_______ _______ _______ _________ ______ _______ _ _________ ( ____ )( ____ \( ____ \\__ __/( __ \ ( ____ \( ( /|\__ __/ | ( )|| ( \/| ( \/ ) ( | ( \ )| ( \/| \ ( | ) ( | (____)|| (__ | (_____ | | | | ) || (__ | \ | | | | | __)| __) (_____ ) | | | | | || __) | (\ \) | | | | (\ ( | ( ) | | | | | ) || ( | | \ | | | | ) \ \__| (____/\/\____) |___) (___| (__/ )| (____/\| ) \ | | | |/ \__/(_______/\_______)\_______/(______/ (_______/|/ )_) )_( _______ _________ _ ( ____ \|\ /|\__ __/( \ | ( \/| ) ( | ) ( | ( | (__ | | | | | | | | | __) ( ( ) ) | | | | | ( \ \_/ / | | | | | (____/\ \ / ___) (___| (____/\ (_______/ \_/ \_______/(_______/ 333333333333333 3:::::::::::::::33 3::::::33333::::::3 3333333 3:::::3 3:::::3 3:::::3 33333333:::::3 3:::::::::::3 33333333:::::3 3:::::3 3:::::3 3:::::3 3333333 3:::::3 3::::::33333::::::3 3:::::::::::::::33 333333333333333 : _ _______ _______ _______ _______ _________ _______ ( ( /|( ____ \( )( ____ \( ____ \\__ __/( ____ \ | \ ( || ( \/| () () || ( \/| ( \/ ) ( | ( \/ | \ | || (__ | || || || (__ | (_____ | | | (_____ | (\ \) || __) | |(_)| || __) (_____ ) | | (_____ ) | | \ || ( | | | || ( ) | | | ) | | ) \ || (____/\| ) ( || (____/\/\____) |___) (___/\____) | |/ )_)(_______/|/ \|(_______/\_______)\_______/\_______) ------------------------------FOR PSX, DCX, PC, GC----------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------By DjSiXpAcK14--------------------------------- ******************************************************************************* Resident Evil 3 Playstation Dreamcast PC GameCube FAQ & Walkthru Copyright 2004 by DjSiXpAcK14 Version 1.6 September 6, 2004 "I will survive. They can't stop...my last escape." =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Table of Contents =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= NOTE: You can use the Ctrl+F function of your browser to easily navigate this FAQ/WALKTHROUGH. Type the text in the search box just as it appears here. Don't include the numbers. 1. Intro 2. Version Info 3. The Basics of RE 4. Nemesis Tips 5. Characters 6. Prologue 7. Walkthrough 8. Mercenaries Mini-Game 9. Enemies/Bosses 10.Weapon Locations 11.Key Locations 12.Special Item Locations 13.Map Locations 14.File Locations 15.Items 16.Files 17.Epilogues 18.Puzzles 19.Wesker's Report + Notes 20.Wesker's Report 2 + Notes 21.Resident Evil Games 22.Resident Evil Timeline (By WeskerFanGirl) 23.Cheats and Codes 24.Links 25.Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1. Intro =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This entire file is Copyright 2003 DjSiXpAcK14. NOTE: This file may not be reproduced in part or in whole without the consent of the author, DjSiXpAcK14. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 2. Version Info =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Version 1.6 ======================= I corrected a place where I said the opposite of what I meant. Oops. ======================= Version 1.5 ======================= This FAQ now has 79 characters or less per line. Also, it contains the ever-amazing Resident Evil Timeline by WeskerFanGirl. ======================= Version 1.2 ======================= Much thanks to Jesse Main (slipknot_957@hotmail.com) for the solutions to the Music Box and Water Sample puzzles. Thanks! ======================= Version 1.1 ======================= Updated my e-mail address. ======================= Version 1.0 ======================= Completed: Intro Version Info The Basics of RE Nemesis Tips Characters Prologue Walkthrough Mercenaries Mini-Game Enemies/Bosses Weapon Locations Key Locations Special Item Locations Map Locations File Locations Items Files Epilogues Puzzles Wesker's Report + Notes Wesker's Report 2 + Notes Resident Evil Games Resident Evil Story & Plot Cheats and Codes Links Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 3. The Basics of RE =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Controls ======================= -----Playstation----- X - Action Button.It is used to open doors, pick up items, and fire a weapon when the R button is pushed. It is also used to select the highlighted option of a menu selection. SQUARE - Run. When the Control Stick is pressed to any direction, hold the SQUARE button to run. Cancel when used with the Status Screen open. TRIANGLE - Displays the status screen. CIRCLE - Nothing. Z - Displays the Map. R1 - Draws Weapon (aims at closest enemy if auto-aim is enabled), Dodge. L1 - Nothing (changes target if auto-aim is enabled). D Pad - Used to move the character in a given direction and use menus. Start - Displays Options Menu. -----Dreamcast----- X - Action Button. It is used to open doors, pick up items, and fire a weapon when the R button is pushed. It is also used to select the highlighted option of a menu selection. A - Run. When the Control Stick is pressed to any direction, hold the B button to run. B - Displays the status screen. Y - Displays the Map. R - Draws Weapon (aims at closest enemy if auto-aim is enabled), Dodge. L - Nothing (changes target if auto-aim is enabled). Analog Stick - Used to move the character in a given direction and use menus. Control Pad - used to move the character in a given direction and use menus. C Stick - 180 Turn (Any Direction) Start - Displays Options Menu. -----Gamecube Controls----- A - Action Button. It is used to open doors, pick up items, and fire a weapon when the R button is pushed. It is also used to select the highlighted option of a menu selection. B - Run. When the Control Stick is pressed to any direction, hold the B button to run. Y - Displays the status screen. X - Nothing. Z - Displays the Map. R - Draws Weapon (aims at closest enemy if auto-aim is enabled), Dodge. L - Nothing (changes target if auto-aim is enabled). Control Stick - Used to move the character in a given direction and use menus. Control Pad - used to move the character in a given direction and use menus. Start - Displays Options Menu. -----PC Version----- The NUM PAD and regular controls are listed: UP / 8 - Forward/Up DOWN / 2 - Backward/Down LEFT / 4 - Left RIGHT / 6 - Right X / 3 - Draws Weapon (aims at closest enemy if auto-aim is enabled), Dodge. C / 1 - Action Button. It is used to open doors, pick up items, and fire a weapon when the R button is pushed. It is also used to select the highlighted option of a menu selection. V / 2 - Run. When the Arrow Keys are pressed to any direction, hold the V key to run. Z / 4 - Displays the Status Screen. CTRL / 6 - Displays Options Menu. A / 5 - Displays the Map. Customize them the way you like, but that's the default. ======================= Game Difficulty ======================= When you start a new game, you have these difficulty choices: -----Easy----- Ammo and healing items are plentiful, zombies are weak. Recommended for beginners and people who play the game not for the challenge, but for the story. Unlimited Ink Ribbons?! Yes, this is definitely easy mode. -----Hard----- Zombies are hard to kill, and Nemesis is a lot harder to kill. He also shows up more often. However, when you do kill him, he drops a suitcase with a special item. ======================= Health-Replenishing Items ======================= FINE Always Green, this position indicates you are at full health. CAUTION (YELLOW) This position indicates you may have been attacked once by a normal enemy. CAUTION (RED-ORANGE) Low Health. This is the time to cure if you are fighting a powerful boss. DANGER (RED) One more hit and you will die. Cure as quickly as possible. FIRST AID SPRAY Restores health to "Fine" status. GREEN HERB Raises health one notch. 2x GREEN HERB MIXTURE Raises health two notches. Looks like a pile of green powder. 3x GREEN HERB MIXTURE Raises health three notches. Looks like a big pile of green powder. RED HERB Nothing. GREEN HERB + RED HERB Restores health to "Fine" status. Looks like red and green piles of powder. BLUE HERB Cures poison. GREEN HERB + BLUE HERB Cures poison and raises health two notches. Looks like two dots of green and blue. GREEN HERB + GREEN HERB + BLUE HERB As weird as it seems, the same as GREEN HERB + BLUE HERB. GREEN HERB + RED HERB + BLUE HERB Restores health to "Fine" status and cures poison. Looks like one brown pile. NOTE: The health-replenishing system of RE3 is annoying and unpredictable, so some of this information may not be completely correct 100%. ======================= Survival Tactics ======================= Conserve your INK RIBBONs. Only save when you need to, and don't save if you didn't do anything. INK RIBBONs are limited, and if you run out, you're in trouble. Conserve ammo. When you can, knock down enemies rather than kill them. Also, use the type of ammo best suited to kill an enemy. For example, the Ivys in the basement lab are defeated easily by FLAME ROUNDS or the FLAMETHROWER. Search EVERYTHING. If you're stuck, search everything in every room. Eventually, you'll probably find the item you need. Dodge enemies when possible. If you can get around an enemy, don't waste ammo on it. Aim for the head! Head shots can save lots of ammo when fighting zombies. Wait until they get close, then aim up. Knock enemies into each other. If you line it up correctly, you can knock down multiple enemies by only hitting the first one. Just like dominoes. Only use health items when you need them. Unless fighting a powerful boss, only use a Full-healing item when you're in "Danger" condition. ======================= Ammo Mixing ======================= Use the RELOADING TOOL and different types of gun powder to make different types of ammo. A: HAND GUN BULLETS B: SHOTGUN SHELLS C: GRENADE ROUNDS A + C: GRENADE FLAME ROUNDS B + C: GRENADE ACID ROUNDS C + C: GRENADE FREEZE ROUNDS C + C + C: MAGNUM BULLETS A + B = GUN POWDER C =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 4. Nemesis Tips =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= In hard mode, you can kill Nemesis at these places: 1. R.P.D. Entrance 2. West Stairway 3. Restaurant/Newspaper Office (choose to hide) 4. Burning Alley 5. City Hall 6. Clock Tower Balcony (Choose to use the cord) 7. Piano Room/Dining Room/Main Hall For these items: 1. EAGLE PARTS A 2. EAGLE PARTS B 3. F. AID BOX 4. M37 PARTS A 5. M37 PARTS B 6. F. AID BOX 7. Infinite Bullets ======================= Tip 1 ======================= If you know he's behind you, watch the door you came in through. He will come through the second you get to a camera view where you can't, due to Capcom's laziness. ======================= Tip 2 ======================= In the Mercenaries Mini-Game, he can dodge rockets when he's not carrying his rocket launcher. ======================= Tip 3 ======================= When he doesn't have his rocket launcher, his attacks are easy to avoid. He pulls his hand back behind his head before every attack. Try to dodge them. ======================= Tip 4 ======================= If he grabs you and holds you up in the air, PUSH ALL BUTTONS REPEATEDLY. This will hopefully save you. ======================= Tip 5 ======================= When fighting Nemesis in the room with the Rail Cannon, DON'T get behind him. He has spikes on his back and he'll flip over to kill you. ======================= Tip 6 ======================= In the Mercenaries Mini-Game, Nemesis will kill zombies if they get in his way. Use this to your advantage. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 5. Characters =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= As described on ResidentEvil.com. In alphabetical order. B.O.W. Umbrella’s term for Bio-Organic Weapon. Barry Burton Barry is a former SWAT team member with more than 16 years of experience. Regarded as one of S.T.A.R.S. most exceptional members, he is a highly skilled weapons expert and supplies and maintains weapons for the underground organization. Barry is very much a family man with strong values. Past experiences have made him wary of others. Nicholai* The leader of the UCBS platoon that is stationed in Raccoon City during Resident Evil 3. Carlos Oliveira* He is a U.B.C.S. soldier, in charge of heavy firearms, security and mission back-up. He is also responsible for weapons maintenance. At first sight, he may appear inexperienced and immature but is actually warm-hearted, with a strong sense of right and wrong. S.T.A.R.S. Special Tactics and Rescue Service. S.T.A.R.S. was founded under the jurisdiction of the Raccoon City Police Department to deal with increasing terrorism and crime. T-Virus One of Umbrella’s first bio-organic creations which mutates living beings into monsters. Tyrant Another one of Umbrella’s deadly bio-orgainc creations featured in many Resident Evil games. U.B.C.S. Umbrella Biohazard Countermeasure Service. Formed separately from Umbrella’s special taskforce, U.B.C.S. is a rescue force comprised mainly of war criminals and exiled soldiers. Though the team has a high mortality rate, it has been very successful in crucial rescue missions. Umbrella A large, powerful pharmaceutical company secretly providing the military with deadly bio-organic weaponry—the cause of the Resident Evil. Jill Valentine* An intelligent solider that has saved many S.T.A.R.S. members from danger in the past, Jill was reassigned to Raccoon City just like Chris. She is one of the survivors of the original incident that occurred in the mansion in the Arklay Mountains. Brad Vickers Brad is a computer expert and excels in information gathering. Unfortunately, his fear of dying draws much heat from his fellow soldiers. His lack of enthusiasm for rushing into danger has earned him the nickname “Chickenheart.” While Chris is a qualified pilot, Brad has become the helicopter pilot for Alpha Team. Albert Wesker* Removed due to spoilers for other games in the Resident Evil series. *=Altered by DjSiXpAcK14 due to either spoilers or irrelevance to this game. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 6. Prologue =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= A month and a half have 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 occured in the Ar[k]lay 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 have happened here? People could not believe the survivors' reports. Stories of their incredible experiences and of strange biological weapons and zombies were beyond the townsfolks' 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 occured and a strange disease began invading neighborhoods. T-Virus was flowing into the city... The invisible plague struck silently and turned the 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. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 7. Walkthrough =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This walkthrough is for Easy mode. The major items in easy mode are in the same places as the ones in Hard mode, so you can use this walkthrough for Hard mode as well. Also, some enemies and items are randomized. You may find some gun powder in an area I didn't and not find it in somewhere I noted. Same with enemies. _Cutscene_ ======================= Clothing Store Boulevard ======================= Run straight ahead, dodge the zombie, and over the dumpster. _Cutscene_ ======================= Warehouse ======================= _Cutscene_ Go to the west side of the room and take the F. AID SPRAY. Now ascend all the stairs and take the door up here. ======================= Warehouse Save Room ======================= Take the WAREHOUSE KEY beside you. Check it, it's the BACKDOOR KEY. Now take the 2 packages of GUN POWDER A from the locker in the back. Now check your inventory: ASSAULT RIFLE FIRST AID BOX BACKDOOR KEY Leave. ======================= Warehouse ======================= Run to the door in the southeast corner of the building and unlock it. Discard and proceed through. ======================= Warehouse Alley ======================= Run down the stairs to the door at the end. ======================= Main Street ======================= Go to Jill's left and take the door just past the one you used to enter. ======================= Wooden Walkway Alley ======================= Run up until you come to an area with a wooden floor. Open the door here. Who was that? Oh well. Kill the zombies and head down the stairs. Kill the zombie here, too, then take the LIGHTER OIL and SHOTGUN. Now run back up the stairs and go down the section that man ran. Take the 2 GREEN HERBs, then use the door at the end. ======================= Boutique Street ======================= Run down the street. Kill the two zombies you see, then you'll hear a scream. Run over to investigate it. Kill the zombies, then climb up onto the brown crates. Take the UPTOWN MAP, then climb the stairs and take the 2 GREEN HERBs. Now climb down the steps and off the crates and take the door past the zombies you killed. ======================= Bar Jack Alleyway ======================= Run until you see some stairs. Descend them, then kill the remaining zombies. Follow the man into the Bar. ======================= Bar Jack ======================= _Cutscene_ Don't kill the zombie, let Brad take care of him. Take the CLOCK TOWER POSTCARD in front of you. _Cutscene_ Check beside the register for some H. GUN BULLETS, then beside the pay phone for the LIGHTER. However, upon examination, it's the EMPTY LIGHTER. Combine it with the LIGHTER OIL for the LIGHTER. Now go out the way you came in. ======================= Bar Jack Alleyway ======================= Run back up the steps and go right. At the fork go right and unlock the door. Don't go through, though. Turn around and go the other way at the fork and through the door at the end. ======================= Roadblock Alley ======================= Run to the end. That's kinda weird. If the zombies haven't attacked yet, check the door. Run behind the barrel and wait for the zombies to get close to it. When they get close, shoot it to kill them all in one shot. Now run where the roadblock was for 2 RED HERBs. Then check one of the bodies for PHOTO A. Run back to the door and check it. It's got rope around it soaked with oil. Use the LIGHTER to burn it off, then enter. ======================= Burning Alley ======================= Run past the burning part to call some Cerberus to you. Kill them, then proceed through the door in the middle of the alley. ======================= Uptown Save Room ======================= Take the GUN POWDER A and GUN POWDER B on the shelf. Save if you want. Here's what you need: ASSAULT RIFLE (fully-loaded) F. AID BOX Leave. ======================= Burning Alley ======================= Go through the door at the eastern end of the alley. ======================= Bookstore Avenue ======================= Run past the book store to the double doors at the end with R.P.D. above them. ======================= R.P.D. Entrance ======================= _Cutscene_ Now you will be faced with two choices: Fight with the monster. Enter the police station. The options are currently green, but will turn yellow, then red. Wait until they turn red, then select Fight with the monster. You roll out of the way. Now check Brad's body quickly for the CARD CASE. Now enter the police station. ======================= Main Hall ======================= Go to the left of the door and pick up the three GREEN HERBs. Now run to the other side of the hall for some H. GUN BULLETS and the POLICE STATION MAP. Now examine the CARD CASE for the S.T.A.R.S. CARD. Use the S.T.A.R.S. CARD on the computer. The computer will tell you the password for the safe in the evidence room. It could be one of these: 0131 0513 4011 4312 Now proceed into the single door on the west side of the hall. ======================= Information Office ======================= Kill the 4-5 zombies here, then enter the back office. You'll find officer Marvin Branagh. Take MARVIN'S REPORT from him, then enter the other door here (which should be locked, as it is in RE2). ======================= Evidence Room ======================= Take the BLUE GEM from the red-lighted cabinet. Then run to the other side and check the lighted drawer. Examine the BLUE GEM, it's the SAPPHIRE. -----S.T.A.R.S. Key Puzzle----- Remember that number the computer gave us? Put it in here to open the drawer and complete the puzzle. Take the EMBLEM KEY. It's actually the S.T.A.R.S. KEY. Now proceed through the other door here. ======================= West Stairway ======================= There are four zombies here. Kill them all, then take the door beside the stairs. ======================= Dark Room ======================= Take DAVID'S MEMO from the table, then take the GUN POWDER A from the locker. Now check your inventory: ASSAULT RIFLE F. AID BOX S.T.A.R.S. KEY Leave. ======================= West Stairway ======================= Ascend the stairs. ======================= Upper West Stairway ======================= Run up the stairs to find a fat zombie. Shoot him in the belly, then run down the hall to find three more zombies. Run past the statue of a god to the door at the end. ======================= Gray Hallway ======================= Unlock, discard, and enter through the door in the middle of the hall. ======================= S.T.A.R.S. Office ======================= Take the FAX FROM KENDO GUN SHOP from the fax machine beside you. It tells about the SAMURAI EDGE, a secret weapon in the orginial Resident Evil. Here's the desks against the back walls. | 1 2 3 4 | | W | 1 = Barry, 2 = Chris, 3 = Jill, 4 = Rebecca, W = Wesker There's some H. GUN BULLETS on Barry's desk, a LOCKPICK on Jill's desk and a F. AID SPRAY in the unopened cardboard boxes beside Rebecca's desk. Now leave. _Cutscene_ Check the cabinet beside you for the G. LAUNCHER, then leave. ======================= Gray Hallway ======================= Go back to the Upper West Stairway to Jill's right. ======================= Upper West Stairway ======================= Descend the steps. ======================= West Stairway (N) ======================= If you really want to, you can take the door on the wall with the window to the Green Corridor, then the double doors there to the Classroom. Here, you'll find a S.T.A.R.S. CARD, except this one is Jill's. It's for the people who didn't decide to take Brad's like we did. Either way, our buddy Nemesis is here, and he wants to kill us. Run to the door at the end that leads to the Evidence Room. NOTE: Any time Nemesis can come into the room after you, I will list (N) beside the room name. This way, you can be ready to run. He can only come through the door if you can't see it, so you're safe if you can see the way you came in. ======================= Evidence Room (N) ======================= Go through the other door here. ======================= Information Office (N) ======================= There's a drawer on the FRONT side of the lockers here with some GUN POWDER B in it. You'll have to use the LOCKPICK to get it. Run to the other door here. ======================= Main Hall ======================= Now leave through the front doors. ======================= R.P.D. Entrance ======================= Go out the gates. ======================= Bookstore Avenue ======================= Run to the other end of the road and unlock the door with the LOCKPICK. Proceed through. ======================= Chimera Alley ======================= Here you'll find what looks most like a Chimera from RE1. They have improved a lot since RE1, but I think they're probably just a variation of the Chimera. Don't kill any here, just run until you come to a mercenary's body. Check it for some H. GUN BULLETS and the MERC'S DIARY. Now use the other door here. ======================= Fire Hose Alleyway ======================= Run to the end where you'll find 2 BLUE HERBs and 3 GREEN HERBs. You may have to combine and use some before you really need to, but take them with you. Now go through the door here. ======================= Wrecked Bus Road ======================= I found three Cerberus here. Kill them, then check the body at the end for some GUN POWDER B. Now use the other door here. ======================= Parking Garage ======================= There are 2 Cerberus here. Kill them both, then proceed through the door at the end. ======================= Parking Garage Save Room ======================= There are some H. GUN BULLETS beside the chair. Here's what you need: ASSAULT RIFLE (fully-loaded) F. AID BOX LOCKPICK Save if you want and leave via the other door. ======================= Parking Area ======================= More Cerberus! AHHH! Kill them and take the other door here. ======================= Under Construction Alley ======================= Take the DOWNTOWN MAP, then run to the fork. _Cutscene_ That's the Chimera. Kill him then check the dead man's body for GUN POWDER A. Now go to Jill's left at the fork, up the small staircase and through the door. ======================= Theater Boulevard ======================= Go to Jill's right to see a man kill a zombie, then run. Run to where the zombie is and you can see 2 GREEN HERBs in the upper-left corner of the screen. Take them, then run down the road to the double doors leading to the Restaurant. ======================= Restaurant ======================= Run down the aisle until you come across a file on a table. It's the CITY GUIDE. Take it. That's weird. I could have sworn there was two packages of GUN POWDER A here last time I played. Take them if you can find them, but I can't. Run behind to the kitchen, where you'll hear some flammable gas leaking. Run past the tanks to the locker at the end. Unlock it with the LOCKPICK, then take the FIRE HOOK from inside. Run back to the manhole-ish thing between the lamp and the gas tanks. Use the FIRE HOOK on it to open it. _Cutscene_ Now there are two options: Run into the basement. Hide in the kitchen. If you run into the basement, he'll leave and we'll all be happy. If you hide in the kitchen, Jill will throw a lit lamp into the flammable gas, which causes a large explosion. There's nothing in the basement, but when you're done, take the door beside where you got the FIRE HOOK to exit. NOTE: If you just stand there, Nemesis will attack Carlos. They both seem invincible, but don't play around like this too long or Carlos will die and the game will make it look like you did. ======================= Restaurant Back Alley (N) ======================= _Cutscene_ At the fork, go to Jill's right and take the first door you come to. ======================= Back Alley Save Room ======================= Take the sparkle. It's the RUSTED CRANK, and upon examination, the RUST HEX CRANK. Now check the large pile of stuff for some SHOTGUN SHELLS. Check your inventory: ASSAULT RIFLE (fully-loaded) F. AID BOX BLUE GEM/SAPPHIRE Now save if you want and leave. ======================= Restaurant Back Alley (N) ======================= Go right. You'll have to run past Nemesis to the door at the end. ======================= Newspaper Office Street (N) ======================= Run out of the nook and past all the wreckage to the double doors with the words "Raccoon Press" above them. ======================= Press Entrance ======================= Take the F. AID SPRAY from the table by the pay phone, then take PHOTO B from the payphone beside the vending machine. Now push the stepladder against the vending machine and climb on top of it. Turn on the power to the switchboard, then climb down. Now turn on the switch for the fireproof shutter. Run through and up the stairs. You'll find a door here that fire just blew out of. You can't pass through it, so run up the rest of the stairs and take the door at the top. I'll bet you're glad you didn't go into that room. ======================= Newspaper Office ======================= Run into the office and kill the zombie. Take PHOTO C from the desk in front of the door and the REPORTER'S MEMO from the piece of furniture in the southwest corner of the room. Now take the sparkle from the desk. It's the GREEN GEM, or EMERALD. Now leave the way you came in. You'll have to dodge that dude in the black trenchcoat. ======================= Press Entrance ======================= Run down the stairs and out the door at the bottom. ======================= Newpaper Office Street (N) ======================= Run to the gates that say "City Hall" above them and put the SAPPHIRE and EMERALD in their places on the panel. Then enter. ======================= City Hall ======================= Run down the hall and go left at the fork. Proceed through the door at the end. ======================= Japanese Food Avenue ======================= Kill or run past the inactive zombies to the door at the end. ======================= Lonsdale Yard ======================= Run until you come to the camera view where you can see 2 GREEN HERBs. Take them, then go through the door at the end. ======================= Tram Station ======================= Here you'll find 5 zombies beside a large, explosive barrel. ;-) Take care of them then climb over the forklift thing and run to the Rear Car of the tram. Here you'll see 3 more zombies beside another large explosive. Kill them and enter the tram. ======================= Rear Car ======================= _Cutscene_ Check the wounded mercenary. _Cutscene_ Now check the panel in the back of the car for the MECHANIC'S MEMO. We need to get this Tram working. Enter the Front Car. ======================= Front Car ======================= _Cutscene_ Take the WRENCH and leave. ======================= Tram Station ======================= Run back to the door you used to get in here. Check the body for some SHOTGUN SHELLS. Proceed through the door. ======================= Lonsdale Yard ======================= Run to the door at the end. ======================= Japanese Food Avenue ======================= Enter the door at the other end. Kill the zombie that attacks you and take the GUN POWDER B from his car. ======================= City Hall ======================= At the fork, turn right. Kill the zombies that open the door and use the door at the end. ======================= Newspaper Office Street ======================= Pick up the H. GUN BULLETS from the body of the person here, then take the door straight in front of you. ======================= Restaurant Back Alley ======================= Enter the save room. ======================= Back Alley Save Room ======================= Save if you want. Here's what you need: ASSAULT RIFLE RUST HEX CRANK WRENCH Leave. ======================= Restaurant Back Alley ======================= Run to Jill's right, back to the Newspaper Office Street. ======================= Newspaper Office Street ======================= Enter the door directly in front of Jill. ======================= City Hall ======================= Run and turn right at the fork. Kill the zombies that come after you through the windows. ======================= Gas Station Parking Lot ======================= Run to the end and use the RUST HEX CRANK on the hole. Great. It broke. Use the WRENCH on the stub to raise it the rest of the way. ======================= Gas Station ======================= Take the 3 containers of GUN POWDER A and run behind the register. _Cutscene_ Take the F. AID SPRAY back here, then operate the electronic lock on the device in the corner. -----Oil Temperature Puzzle----- This puzzle is completely randomized, but here's how to do it. One of the letters (A-D) is lighted. You need to get the red light above it lit with no other lights on. It's like the "Lights Out!" game from a long time ago. Pushing one letter will cause that letter to change status (on/off) and the letters beside the letter you pushed will also change status. You need to get the red light above the lit letter to be lit with no other lights on. After you're done, you'll get the MACHINE OIL and the puzzle will be completed. Now leave. _Cutscene_ Um. That's not good. Leave quicker! ======================= Gas Station Parking Lot ======================= _Cutscene_ RUN! A GASOLINE station is on fire! _Cutscene_ Gee, Capcom, way to go. You left Carlos out of the cutscene. Leave. ======================= City Hall ======================= Now go through that door the zombies came out of earlier. Push the switch on the statue, then take the BRONZE BOOK. Run to the door leading to the Newspaper Office Street. ======================= Newspaper Office Street ======================= Take the door in front of you. ======================= Restaurant Back Alley ======================= Enter the first door you come to. ======================= Back Alley Save Room ======================= You need: SHOTGUN SHOTGUN SHELLS F. AID BOX BRONZE BOOK ======================= Restaurant Back Alley ======================= Run down the alley and turn right at the fork. Proceed through the door at the end. ======================= Theater Boulevard ======================= Run to where you found the 2 GREEN HERBs earlier. Put the BRONZE BOOK in the indentation on the wall here. Now take the BRONZE COMPASS and go back through the door you used to come in. ======================= Restaurant Back Alley ======================= Run back to the Newspaper Office Street. ======================= Newspaper Office Street ======================= Run forward. Either Crows or Cerberus will come through the window. Kill them, then enter the City Hall. ======================= City Hall ======================= Run back to the statue and put the BRONZE COMPASS in its hands. Now take the BATTERY and leave the way you came in. ======================= Newspaper Office Street ======================= Take the door directly in front of you. ======================= Restaurant Back Alley ======================= Run down the alley and turn right at the fork. Use the door at the end. ======================= Theater Boulevard ======================= Enter the first door you come to. ======================= Under Construction Alley ======================= Kill the 2 Chimeras here, then run past the man's body and up the stairs to the elevator. Put the BATTERY into place here and ride the elevator down. ======================= Sub Station Entrance ======================= There's a lot of zombies here, but you need to get to the unlocked door, which is to the right of the first door you see. Use your dodging skills, or the red explosive strapped to the wall to get to the only unlocked door here. ======================= Tiny Corridor ======================= Take the other door here. ======================= Power Control Room ======================= Run to the end. There could be 3 containers of GUN POWDER B here. -----Voltage Control Puzzle----- Check the shutters. One will be released at 115V-125V and the other will be released at 15V-25V. So let's set the voltage so we can do this. Check the machine with the flickering red light and set control to manual mode. Now check the transformer here. Push the switch. You start at 50. Red = 15 Blue = -5 However, with each increasing number, it is multiplied more. So we need to reach 120V and 20V. To reach 120V, enter: Blue, Red, Blue, Red And to reach 20V, enter: Red, Blue, Blue, Blue. This completes the puzzle. Now go into the Low Voltage room and take the FUSE. Now leave the Low Voltage room. You will be faced with this decision: Head for the emergency exit. Increase electricity output. Choose increase electricity output to fry the zombies and blow their heads off. Now enter the other room you opened. Check the locker for the MAGNUM. Whoopdeedoo. Now leave. ======================= Tiny Corridor ======================= Use the other door here. ======================= Sub Station Entrance ======================= Run back to the elevator. ======================= Under Construction Alley ======================= Run down the stairs and take the door at the west end of the hall. ======================= Parking Area ======================= Some zombies came through here while you weren't looking. Kill them and enter the save room. ======================= Parking Garage Save Room ======================= Check your inventory: SHOTGUN SHOTGUN SHELLS F. AID BOX WRENCH Now enter the other door here. ======================= Parking Garage ======================= Run to the sparking car and take the POWER CABLE. Then take the other door here. ======================= Wrecked Bus Road ======================= Run past the bus. Crows will come to greet you. Continue down the road to the door at the end. ======================= Fire Hose Alleyway ======================= Use the WRENCH on the FIRE HOSE at the end and take the FIRE HOSE. Discard the WRENCH and enter the door here. ======================= Chimera Alley ======================= There are 2 Chimeras here, so use the explosive to your advantage. Proceed through the other door here. ======================= Bookstore Avenue ======================= Kill the Cerberus then run down the alley beside the Book Store and proceed through the door. ======================= Burning Alley ======================= Plug the FIRE HOSE into the hydrant, then run down the alley now extinguished and take the door at the end. ======================= Simple Alley ======================= Run down the alley and pick up the 2 BLUE HERBs. then proceed through the door at the end. ======================= Sales Office Area ======================= There's 2 Chimeras here and an explosive. However, it's hard to blow them up and you have plenty of SHOTGUN SHELLS. Kill them and enter the Sales Office. ======================= Sales Office ======================= _Cutscene_ You're full of balogna Nicholai! Oh well. We can't kill him...yet... Take the BUSINESS FAX from the drawer here and the F. AID SPRAY beside the dead guy's head. Now run toward the computer and grab the sparkle. You get the MANAGER'S REPORT. -----Storage Room Access Puzzle----- The MANAGER'S REPORT says it's the last product shipped. Well, use the remote control to view an advertisement for the last product shipped. How convenient. Adravil AquaCure Safsprin Those are the products. Enter the name of the product as the password on the computer. This gives you access to the Storage Room and completes the puzzle. Enter the Storage Room. ======================= Storage Room ======================= Run to the back of the room and take the OIL ADDITIVE. It looks like orange juice. Then take the 3 containers of GUN POWDER B and leave. ======================= Sales Office ======================= Dodge the zombies and leave. ======================= Sales Office Area ======================= Run to the end and take the CRANK. It's the SQUARE CRANK, and looks amazingly similar to the one from RE2. Now use the door here. ======================= Simple Alley ======================= Run to the end to the alley formerly known as the ======================= Burning Alley ======================= Enter the save room. _Cutscene_ Dodge your friend and enter the save room. ======================= Uptown Save Room ======================= At this point, you can take the SQUARE CRANK back to the Bar Jack Alley and use it to raise a shutter and reveal 36 shots for your G. LAUNCHER. However, you'll have to avoid your buddy in the black trenchcoat and his rocket launcher to get them. He will also follow you back to this save room. Another thing you can do if you want to is head back to the warehouse where you found that man at the beginning of the game. He will have left his little trailer-thing and will be eaten by zombies. However, DARIO'S MEMO is also in the trailer thing, which is required to get JILL'S DIARY. There's also 1 GUN POWDER A and 2 GUN POWDER B. Check your inventory: SHOTGUN SHOTGUN SHELLS F. AID BOX MACHINE OIL OIL ADDITIVE FUSE POWER CABLE Now combine the MACHINE OIL with the OIL ADDITIVE for the MIXED OIL. That's all you need to get that tram working. Save if you want and leave. ======================= Burning Alley ======================= If you got the extra ammo, Nemesis will be following you. If not, he won't. Take the gate at the end. ======================= Bookstore Avenue ======================= Run past the fire to the gate at the end. ======================= Chimera Alley ======================= Run to the end. ======================= Fire Hose Alleyway ======================= Run to the end. ======================= Wrecked Bus Road ======================= Enter the Parking Garage. ======================= Parking Garage ======================= Run to the save room here. _Cutscene_ You have two options: Climb up. Jump off. Choose climb up as soon as you can. Now continue to the save room. ======================= Parking Area ======================= Kill the zombie that tries to eat you and take the GRENADE ROUNDS from his car. ======================= Under Construction Alley ======================= Now go down the alley and go left at the fork. ======================= Theater Boulevard ======================= Go to Jill's left and enter the door at the end. ======================= Restaurant Back Alley ======================= Run to the door at the west end of the alley. ======================= Newspaper Office Street ======================= Enter the door directly in front of you. ======================= City Hall ======================= Run to the fork, go left, dodge your friend, and take the door at the end. ======================= Japanese Food Avenue ======================= Run to the door at the end. ======================= Lonsdale Yard ======================= Run to the door at the end. _Cutscene_ Man, I don't think Jill and the ground are getting along very well. ======================= Underground Tunnel ======================= ////////////////////////////////// ********************************** Boss: Tunnel Worm 1 Difficulty: Easy/Medium ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ You don't have to fight the tunnel worm at all. Go down the nook to Jill's right and activate the power supply. Then run down the tunnel and push the switch in the nook. Now push the switch by the ladder to lower it, then climb up it. ======================= Tram Station ======================= Enter the Rear Car. ======================= Rear Car ======================= Use the POWER CABLE, MIXED OIL, and FUSE here. _Cutscene_ Well, gee, thanks a lot Carlos. You got some FLAME ROUNDS. Enter the Front Car. ======================= Front Car ======================= _Cutscene_ Hmmm. I wonder what that was.:-\ Go back and check it out. ======================= Rear Car ======================= Don't try to kill him. I've tried over and over and he never dies before I do. Just leave and let Mikhail take care of him. _Cutscene_ ======================= Front Car ======================= _Cutscene_ Now you're faced with this decision: Jump out the window. Use the emergency brake. Choose what you want, but this walkthrough will assume you chose "jump out the window." Trust me. _Cutscene_ ======================= Clock Tower Entrance ======================= Get up then run toward the door. Take the 2 GUN POWDER A(s) and the 2 GUN POWDER B(s) then check the off-center painting of a woman. Take the C. TOWER KEY. Examine it, it's the WINDER KEY. Now enter the door here before the zombies eat you. ======================= Living Room ======================= Check your inventory: SHOTGUN SHOTGUN SHELLS Full-healing item WINDER KEY Now save if you want and take the other door here. ======================= Bookshelf Hall ======================= Run forward. _Cutscene_ You got some FREEZE ROUNDS. Now take the GRENADE ROUNDS from the table and run past the blue door. Here you can find the ART PICTURE POSTCARD. Now use the brown door here. ======================= Clock Tower Main Hall ======================= Run over to the mercenary's body and take the SHOTGUN SHELLS. You'll also get the OPERATION INSTRUCTION file. It tells about what you need to do to get a chopper here. Now check the table with the two lamps with green shades for the CLOCK TOWER MAP. Then take the F. AID SPRAY off the table, then take the double doors on the west side of the hall. NOTE: You can also get the MINE THROWER here if you're in Hard mode. ======================= Dining Room ======================= There are some zombies on the floor here. Kill them if you want, but take the door in the nook to the south. ======================= Piano Room ======================= Use the door on the other side of the piano. ======================= Chapel ======================= Run to the altar and take the C. TOWER KEY from the shelf with red curtains. It's the BEZEL KEY. Now check your inventory: SHOTGUN SHOTGUN SHELLS Full-healing item BEZEL KEY Now ignore that sound and leave. ======================= Piano Room ======================= Use the door to the right of the door to the Dining Room. You will open the lock to go through. ======================= Clock Tower Front Lawn ======================= Out here you can find a bunch of Crows. You can also find 2 BLUE HERBs and 3 GREEN HERBs behind the statue to the southwest. Now go in the double doors. ======================= Clock Tower Main Hall ======================= -----Music Box Puzzle Part 1----- There is a music box on each side of the stairs. One sounds obviously wrong, and one sounds right. Each has letters written down on the lid. [This from Jesse Main (slipknot_957@hotmail.com)] It'll be either: d, u, d, d, u, d -or- u, d, u, u, d, u I'll remind you later, but if you weren't using this walkthrough, you'd write this down. Now ascend the stairs. ======================= Clock Tower Main Hall 2F ======================= Run to the door at the end. Dodge the Spiders. ======================= Clock Tower Balcony ======================= Check the keyhole in the middle of the wall here. Use the BEZEL KEY. Then climb up the ladder. ======================= Machinery Room ======================= Take the 2 containers of GUN POWDER A and organize your inventory to look like this: SHOTGUN SHOTGUN SHELLS Full-healing item WINDER KEY Now take the SILVER GEAR. It's on the shelf by the typewriter. -----Music Box Puzzle Part 2----- Now check the huge music box in the southwest corner of the room. Operate the switches. Now, use the letters you wrote down (U for Up, D for Down) to put the pins in the correct places. If you didn't write them down, you can still do it, you'll just have to listen to each one individually and figure it out yourself. [These solutions from Jesse Main (slipknot_957@hotmail.com)] Remember, it's either: d, u, d, d, u, d -or- u, d, u, u, d, u After you're done, "just push play". Now you get the CHRONOS CHAIN. Combine it with the WINDER KEY for the CHRONOS KEY. Climb down the ladder. ======================= Clock Tower Balcony ======================= Enter the door here. You'll be faced with a decision: Use the light. Use the cord. I think we both know which one sounds like more fun, but use the light. Hey, this WAS more fun than shocking him. Jill turns on the light to temporarily blind him, then pushes him off the balcony. If you used the cord, you shocked him and he's on the ground temporarily. Use the door. ======================= Clock Tower Main Hall 2F ======================= Descend the stairs. ======================= Clock Tower Main Hall ======================= Take the single door closest to you. ======================= Bookshelf Hall ======================= Unlock the blue door, discard and enter. ======================= Spider Corridor ======================= Take the GRENADE ROUNDS from the dead body, then continue to the door at the end of the hall. ======================= Art Room ======================= Check the bodies here for the MERCENARY'S POCKETBOOK. Oh boy. A hard-to-describe puzzle. -----Art Room Puzzle----- Take the AMBER BALL, CRYSTAL BALL, and OBSIDIAN BALL. Here's the values: Crystal: 1 Obsidian: 2 Amber: 3 You need to get the clock in the middle to read 12:00. Putting a ball in the tray on the left will move the clock in the middle back in time its given value, putting a ball in the tray in the middle will move the clock forward in time its given value, and putting a ball in the tray on the right will move the clock forward TWICE its given value. It's kind of confusing. If it's set at 9:00, put the CRYSTAL BALL in the tray on the right, the AMBER BALL in the middle, and the OBSIDIAN BALL on the left. If it's set at 5:00, put the AMBER BALL on the right, the OBSIDIAN BALL in the center, and the CRYSTAL BALL on the left. If it's anything else, you're gonna need to figure it out yourself. After you finish, you'll get the GOLD GEAR. Combine it with the SILVER GEAR for the CHRONOS GEAR. Run to the back of the room and take the SHOTGUN SHELLS, then leave the way you came in. ======================= Spider Corridor ======================= Take the door at the other end. ======================= Bookshelf Hall ======================= Use the brown door closest to you. ======================= Clock Tower Main Hall ======================= Use the BLUE HERBs growing here if you need to, then climb the stairs. ======================= Clock Tower Main Hall 2F ======================= Proceed through the only door up here. ======================= Clock Tower Balcony ======================= Climb the ladder. ======================= Machinery Room ======================= Now use the CHRONOS GEAR in the place beside the item box. This causes the bell to ring and signals our escape chopper. Now check your inventory: MAGNUM MAGNUM ROUNDS Full-healing item Full-healing item (and another if you have one) I highly recommend you save here. Descend the ladder. ======================= Clock Tower Balcony ======================= We need to get to the Clock Tower Front Lawn so the chopper can pick us up. Go through the door here. _Cutscene_ ======================= Clock Tower Front Lawn ======================= ////////////////////////////////// ********************************** Boss: Nemesis 1 Difficulty: Medium/Hard ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Thanks alot, Nemesis. He has his rocket launcher at the beginning and is really annoying. After about 4-5 shots, however, he drops it and runs after you. It's hard to tell what your health is since you're infected with Nemesis's virus, the type NE-T virus. When you start limping when you run, you're in danger. Try to dodge his attacks. You can tell when he's about to shoot a rocket and it's not too challenging to dodge his punching attacks. If he knocks you on the ground, get up as soon as you can because he is probably about to kill you with his tentacle. He will also fall on the ground 2-3 shots after he drops his rocket launcher. At this point he take 3-4 more shots to down. After you beat him, you'll see a _Cutscene_ ======================= Chapel ======================= Go to the item box and take out the A.R. BULLETS. Put the MERC'S HANDGUN in the item box. Save if you want and leave. NOTE: If you can't feel anything, why don't you get the antidote yourself? ======================= Piano Room ======================= Where are we going to get the antidote? There was something about a state-of-the-art hospital in the CITY GUIDE file. Let's try to find it. Go to the Dining Room. ======================= Dining Room ======================= More zombies here. Take the double doors. ======================= Clock Tower Main Hall ======================= Use the door on the other side of the hall. ======================= Bookshelf Hall ======================= Proceed through the blue door. ======================= Spider Corridor ======================= Run past the Chimeras to the door at the end. ======================= Art Room ======================= Run to the back of the room, push the bell out of the way and proceed through the door behind it. ======================= Hospital Street ======================= Use the explosive to kill as many zombies as possible, then run down the street to the hospital. NOTE: The sign above it says "Raccoon Hospital". That's weird. I've heard of veterinarians, but never a raccoon hospital. (Doo-Doo-CRASH Thank you very much.) ======================= Reception Area ======================= Run forward. _Cutscene_ That enemy is technically the MA-122 Hunter. It's stronger and faster than the Hunter from RE1 and Birkin writes about making a stronger hunter. He should be called a Super-Hunter, but in this walkthrough, we're just gonna call him a Hunter. Hunters have razor-sharp claws and a devastating lunging attack. Be SURE you dodge the lunging attack or they'll chop your head clean off your shoulders like the zombie you just saw. Kill them, then take the 2 RED HERBs here and use the door. ======================= Reference Room ======================= Take the F. AID SPRAY from the bookshelf and check your inventory: ASSUALT RIFLE A.R. BULLETS F. AID BOX That's about it. Save if you want and take the other door here. ======================= 1F Elevator Landing ======================= Take the BLUE HERB beside you. Now pick up the DIRECTOR'S DIARY from the pool of blood beside the corpse and the TAPE RECORDER from the desk. There's some H. GUN BULLETS in the open locker, but you don't really need them. Next run over to the elevator. Push the microphone button. It says to enter your voice, but your voice is most definitely not registered here. Use the TAPE RECORDER to play the doctor's voice and unlock the elevator. Darn, and I was hoping Dreamstreet was on that tape ;-). Go in the elevator and push the button to go to floor 4F. ======================= 4F Hallway ======================= Turn the first chance you get and enter Room 401. ======================= Room 401 ======================= Kill the annoying Leech-snakes here, then check the doctor's body. It will give you three numbers (also randomized). Remember them. -----Hospital Cart Puzzle Part 1----- Now check for a cart in one corner of the room (I hate this randomization!). Check your map and remember the corner of the room it is in (NE, NW, SW, SE). Now take the 2 GREEN HERBs in the southwest corner of the room and leave. ======================= 4F Hallway ======================= Now run to the door at the south end of the hall with the words "data room" on it. ======================= Data Room ======================= _Cutscene_ Ouch. That would most definitely hurt. Run to the northeast part of the room and take the SICKROOM KEY and PHOTO D. Now leave. ======================= 4F Hallway ======================= Run to the door past Room 401, unlock it, discard, and enter. ======================= Room 402 ======================= Alright. This part of the puzzle is confusing. -----Hospital Cart Puzzle Part 2----- Now forget everything your 2nd grade teacher taught you. I am your 2nd grade teacher, and here's how the compass directions go: |-----------| |NE NW| | | | | |SE SW| |-----------| Those of you that are pretty quick may notice it's a mirror image of the last room. However, without a walkthrough like this one you would get shocked at least once trying to figure it out. There should have been some file that said something about it. Oh well. Push the cart to the corner it was in in Room 402. This reveals a safe and completes the puzzle. Go over to the safe. Put in the number that was on the slip of paper the doctor was holding to open the safe. You'll get the VACCINE BASE. Now leave. ======================= 4F Hallway ======================= Ride the elevator down to the B3 Hallway. ======================= B3 Hallway ======================= Hmm. I could have sworn zombies attacked me here last time. Oh well. Run down the hall past the explosive to the door at the end. NOTE: Grr. You think they could have AT LEAST used different doors. This is the same type door that was used in the basement lab in RE2. ======================= Chemical Room ======================= There are 2 Hunters here, one in front of you and the other is behind that shelf. He'll jump back if he sees you, so shoot the explosive behind him to blow him to...I dunno...Italy? Anyway take the other door here. ======================= Medical Lab ======================= Run around the tanks and take the MEDIUM BASE. It's on the bookshelf. Now take the MEDICAL INSTRUCTION MANUAL, which is on the desk. -----Vaccine Synthesization Puzzle----- Run over to the switch next to the tanks and push the switch. Don't worry, they won't attack you...yet. Now set the MEDIUM BASE in place in the machine beside it. Sorry, guys, but for now I have no clue how to explain this puzzle to you. Just push I, III, then A. This gives you the VACCINE MEDIUM and completes the puzzle. Mix the VACCINE MEDIUM with the VACCINE BASE for the VACCINE! Now we can save Jill. Leave. Avoid the Hunters on your way out. ======================= Chemical Room ======================= Take the other door here. ======================= B3 Hallway ======================= Kill the 2 Hunters here. Use the explosive to your advantage and board the elevator. Push the button for 1F. ======================= 1F Elevator Landing ======================= AHH! ZOMBIES! Kill as many as you can, then use the other door here. ======================= Reference Room ======================= Here's what you need: ASSAULT RIFLE A.R. BULLETS F. AID BOX VACCINE Now save if you want and leave. ======================= Reception Area ======================= AWWW TARTAR SAUCE. WE HATE YOU NICHOLAI! RUN! RUN AS IF YOUR LIFE DEPENDED ON IT! (?) ======================= Hospital Street ======================= _Cutscene_ Run back to the Art Room. ======================= Art Room ======================= Kill the Leech-snakes that magically appeared here while you were gone. It must have been Mary Poppins. Run to the other door in the room. ======================= Spider Corridor ======================= Run to the end. ======================= Bookshelf Hall ======================= The brown door toward the back of the screen. ======================= Clock Tower Main Hall ======================= Use the double doors across from you. Ignore any beauty-school dropouts you may encounter. ======================= Dining Room (N) ======================= Take the other door here. ======================= Piano Room / Dining Room (N) ======================= Run to the Chapel. ======================= Chapel ======================= Go check Jill. _Cutscene_ Now you're Jill again. Woo. Take: SHOTGUN SHOTGUN SHELLS Full-healing item LOCKPICK Save if you want and leave. ======================= Piano Room / Dining Room ======================= Run into the Dining Room and take the double doors. ======================= Clock Tower Main Hall ======================= Run to the door on the other side. Avoid Nemesis. ======================= Bookshelf Hall (N) ======================= Use the blue door. ======================= Spider Corridor (N) ======================= Run to the door at the end. ======================= Art Room ======================= Take the door in the back. ======================= Hospital Street ======================= Run to the door across the street, unlock it with the LOCKPICK, and proceed through. ======================= Park Save Room ======================= Take the GRENADE ROUNDS from the table and the PARK KEY from the key rack on the wall. It's the MAIN GATE KEY. Now take PHOTO E from the table. Dump the GRENADE ROUNDS and LOCKPICK in the item box, save if you want and leave. ======================= Hospital Street ======================= Run away from the hospital, past the zombies, and up the stairs to the main gate of Raccoon Park. Unlock it, discard and enter. ======================= Park Entrance ======================= Kill the Hunter in front of you, then go to Jill's left and continue until you find another Hunter. Kill him, too, then go down the stairs at the other side of the area. ======================= Fishing Docks ======================= Here you'll encounter either some zombies or some Hunters. Kill whatever you find and take the door at the end. ======================= Scenic Pathway ======================= Kill the Cerberus and take the PARK KEY from the mercenary's body. It's the GRAVEYARD KEY. Now go out the way you came in. ======================= Park Entrance ======================= Enter the door on the other side of the area. ======================= Fountain Area ======================= Take the PARK MAP on Jill's left. -----Fountain Puzzle----- Check the poster here. It says you can manipulate the fountain by changing the gear arrangement. How nice. Go down the stairs and jump into the pool. Run to the other side to see a illustration showing how to drain the pool. It has: ----- BLACK BLACK WHITE WHITE Now climb back up the stairs. Check the control panel here and open the lid. This is where it gets hard to describe. You need to make the gears look like they did in the illustration in 6 moves. START: ----- WHITE WHITE BLACK BLACK MOVE 1: BLACK WHITE WHITE ----- BLACK MOVE 2: BLACK ----- WHITE WHITE BLACK MOVE 3: BLACK BLACK WHITE WHITE ----- MOVE 4: BLACK BLACK ----- WHITE WHITE MOVE 5: BLACK ----- BLACK WHITE WHITE MOVE 6: ----- BLACK BLACK WHITE WHITE That should do it. Climb down into the pool and climb down the ladder at the other end. ======================= Sewerway ======================= Go quickly to the other end and climb up. Climb up the ladder at the end. ======================= Graveyard ======================= Run until you come to a zombie making his way out of the ground. Kill him, then run to the fork. If you go to Jill's left, you'll find 2 zombies and 2 RED HERBs. If you choose not to go that way or are finished with the zombies and items there, run the other way, past the zombies coming out of the ground to the door at the end. Unlock it, discard, and enter. ======================= Gravekeeper's Shack ======================= Take the 2 containers of GUN POWDER A and 2 of GUN POWDER B, then take the IRON PIPE (?) from the tool cabinet. Now use the door back here. ======================= Graveyard Save Room ======================= Take the F. AID SPRAY on the floor beside the item box. You need: G. LAUNCHER Your Favorite G. LAUNCHER ammo. IRON PIPE LIGHTER and a bunch of Full-healing items. Take at least 2. Now save (recommended) and leave. ======================= Gravekeeper's Shack ======================= Use the LIGHTER to burn the wood out of the fireplace. Then discard it. Hmm. We can see light coming through. USE THE IRON PIPE! Then crawl through. ======================= Graveyard Back Room ======================= Take the sparkling PARK KEY. It's the REAR GATE KEY. Now take the SUPERVISOR'S REPORT from the table and the FAX FROM THE H.Q. from the chalk board. Now leave. _Cutscene_ Leave. ======================= Gravekeeper's Shack ======================= _Cutscene_ What a loser. Follow him out. ======================= Graveyard ======================= Run to the other end. _Cutscene_ Well, that's slightly exaggerated. ////////////////////////////////// ********************************** Boss: Tunnel Worm 2 Difficulty: Medium ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Avoid him until he comes out of the ground for a while. If it's not just a quick attack, then that's the time to shoot at him. Turn around, run, turn around, fire. And repeat. That's basically all there is to it. Dodge his attacks if he gets close to you. Another trick you can use is to shoot the light pole on the far side of the puddle. Eventually, it will fall into the water and shock the worm when he goes through it. It helps, but it's not a major trick to beating the boss. After you're done, you'll see a _Cutscene_ and then you can climb out of there. Do so. ======================= Sewerway ======================= Run to the other side and climb up the ladder. Try not to waste your ammo on the Leech-snakes. ======================= Fountain Area ======================= Climb out of the pool and go to the west side of the area. WOO! 3 GREEN HERBs and 2 BLUE HERBs. Take them, then leave via the door. ======================= Park Entrance ======================= Great. Zombies. Run up the steps and push the Dodge button to push the zombie, then run down the short staircase and down the steps at the end. ======================= Fishing Docks ======================= Run to the gate at the end. ======================= Scenic Pathway ======================= Run to the end and take the MAGNUM BULLETS from the mercenary's body, then unlock the door and leave. ======================= Bridge ======================= Run up the stairs and across the bridge. Nemesis will show up and leave you with two decisions: Push him off. Jump off. Choose Jump off. It has a better ending. Now you're down here. Climb onto the ledge, run down the tunnel and climb up the ladder. ======================= Sewerway 2 ======================= Run forward. _Cutscene_ Now take the door Carlos didn't take. ======================= Monitor Room ======================= Here, take the WATER SAMPLE and the SECURITY MANUAL in the southeast corner of the room and ditch everything but the WATER SAMPLE in the item box. ======================= Pollution Confirmation Room ======================= Run down the steep staircase to the bottom. Take the 3 containers of GUN POWDER A and another 3 of GUN POWDER B, then put the WATER SAMPLE into the machine in the northeast corner of the room. -----Water Purification Puzzle----- The hardest puzzle of all (NOOOO!!!). You need to line up wave lengths A, B, and C so that when they pile up on top of each other, they cause the result to look just like the sample. [These from Jesse Main (slipknot_957@hotmail.com)] There's 4 possible solutions: 1. A - 4 right. B - 2 right. C - 2 left. 2. A- 1 right. B - 1 right. C - 2 left. 3. A - 1 left. B - 2 left. C - 2 right. 4. A - 1 right. B - 3 right. C - 4 left. Even with the solutions, it still might take a little bit to do this. I recommend writing down what you do, then if it doesn't work, do it backwards to return it to its original position. Then, try another solution. After you're done, take the F. AID SPRAY. It's on the shelf on the right. Now leave. ======================= Monitor Room ======================= You need: SHOTGUN SHOTGUN SHELLS Full-healing item Now take the door that doesn't lead back down to the Water Purification Room. ======================= Sewerway 2 ======================= Run to the other side of the sewerway, climb up and go through the door. ======================= Pollution Control Room ======================= Try to kill as many Chimeras as you can with the explosive barrel here, then run to the monitors and check the cart beside them for 2 boxes of SHOTGUN SHELLS. Now proceed into the elevator on the other side. ======================= Factory Elevator ======================= Push the switch. ======================= Observation Room ======================= Kill all five zombies here, then take the 3 GREEN HERBs. Take the SYSTEM DISK from the panel, and grab the DEAD FACTORY MAP by the door. Go through. ======================= 2F Hallway ======================= _Cutscene_ Run to the door furthest away from the location of the gunman. ======================= Resting Room ======================= Run around the table and take the FACILITY KEY. Take the MANAGER'S DIARY from the table with the typewriter and the F. AID SPRAY from the counter beside the item box. Let's check our inventory: SHOTGUN SHOTGUN SHELLS SYSTEM DISK Full-healing item Full-healing item Full-healing item Now take the other door here. ======================= Steam Puzzle Room ======================= Take the 2 BLUE HERBs here. -----Steam Puzzle----- Oh boy! A non-randomized puzzle! Here's the valves and the door. __________E____ | | | | | ------ | | | |4 | | 1| |5 | | ----------| | 2 3 X| | |_____________| E = Entrance X = Marks the spot you need to get to. Now push them in this order: 1 2 3 1 4 5 1 2 3 That should get you to the X, or computer. Push the switch to "verify the water's purity". This gives you access to the elevator and completes the puzzle. Now push switch #1 and leave. ======================= Resting Room ======================= You're about to have a forced fight with Nemesis, having a powerful weapon won't help. So save if you want and be sure you bring the SHOTGUN with you. ======================= 2F Hallway ======================= Ignore any Chimera you may encounter and take th first door you come to. ======================= Observation Room ======================= Run down the hall to the now unlocked door. Go through. ======================= Wiring Hall ======================= Run to the blinking red light. Use the SYSTEM DISK on it to gain entrance to the next room. ======================= Trash Compactor ======================= _Cutscene_ ////////////////////////////////// ********************************** Boss: Nemesis 2 Difficulty: Medium/Hard ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ The only way to beat him is to continue doing what was just illustrated by the cutscene. Well, it's easier to shoot the valve when he's in front of it, but the whole point is to open the valve to spray the acid onto him. The first acid spray will cause him to lose all his tentacles but one and make him rather angry. The second acid spray will destroy his head and make him furious. NOTE: Don't forget to hurry here! You have a time limit! The third acid spray will kill him. Take the CARD KEY that fell from the scientist's pocket, use it on the computer and leave. ======================= Wiring Hall ======================= _Cutscene_ Glad he's finished. Run to the door at the end of the hall. ======================= Observation Room ======================= Now there's zombies here. Kill them and take the other door here. ======================= 2F Hallway ======================= Go back to the Resting Room. ======================= Resting Room ======================= At this point, you have the choice of whether you want the R. LAUNCHER or not. I must recommend getting it, since it's not that hard and it will help you out a lot in the final battle. So let's do it! Be sure you take the FACILITY KEY and go out the way you came in. ======================= 2F Hallway ======================= Take the first door you come to. ======================= Observation Room ======================= Enter the Factory Elevator. ======================= Factory Elevator ======================= Push the button. ======================= Pollution Control Room ======================= Run past the Chimera to the door at the end. ======================= Sewerway 2 ======================= Use the other door here. ======================= Monitor Room ======================= Run to the door on the other side. ======================= Pollution COnfirmation Room ======================= Run over to the blue-lighted machine and put the FACILITY KEY there. Now take it back. Run back to the Monitor Room. ======================= Monitor Room ======================= Back to Sewerway 2. ======================= Sewerway 2 ======================= Back to Pollution Control Room. ======================= Pollution Control Room ======================= Board the elevator. ======================= Factory Elevator ======================= Push the button. ======================= Observation Room ======================= Run back to the 2F Hallway. ======================= 2F Hallway ======================= Back to the Resting Room. ======================= Resting Room ======================= That was a long quest for some radiation, but it's worth it in the end. Take the other door here. ======================= Steam Puzzle Room ======================= Use the CARD KEY on the reader here and go down the elevator. ======================= Heavy Weapons Storage ======================= Take the 2 containers of GRENADE ROUNDS, then use the FACILITY KEY on the slot at the end. Open it for the... R. LAUNCHER! Now go back up on the elevator. ======================= Steam Puzzle Room ======================= Use the door here. ======================= Resting Room ======================= Prepare for the final battle! Here's what you should take: ROCKET LAUNCHER SHOTGUN SHOTGUN SHELLS CARD KEY Full-healing item Full-healing item Full-healing item SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE The boss of the game isn't as hard as the Nemesis we just beat, so you probably won't even need that many Full-healing items. Now exit to the 2F Hallway. NOTE: Hmm. Jill can carry the R. LAUNCHER with one hand but uses two for the SHOTGUN. That's weird. ======================= 2F Hallway ======================= Run to the card key reader and use the CARD KEY. Discard it, then use your SHOTGUN to kill the zombies behind the shutter. Take the 2 GREEN HERBs by the door. Then use the door at the end. ======================= Control Room ======================= Take the RADAR RECEIVER. It's on the panel. _Cutscene_ Now you'll be faced with this decision: Negotiate with Nicholai. Return fire to the chopper. Choose Negotiate with Nicholai to talk to him about it. He'll then leave, knowing that you will die here without a chopper. Darn. _Cutscene_ At least Carlos isn't giving up. Take the invisible F. AID SPRAY from the box on the east side of the room, then take the MAGNUM BULLETS from the case beside the door. Check the ladder. _Cutscene_ Now you can go down the ladder. Descend it. ======================= Lower Hallway ======================= Take the INCINERATOR MANUAL. It's on the wall. You've already got the correct inventory, so you can ignore the item box unless you want to check for some more healing items. Of all the zombies here, only two are alive. The first face-down zombie is alive and naturally the one standing up is alive. Kill them both, then take the two boxes of SHOTGUN SHELLS on the shelf beside the door and leave. ======================= Junk Yard ======================= Run to the double doors at the other end. At the second-last camera view you see, you can see some newspapers on the ground, and the final file. It's the CLASSIFIED PHOTO FILE. Now continue through the double doors. ======================= Rail Cannon Room ======================= Run to the back of the room where you'll find a computer. Check it. Now run to battery #1, which is by the door. Push it into place. _Cutscene_ ////////////////////////////////// ********************************** Boss: Nemesis 3 Difficulty: Medium ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Run past the computer to battery #2. Push it into place. Then push battery #3 into place to activate the rail cannon. Now, while the rail cannon is charging, equip your R. LAUNCHER and fire away at the freak. It won't kill him, but it will hurt him badly. When you hear the cannon charging up, try to position Nemesis in front of the cannon. The first hit will just destroy some machinery that was in the way. One hit will kill him if you shot him with all the rockets. Now use the other door here. You'll be faced with this decision: Exterminate the monster. Ignore it and evacuate. Choose Exterminate the monster. _Cutscene_ Man, I need to learn how to talk without opening my mouth. Leave. ======================= Upper Elevator ======================= Push the switch. ======================= Junk Yard 2 ======================= Run forward. _Ending Cutscene_ That was cute. In case you're wondering, that was Barry Burton that came to rescue you. He tried to kill you in RE1, but has turned into a good guy since the end of the game. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 8. Mercenaries Mini-Game =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= You can play as Mikhail, Carlos, or Nicholai. Here's their stats: ======================= Mikhail ======================= SHOTGUN (7) SHOTGUN SHELLS (21) MAGNUM (6) MAGNUM ROUNDS (18) ROCKET LAUNCHER (8) BROWN HERB Mikhail can save people at these places for 20 extra seconds, healing items and ammo, and a higher reward: Save Dario at the gas station for 14 SHOTGUN SHELLS. Save the girl at the Newspaper Office for 14 SHOTGUN SHELLS. Save Brad Vickers in the freezer at the Restaurant for 12 MAGNUM BULLETS. Save Marvin Branagh in the Sub Station for a F. AID SPRAY. Save Nicholai in the Sales Office for a F. AID SPRAY. Save Carlos at Bar Jack for 14 SHOTGUN SHELLS. Killing anything gives you more time, combos give you even more. Get to the warehouse before time runs out. ======================= Carlos ======================= ASSAULT RIFLE (100%) EAGLE 6.0 (15) H. GUN BULLETS (90) BROWN HERB BROWN HERB BROWN HERB Carlos can save people at these places for 20 extra seconds, healing items and ammo, and a higher reward: Save Dario at the gas station for 60 H. GUN BULLETS. Save the girl at the Newspaper Office for a F. AID SPRAY. Save Brad Vickers in the freezer at the Restaurant for 60 H. GUN BULLETS. Save Marvin Branagh in the Sub Station for 60 H. GUN BULLETS. Save Nicholai in the Sales Office for 60 H. GUN BULLETS. Save Mikhail at Bar Jack for a F. AID SPRAY. Killing anything gives you more time, combos give you even more. Get to the warehouse before time runs out. ======================= Nicholai ======================= MERC'S HANDGUN (15) KNIFE BLUE HERB F. AID SPRAY F. AID SPRAY F. AID SPRAY Nicholai can save people at these places for 20 extra seconds, healing items and ammo, and a higher reward: Save Dario at the gas station for 60 H. GUN BULLETS. Save the girl at the Newspaper Office for 60 H. GUN BULLETS. Save Brad Vickers in the freezer at the Restaurant for 60 H. GUN BULLETS. Save Marvin Branagh in the Sub Station for 60 H. GUN BULLETS. Save Mikhail in the Sales Office for 60 H. GUN BULLETS. Save Carlos at Bar Jack for a 60 H. GUN BULLETS. Killing anything gives you more time, combos give you even more. Get to the warehouse before time runs out. -----Kill Times----- |-------------------------------------------------------------------------| |Monster|Zombie | Cerberus | Crow | Hunter | Spider | Nemesis | Nemesis 2| |-------------------------------------------------------------------------| |1 Kill | 3 | 4 | 1 | 6 | 4 | * | 120 | |2 Kills| 7 | 10 | 2 | 15 | 10 | N/A | N/A | |3 Kills| 14 | 20 | 4 | ? | 20 | N/A | N/A | |+ Kills| +10/ea| N/A | +3/ea| N/A | N/A | N/A | N/A | |-------------------------------------------------------------------------| =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 9. Enemies/Bosses =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ////////////////////////////////// ********************************** ----------Common Enemies---------- ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================= Zombie ======================= The most basic T-virus creation. This is a human infected with the T-virus. They take 1-5 shots in easy mode. ======================= Cerberus ======================= A canine infected with the T-Virus. They usually take 3-7 shots in easy mode. They are fast and are very deadly in groups. ======================= Hunter ======================= They're actually Super-Hunters. They have a powerful slashing attack and can slice your head off if your don't kill them quickly. ======================= Crow ======================= Crow infected with the T-virus. They can fly around and make it very hard to kill them. They only take 1-2 shots with the HAND GUN, but can seriously injure anyone who tries to kill them. They are larger than the average crow and have the ability to perform a pecking attack. ======================= Leech-snake ======================= They only attack in groups and try to suck your blood. They only take one shot from any weapon, but are really annoying, nonetheless. ======================= Chimera ======================= They are similar to the Chimeras from RE1, but are much stronger, faster, and annoying. When they stand up on two legs, either run, or shoot them. Try to shoot them off the wall or ceiling if you can. ======================= Spider ======================= They climb on the ceilings and drop poison. They have a powerful charging attack and enjoy using their tiny spider babies to hurt you. Try to shoot them while they're on the ceiling. ////////////////////////////////// ********************************** --------------Bosses-------------- ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ////////////////////////////////// ********************************** Boss: Tunnel Worm 1 Difficulty: Easy/Medium ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ You don't have to fight the tunnel worm at all. Go down the nook to Jill's right and activate the power supply. Then run down the tunnel and push the switch in the nook. Now push the switch by the ladder to lower it, then climb up it. ////////////////////////////////// ********************************** Boss: Tunnel Worm 2 Difficulty: Medium ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Avoid him until he comes out of the ground for a while. If it's not just a quick attack, then that's the time to shoot at him. Turn around, run, turn around, fire. And repeat. That's basically all there is to it. Dodge his attacks if he gets close to you. Another trick you can use is to shoot the light pole on the far side of the puddle. Eventually, it will fall into the water and shock the worm when he goes through it. It helps, but it's not a major trick to beating the boss. ////////////////////////////////// ********************************** Boss: Nemesis 1 Difficulty: Medium/Hard ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Thanks alot, Nemesis. He has his rocket launcher at the beginning and is really annoying. After about 4-5 shots, however, he drops it and runs after you. It's hard to tell what your health is since you're infected with Nemesis's virus, the type NE-T virus. When you start limping when you run, you're in danger. Try to dodge his attacks. You can tell when he's about to shoot a rocket and it's not too challenging to dodge his punching attacks. If he knocks you on the ground, get up as soon as you can because he is probably about to kill you with his tentacle. He will also fall on the ground 2-3 shots after he drops his rocket launcher. At this point he take 3-4 more shots to down. After you beat him, you'll see a _Cutscene_ ////////////////////////////////// ********************************** Boss: Nemesis 2 Difficulty: Medium/Hard ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ The only way to beat him is to continue doing what was just illustrated by the cutscene. Well, it's easier to shoot the valve when he's in front of it, but the whole point is to open the valve to spray the acid onto him. The first acid spray will cause him to lose all his tentacles but one and make him rather angry. The second acid spray will destroy his head and make him furious. NOTE: Don't forget to hurry here! You have a time limit! The third acid spray will kill him. ////////////////////////////////// ********************************** Boss: Nemesis 3 Difficulty: Medium ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Run past the computer to battery #2. Push it into place. Then push battery #3 into place to activate the rail cannon. Now, while the rail cannon is charging, equip your R. LAUNCHER and fire away at the freak. It won't kill him, but it will hurt him badly. When you hear the cannon charging up, try to position Nemesis in front of the cannon. The first hit will just destroy some machinery that was in the way. One hit will kill him if you shot him with all the rockets. Now use the other door here. You'll be faced with this decision: Exterminate the monster. Ignore it and evacuate. Choose Exterminate the monster. _Cutscene_ Man, I need to learn how to talk without opening my mouth. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 10. Weapon Locations =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ====================== Shotgun ======================= Wooden Walkway Alley (UPTOWN) ======================= Grenade Launcher ======================= S.T.A.R.S. Office -or- Power Control Room (Sub Station/UPTOWN) ======================= Magnum ======================= S.T.A.R.S. Office (R.P.D.) -or- Sub Station (Sub Station/UPTOWN) ======================= Mine Thrower ======================= Clock Tower Main Hall (CLOCK TOWER) NOTE: Hard Mode Only ======================= Rocket Launcher ======================= Heavy Weapons Storage (DEAD FACTORY) =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 11. Key Locations =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Backdoor Key/Warehouse Key ======================= Warehouse Save Room (UPTOWN) ======================= Bezel Key ======================= Chapel (CLOCK TOWER) -or- Clock Tower Entrance (CLOCK TOWER) ======================= Card Key ======================= Trash Compactor (DEAD FACTORY) ======================= Chronos Key ======================= Made from: CHRONOS CHAIN (Machinery Room/CLOCK TOWER) -and- WINDER KEY (Clock Tower Entrance -or- Chapel/CLOCK TOWER) ======================= Emblem Key/S.T.A.R.S. Key ======================= Evidence Room (R.P.D.) ======================= Facility Key ======================= Resting Room (DEAD FACTORY) ======================= Graveyard Key ======================= Scenic Pathway (PARK) ======================= Main Gate Key ======================= Park Save Room (PARK) ======================= Rear Gate Key ======================= Graveyard Back Room (PARK) ======================= Sickroom Key ======================= Data Room (HOSPITAL) ======================= Winder Key ======================= Clock Tower Entrance (CLOCK TOWER) -or- Chapel (CLOCK TOWER) =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Special Item Locations =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Battery ======================= City Hall (DOWNTOWN) ======================= Blue Gem/Sapphire ======================= Evidence Room (R.P.D.) ======================= Bronze Book ======================= City Hall (DOWNTOWN) ======================= Bronze Compass ======================= Theater Boulevard (DOWNTOWN) ======================= Card Case ======================= R.P.D. Entrance (R.P.D.) ======================= Chronos Chain ======================= Machinery Room (CLOCK TOWER) ======================= Crank/Square Crank ======================= Sales Office Area (UPTOWN) ======================= Fire Hook ======================= Restaurant (DOWNTOWN) ======================= Fire Hose ======================= Fire Hose Alleyway (UPTOWN) ======================= Fuse ======================= Sub Station (UPTOWN) ======================= Gold Gear ======================= Art Room (CLOCK TOWER) ======================= Green Gem/Emerald ======================= Freezer (DOWNTOWN) -or- Newspaper Office (DOWNTOWN) ======================= Iron Pipe ======================= Gravekeeper's Shack (PARK) ======================= Lighter ======================= Bar Jack (UPTOWN) ======================= Lighter Fluid ======================= Wooden Walkway Alley (UPTOWN) ======================= Lockpick ======================= S.T.A.R.S. OFFICE (R.P.D.) ======================= Machine Oil ======================= Gas Station (DOWNTOWN) ======================= Medium Base ======================= Medical Lab (HOSPITAL) ======================= Oil Additive ======================= Storage Room (Sales Office, UPTOWN) ======================= Portable Radar Receiver ======================= Control Room (DEAD FACTORY) ======================= Power Cable ======================= Parking Garage (UPTOWN) ======================= Rust Hex Crank ======================= Back Alley Save Room (DOWNTOWN) ======================= S.T.A.R.S. Card (Brad's) ======================= CARD CASE, R.P.D. Entrance (R.P.D.) ======================= S.T.A.R.S. Card (Jill's) ======================= Classroom (R.P.D.) ======================= Side Pack ======================= Front Car (Tram, DOWNTOWN) Carlos gives it to you. ======================= Silver Gear ======================= Machinery Room (CLOCK TOWER) ======================= System Disk ======================= Observation Room (DEAD FACTORY) ======================= Tape Recorder ======================= 1F Elevator Landing (HOSPITAL) ======================= Vaccine Base ======================= Room 402 (HOSPITAL) ======================= Water Sample ======================= Monitor Room (DEAD FACTORY) ======================= Wrench ======================= Front Car (Tram, DOWNTOWN) =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 13. Map Locations =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Uptown Map ======================= Boutique Street ======================= Police Station Map ======================= Main Hall ======================= Downtown Map ======================= Under Construction Alley ======================= Clock Tower Map ======================= Clock Tower Main Hall ======================= Park Map ======================= Fountain Area ======================= Dead Factory Map ======================= Observation Room =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 14. File Locations =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Game Instructions A ======================= Inventory ======================= Game Instructions B ======================= Inventory ======================= Clock Tower Postcard ======================= Bar Jack (UPTOWN) ======================= Photo A ======================= Roadblock Alley (UPTOWN) ======================= Marvin's Report ======================= Information Office (R.P.D.) ======================= David's Memo ======================= Dark Room (R.P.D.) ======================= Fax from Kendo ======================= S.T.A.R.S. Office (R.P.D.) ======================= Mercenary's Diary ======================= Chimera Alley (UPTOWN) ======================= City Guide ======================= Restaurant (DOWNTOWN) ======================= Photo B ======================= Press Entrance (DOWNTOWN) ======================= Photo C ======================= Newspaper Office (DOWNTOWN) ======================= Reporter's Memo ======================= Newspaper Office (DOWNTOWN) ======================= Mechanic's Memo ======================= Rear Car (Tram, DOWNTOWN) ======================= Manager's Report ======================= Sales Office (UPTOWN) ======================= Business Fax ======================= Sales Office (UPTOWN) ======================= Dario's Memo ======================= Warehouse (UPTOWN) ======================= Operation Instruction ======================= Clock Tower Main Hall (CLOCK TOWER) ======================= Art Picture Postcard ======================= Bookshelf Hall (CLOCK TOWER) ======================= Mercenary's Pocketbook ======================= Art Room (CLOCK TOWER) ======================= Director's Diary ======================= 1F Elevator Landing (HOSPITAL) ======================= Photo D ======================= Data Room (HOSPITAL) ======================= Medical Instruction Manual ======================= Medical Lab (HOSPITAL) ======================= Photo E ======================= Park Save Room (PARK) ======================= Written Order to Supervisors ======================= Scenic Pathway (PARK) ======================= Supervisor's Report ======================= Graveyard Secret Room (PARK) ======================= Fax from the H.Q. ======================= Graveyard Secret Room (PARK) ======================= Manager's Diary ======================= Resting Room (DEAD FACTORY) ======================= Security Manual ======================= Monitor Room (DEAD FACTORY) ======================= Incinerator Manual ======================= Lower Hallway The room with an item box and 4 zombies on the floor below the Control Room (DEAD FACTORY) ======================= Photo E ======================= Junkyard (DEAD FACTORY) Just before the room with the Rail Cannon. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 15. Items =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= A.R. BULLETS - 5.56mm NATO rounds. Army bullets for the assault rifle. Used for M4A1. ACID ROUNDS - Grenade Acid Rounds. Special bullets whose warhead is filled with anti-creature sulfuric acid. Used for Hk-p Grenade Launcher. AMBER BALL - A ball made of amber. ASSAULT RIFLE - M4A1 assault rifle. The gun is set to X mode. It uses 5.56 NATO rounds. BACKDOOR KEY - A small key with a tag attached to it. It says "Backdoor" on the tag. BATTERY - An old style battery. It seems to be as powerful as a modern one. BEZEL KEY - It's a key ornamented with a clock part. BLUE GEM - It's the SAPPHIRE. BLUE HERB - A rare herb that can neutralize poison. Several herbs can be mixed to enhance their effect. BOUTIQUE KEY - It's a key for an uptown boutique. BRONZE BOOK - A bronze-made book-shaped object. It says "Given knowledge" on it. BRONZE COMPASS - A bronze-made compass. It says "Future in my hand" on it. C. TOWER KEY - It's either the WINDER KEY or the BEZEL KEY. CARD CASE - A card of some kind is inside the card case. CARD KEY - It is used for the card reader at the disposal facility. CHRONOS CHAIN - A chain made to adore a god of time. There's a small screw hole near the ornament. CHRONOS GEAR - A gear designed after a god of time. CHRONOS KEY - A key made to adore a god of time. CRANK - It's the SQUARE CRANK. CRYSTAL BALL - A ball made of crystal. EMBLEM KEY - S.T.A.R.S. emblem is engraved on it. EMERALD - An emerald shining in green. EMPTY LIGHTER - It has no oil left and cannot be used by itself. F. AID BOX - It can hold up to 3 F. AID SPRAYS. F. AID SPRAY - This will completely restore your vitality. FACILITY KEY - A plastic card engraved with an ID is attached to it[?]. It seems to be coated with some kind of special painting. FACILITY KEY - The plastic card is radiating. It seems to show some kind of pattern. FIRE HOOK - It's edge is in the shape of a hook. It must be used to hook something. FLAME ROUNDS - Grenade Flame Rounds. Special bullets whose warhead is filled with powerful napalm gel. Used for Hk-p Grenade Launcher. FREEZE ROUNDS - Grenade Freeze Rounds. Special bullets whose warhead is filled with ultra low temperature liquid nitrogen. Used for Hk-p Grenade Launcher. FUSE - A fuse for the high power supply to be used for large size machinery. G. LAUNCHER - Hk-p Grenade Launcher. A small size grenade launcher developed for police use. It is loaded with X rounds. GOLD GEAR - A beautiful gear made of gold. GRAVEYARD KEY - It's a key given from a mercenary. It says "Raccoon Park Graveyard". GREEN GEM - It's the EMERALD. GREEN HERB - A rare herb that can restore your vitality. Several herbs can be mixed to enhance their effect. GRENADE ROUNDS - Grenade burst rounds. Standard bullets that scatter fragments when they hit the target. Used for Hk-p Grenade Launcher. GUN POWDER A - One of the items used for making ammunition. It can be combined with the Reloading Tool or the Grenade Rounds. H. GUN BULLETS - 9x19 parabellum rounds. Used for either the M92FS Custom or the SIGPRO. HAND GUN - M92F Custom. A custom handgun made for S.T.A.R.S. It uses 9mm parabellum rounds. INK RIBBON - I could save my progress with this if I use it with a typewriter. KNIFE - Dagger knife for self-defense LIGHTER - An oil lighter. LIGHTER OIL - It's fuel for a lighter. LOCKPICK - I can unlock the simple locks with this. MACHINE OIL - Oil for small machines. It can't be used for the large machinery by itself. MAGNUM - S&W M629C. A large stainless steel revolver. A classic type equipped with weights to reduce the recoil. It uses .44 Magnum bullets. MAGNUM BULLETS - .44 Magnum rounds. Powerful bullets for the revolver. Used for S&W M629C. MAIN GATE KEY - It's a key for the main gate of the Raccoon Park. MERC'S HANDGUN - SIGPRO SP2009 It's mainly made of plastic and is very light. It uses 9mm parabellum rounds. MIXED OIL - Oil mixed with the oil additive. It can be used for the power source of the large size machinery. OBSIDIAN BALL - A ball made of obsidian. OIL ADDITIVE - Adding this to the machine oil turns it into the ideal oil for use with large size machinery. PARK KEY - It's either the MAIN GATE KEY, the GRAVEYARD KEY, or the REAR GATE KEY. POWER CABLE - A large capacity power cable for use with large machinery. R. LAUNCHER - M66 Rocket Launcher. An old but powerful weapon. REAR GATE KEY - A small key with an iron ring attached to it. It says "Rear Gate" on the ring. RED HERB - A rare herb that can enhance the effect of [a] green herb. Several herbs can be mixed to enhance their effect. RELOADING TOOL - A tool used to load mixed material into an empty bullet. It is used to combine with the Gun Powder. RUST HEX CRANK - A hex-edged crank. Its grip is heavily rusted. RUSTED CRANK - It's the RUST HEX CRANK. S.T.A.R.S. CARD - An ID card for S.T.A.R.S. with Brad's picture on it. S.T.A.R.S. CARD - An ID card for S.T.A.R.S. with Jill's picture on it. S.T.A.R.S. KEY - S.T.A.R.S. emblem is engraved on it. SAPPHIRE - A sapphire shining in blue. SHOTGUN - Benelli M3S. An easy to carry sawed-off shotgun. It uses 12 guage shotgun shells. SICKROOM KEY - It seems to be a key for the sickroom. Its tag says "402". SILVER GEAR - A beautiful gear made of silver. SQUARE CRANK - A square-edged crank. TAPE RECORDER - A portable tape recorder. A patient's diagnosis is recorded onto here. VACCINE - Vaccine that is effective against the virus infection. VACCINE BASE - Core material used to create the vaccine. It needs to be mixed with the vaccine medium. VACCINE MEDIUM - Cultivation medium used to make [a] vaccine. It needs to be mixed with the vaccine base to create the vaccine. WAREHOUSE KEY - Examine it, it's the BACKDOOR KEY. WATER SAMPLE - Sample from the treated drainage of this factory. It shows it has passed the water pollution test. WINDER KEY - It's a key ornamented with a clock part. It has a screw shaped ornament to put a round shaped object. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 16. Files =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= [NOTE: Anything in brackets was either edited or added by the writer, DjSiXpAcK14.] In the order of which they are correctly obtained: ======================= Game Instructions A ======================= NOTE: The information in this file may vary depending on your platform. Your survivability depends on how you play. Good Luck! Some barrels and explosives located in the environment are targetable objects. By shooting them with your weapon, you can expect various results. * To aim press the Attack Stance (Target All) Button. The player turns 180 degrees. * While walking backwards, press the Cancel Button. * Toggle the C Stick in [any] direction. When an enemy grabs your character or your character is falling down, you can escape more quickly by: * Pressing the Control Stick and the buttons rapidly. Your character can dodge an enemy's attack by: * Pressing the Attack Stance Button. * Pressing the A Button while holding down the Attack Stance Button. Your character can get on/off some objects. * Face the object and while walking against the object, press the A button. Press the MAP Button to view the map. * On outdoor maps you can zoom and unzoom the view by pressing the A button. * You can also move the map with the Control Stick. * Press START/PAUSE to choose from other maps you have acquired. In-game events called Live Selection will occur periodically when your character faces dangerous situations. * When a Live Selection occurs, a screen appears. Make your choice promptly using the Control Stick and confirming with the A Button. Depending on the Event, you can skip it. To skip an event: * Press START/PAUSE. ======================= Game Instructions B ======================= To create various ammunition, you need to use the "Reloading Tool" and "Gun Powder." This is a necessary item if you want to create different types of ammunition. By combining the Gun Powder and Reloading Tool, various types of ammunition will be created. Mix materials to create various types of amunition. There are three type of basic Gun Powders: A, B and C. Please note that Gun Powder C is created by mixing A and B types. You can create various kinds of bullets by mixing the different Gun Powders. There are 13 different kinds of Gun Powders in all. A : Hand Gun Bullets B : Shotgun Shells C : Grenade Rounds A + C : Grenade Flame Rounds B + C : Grenade Acid Rounds C + C : Grenade Freeze Rounds C + C + C : Magnum Bullets If you combine a certain type of Gun Powder with Grenade Rounds, special types of Grenade Rounds will be created. If you repeatedly create the same kind of ammunition, your skill will be improved, and you will be able to create more powerful ammunition. ======================= 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." ======================= Photo A ======================= The policeman are pressing forward. It's dated "September 27". ======================= 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 twelve gems that are installed on the face of the clock are missing. Due to 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 upon 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 10 am, 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 ======================= David's Memo ======================= My sanity is at its 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 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 its 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 whisky, 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... ======================= Fax from Kendo Gun Shop ======================= To the boys of 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's the M92F S.T.A.R.S. Special, but he call 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 ======================= Mercenary's Diary ======================= September 1st Following six months of intensive training, my body's edge had 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 cause 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. ======================= City Guide ======================= The Tracks of Our City Dear citizens, Thanks to the kind and generous people of Umbrella Inc., this is a peacful 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 ======================= Photo B ======================= A close-up shot of a zombie. It says, "SCOOP!" on the backside. ======================= Photo C ======================= The police have been destroyed. ======================= 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 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 its creation and cure. In fact, I'm sure of it. The military has setup 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. ======================= Mechanic's Memo ======================= I know that 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. ======================= Manager's Report ======================= Before you begin your new position, please allow me to give you some advice. Some of the medicine in the storage room is unstable and its 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 remeber 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, and 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. ======================= 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 ======================= 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... ======================= 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. ======================= 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." ======================= 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 were taught to do this in order to survive in the battlefield, 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... ======================= Director's Diary ======================= [Actually, it seems like it was written by a doctor.] 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 on their mind. When that happens even mercy killing seems pointless. After all, they are already dead... This desease is unlike anything I have ever witnessed. Once the patient's mind is gone, they become flesh hungry 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... ======================= Photo D ======================= The zombies are walking. It says, "The effect of the T-virus" on the backside. ======================= Medical Instruction Manual ======================= Umbrella Medical Service North America 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 so that they stop at the center. The vaccine medium will then be produced automatically. ======================= Photo E ======================= The zombies are attacking. ======================= Written Order to 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. ======================= 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 our 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 the city, its 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. ======================= 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 day break for sure. ======================= 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 [of] doesn't. The infection level has increased and the antibodies we are using is 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 don't want to die here. I swear that I'll lose my mind if I imagine how painful the death will be... ======================= Security Manual ======================= "Security of the Plant" Since this plan 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 guinea pigs. You will be rewarded. "Maintenence of the Device" This entire plant is controlled by an e