسجيل
      18-10-2001
      الدولة
      المدينة المنوره
      المشاركات
      31
      المواضيع
      5
      شكر / اعجاب مشاركة

      دراكولا 2

      السلام عليكم ورحمة الله وبركاته
      ياشباب انا وصلت عند لغز محير جدا
      عند لغزالنار والسلاسل بعد لغز الدرج
      ممكن احصل على الترتيب الصحيح لسحب السلاسل
      ومشكورين بدري ماقصرتو
      بس لاتتأخرون please
      راءيت الشمس بلا ضوء
      كأن الليل لم يزل
      راءيت النار بلا نور
      كأن الفحم ما جمري
      (( بدر في القلب في العقل في العين ))

    ضوابط المشاركة

    • لا تستطيع إضافة مواضيع جديدة
    • لا تستطيع الرد على المواضيع
    • لا تستطيع إرفاق ملفات
    • لا تستطيع تعديل مشاركاتك
    •