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

  1. #1
    التسجيل
    16-09-2001
    الدولة
    ركون ستي
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    2

    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
    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
    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
    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
    شباب ما رديتو علي

  6. #6
    التسجيل
    16-09-2001
    الدولة
    ركون ستي
    المشاركات
    2

    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
    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

    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
    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
    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+
    التسجيل
    15-12-2000
    الدولة
    |؛¤ّ,¸¸,ّ¤؛|في عالم القرمطة |؛¤ّ,¸¸,ّ¤؛|
    المشاركات
    15,559

    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

    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 ))

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