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    FAQ/Walkthrough by HLaPierre

    Version: 2 | Updated: 11/11/99 | Printable Version | Search This Guide

    
    
    
                                Resident Evil 3 
                                    Nemesis
    
    
                                 A Walkthrough
                                      by
                                 Henry LaPierre
                              freeza@ix.netcom.com
    
                                   Version 2
                   Updated to fit the North American Release
                              November 11th, 1999
                       Copyright (c) 1999 Henry LaPierre
    
    
    
                                   S.T.A.R.S. 
                       Special Tactics And Rescue Service
    
    
                              Farewell to my life.
                              Farewell to my home.
    
                     This is my last chance for survival...
                           This is my, last escape...
    
    
    Table of Contents:
      
      The Prologue
      The Play Guide: 
    
        Chapter 1 : When There's No More Room In Hell...
                    Covers Jill's arrival at the Warehouse
    
        Chapter 2 : ...The Dead Shall Walk The Earth
                    Covers chasing after Brad Vickers
    
        Chapter 3 : Haven't I met you someplace before?
                    Covers Jill's meeting with Brad
    
        Chapter 4 : Just Passing Through
                    Covers reaching the Raccoon Police Department
    
        Chapter 5 : Falling S.T.A.R.S.
                    Covers Brad's turning
    
        Chapter 6 : Whatcha Gonna Do When They Come For You 
                    Covers the Raccoon Police Department
    
        Chapter 7 : Heading Downtown
                    Covers making your way Downtown
    
        Chapter 8a: Damned If You Do...
                    Covers choosing the Grill 13 Restaurant first
    
        Chapter 8b: ...Damned If You Don't
                    Covers choosing the Raccoon Press Building first
    
        Chapter 9 : Mercenaries For Hire
                    Covers meeting the Biohazard Counter-Measure Force
    
        Chapter 10: Self Service Only
                    Covers the Stagla Gas Station
    
        Chapter 11: Jill, The Master Of Electricity
                    Covers the Electrical Substation
    
        Chapter 12: Nicholai
                    Covers the Pharmaceutical Company Sales Office
    
        Chapter 13: Gettin' Outta Dodge
                    Covers leaving on the Trolley
    
        Chapter 14: Evil Inside The House Of God
                    Covers Saint Michael's Clock Tower
    
        Chapter 15: Carlos
                    Covers the Raccoon Hospital
    
        Chapter 16: A Walk In The Park
                    Covers Raccoon Park
    
        Chapter 17: All Things Must Come To An End
                    Covers the abandoned Waste Processing Plant
     
      The Controls:
    
        Actions/Controls
        Menu Screen
        Storage Boxes
        Map Controls
    
      The Lists:
    
        Map Locations
        File Locations
        Key Item Locations
        Common Items
        Characters
        Enemies
        Enemy Attack Damage Percentages
        Enemy Kill Chart
        Weapons
        Weapon Speed Listing
        Ammunitions
        Mixing Ammunition
        Items Dropped By Nemesis in Hard Mode
        Health
        Herbs
        Differences Between Easy and Hard Modes:
    
          Easy Mode Starting Inventory
          Hard Mode Starting Inventory
    
        Save Spots/Typewriter Locations
        Explosive Objects:
    
          Drum Locations
          Bomb Locations
    
        Contents Of Files
        Differences between US and Japanese versions
        Timeline of Raccoon City
    
      The Secrets:
    
        Ranking Tabulation Charts
        Bonuses
        Mercenaries Mode Ranking Chart
        The Boutique Key
        Extra Costumes
        Epilogues
        Mercenaries Mode:
    
          Special Weapons
          Inventory Per Character
          Bonus Times
          Reward Values Of Enemies
          Bonus Items
          Enemy Locations
    
      The Nemesis Appearances
      The Choices
      Random Notes
      Thanks 
      Copyright and Disclaimers
                        
    
    ------------------------------------------------------------------------
    Section 1, The Prologue:
    ------------------------------------------------------------------------
    
                
                                    Prologue
    
        A month and a half has passed since the incident...
    
        September has come to Raccoon City, a small industrial city in the
    American Midwest. People are starting to forget the chaos at the mansion
    as their everyday lives return to normal.
    
        The bizarre incident that occurred in the Arclay Mountains, the 
    destruction of the special taskforce S.T.A.R.S., Umbrella Corporation's
    secret biological weapons laboratory hidden in an old mansion, the power
    of the T-Virus that turns humans and animals into horrible monsters...
    How could it all happen here?
    
        People could not believe the survivors' reports. Stories of their
    incredible experiences, and of stranger biological weapons and zombies
    were beyond the townsfolk's imagination. The surviving S.T.A.R.S. team
    members headed to Europe even before the town heard the full details
    of what had happened.
    
        They hoped it was all over. But then it happened again. Suddenly,
    a series of inexplicable murders occurred, and a strange disease began
    invading neighborhoods.
    
        T-Virus was flowing into the city...
    
        The invisible plague snuck up silently and turned unsuspecting
    citizens into monsters.
    
        People cursed their foolishness. But the nightmare had already
    begun...
    
        The future was out of their control.
    
        Raccoon City was on the brink of collapse...
    
        Cut to Jill Valentine, alone in her apartment, contemplating the
    recent events that have transpired in Raccoon City.
    
        It all began as an ordinary day in September... An ordinary day
    in Raccoon City... A city controlled by Umbrella... 
    
        No one dared to oppose them, and that lack of strength would 
    ultimately lead to their destruction. 
    
        I suppose they had to suffer the consequences of their actions, 
    but there would be no forgiveness. If only they had had the courage to
    fight. It's true that when the wheels of justice began to turn, nothing
    could stop them... Nothing...
    
        It was Raccoon City's last chance... And my last chance... My last 
    escape...
    
    
    ------------------------------------------------------------------------
    Section 2, The Play Guide:
    ------------------------------------------------------------------------
    
    
    
                                  Chapter One
                      When There's No More Room In Hell...
    
    
                                September 28th,
                                  daylight...
                     The monsters have overtaken the city...
                           Somehow, I'm still alive...
    
        After Jill comes crashing out the front door of a building, hop over
    the dumpster a short ways down the alley to trigger a cut scene in which
    Jill breaks through a door to escape a hoard of zombies. From there, she
    makes her way to a nearby Warehouse.
    
        Inside the Warehouse is a man named Dario who has just witnessed his
    daughter's death. Due to this, instead of going with Jill when she makes
    the suggestion that they leave the Warehouse and look for a way out of
    Raccoon City, he hides in a large storage container (there is a First
    Aid Spray on the counter to the left, next to one of the forklifts, as
    well as a box of Handgun Bullets which can be found by pressing the lit
    green button located in the rear left corner of the Warehouse). With
    that, proceed to the Warehouse Office, located on the second floor. 
    Inside, you'll find the key to the now-locked backdoor of the Warehouse
    hanging on a hook near the office door, a typewriter and Ink Ribbon, two
    bottles of Gunpowder Type A in a rear locker, and a storage box (the
    contents at start differ depending on the difficulty level of the game).
    After getting the items, and using the storage box and typewriter (if
    necessary), return downstairs and use the Warehouse's Backdoor Key to
    unlock the backdoor, then leave the Warehouse. 
    
    
                                  Chapter Two
                       ...The Dead Shall Walk The Earth
    
    
        Outside, pass through the alley alongside the Warehouse, then make
    your way to the small Basement Bottle Storage Room (most times, if you
    go to the left through the door after exiting the alley alongside the
    Warehouse, Brad Vickers, fellow S.T.A.R.S. member, will burst out from
    the Basement Bottle Storage Room and run down the alley across from it,
    upon your nearing it's door. If you choose to go around to the right,
    and take Fisson Street to Jack Street to reach the Basement Bottle
    Storage Room, you may need to attempt to open it's door in order for
    Brad to burst through it (due to the semi-randomness of the game, these
    may be reversed). Inside the Basement Bottle Storage Room you'll find
    the Shotgun and the Lighter Oil. Once you have these two items, leave
    the room (there are two Green Herbs on the ground just across from the
    doorway to the Basement Bottle Storage Room) and make your way to the
    rear door of Bar Jack, to catch up with Brad, as that's where he went
    (if you return to the Warehouse at this point, along the way you'll
    hear a woman scream, and possibly see her running from some zombies. No
    matter how fast you are, or even that you kill the zombies that are
    trying to capture her, she will always be killed by the zombie in front
    of the Warehouse's backdoor. There is no way to save her. This type of
    situation will happen a few times during the course of the game. What
    happens depends on the routes you travel to and from your objectives
    by). Along the way you'll find the Uptown Map on a wall above some
    crates at the curve in the road after the Boutique. You can also climb
    the fire escape next to it (the map) to find a few extra Green Herbs.
    
    
                                  Chapter Three
                       Haven't I met you someplace before?
    
    
        Once you reach the Courtyard Garbage Dump behind Bar Jack, you'll
    see Brad fending off a gang of zombies. Upon your arrival, he quickly
    darts inside the bar. Follow him into the bar by way of the back door,
    and you will see him attempting to dispose of another zombie. Once you
    regain control of Jill, feel free to help him out, as it'll save some
    time (Brad cannot be killed by this zombie. If you do not help him kill
    it, he will do it by himself). After the Zombie has been dispatched, 
    Brad starts raving on about an approaching danger that will kill all
    remaining S.T.A.R.S. members, after which he runs outside through the
    front door of the bar. With Brad gone, pick up the Lighter from the
    table next to the pay phone, then find the postcard of St. Michael's
    Clock Tower on the bar itself (don't forget to check the register for
    bullets). Once you've found the items, combine the Lighter with the 
    Lighter Oil, thereby filling it so it can be lit if needed. With that
    accomplished, leave Bar Jack by the rear door (the front door to the
    bar is now unlocked due to Brad's opening it from the inside) and
    proceed to the alley leading North (the one with the dark pavement.
    Note, if you try the door at the end of the Southeastern alley, Jill
    will unlock it from this side). 
    
    
                                  Chapter Four
                              Just Passing Through
    
    
        At the top of the Northern alley, pass through the door, and follow
    the next alley towards it's end. Here you will find a door tied shut
    with rope, as well as numerous zombies trying desperately to get to you
    through a barricade. Upon inspecting the door, the zombies manage to
    push the barricade over. They then both crawl and walk towards you.
    After disposing of the zombies (an easy way is to back up and shoot the
    red drum when most of them are even with it. Red drum... hmmm... that
    sounds familiar ;) check the rear of the alley (where the barricade
    was) for some Red Herbs and Photo A (on the body of one of the dead
    policemen), then use the Lighter on the rope tied door to burn it open.
    After passing through the door, proceed up the next alley, (known as
    the back lane) past the fire that is burning out of control (watch out
    for the zombie dogs that are lurking here) until you reach the gate at
    the end (there is a small Storeroom/Save Room just before the gate,
    should you need it. It also contains a bottle of Gun Powder Type A and
    Gun Powder Type B). Pass through the gate to reach the Northern end
    of Fisson Street. Walk a short distance up Fisson Street to Ennerdale
    Street (also known as E.63rd), where you will find the Raccoon Police
    Department (to the left of the broken fire hydrant).
    
    
                                  Chapter Five
                               Falling S.T.A.R.S.
    
    
        Upon entering the front gate to the grounds of the Raccoon Police
    Department, Brad runs in behind you, followed shortly by the Nemesis.
    With terror in his voice, Brad screams to you for help, but before you
    can do anything, Brad is silenced by the Nemesis. You are then given a
    choice (the first of many, which you'll have to make at key points in
    the game in order to decide which path you will follow). The choice is
    as follows:
    
      A. Fight with the monster
      B. Enter the Police Station
    
    If you choose neither selection, the Nemesis attacks you where you are.
    
    If you've chosen to "Fight with the monster", inspect Brad's body to
    find his wallet (Card Case) which contains his S.T.A.R.S. Badge, then
    use the "Inspect" command from the inventory menu on this item to take
    his S.T.A.R.S. Card out (the Nemesis will try his best to kill you, so
    either knock him down completely, in which case if you're playing on
    Hard Mode you will earn an item upon doing so, or just inspect Brad's
    body quickly then run into the Police Department where you'll be out of
    harm's way). After which, enter the Raccoon Police Department.
    
    If you've chosen to "Enter the Police Station", then Jill will enter
    the Raccoon Police Department in a cut scene.
    
    
                                  Chapter Six
                    Whatcha Gonna Do When They Come For You
    
    
        Once inside the Raccoon Police Department (there are three Green
    Herbs next to the boarded up door at the Southeastern corner of the
    Main Hall), take the Police Station Map off the front desk in the Main
    Hall (next to the computer. There is also a box of Handgun Ammunition
    at the front desk as well), then use Brad's S.T.A.R.S. Card in the
    computer beside it (if you don't have a S.T.A.R.S. Card in your current
    inventory, you can find Jill's Card, along with an Ink Ribbon, in the
    Conference Room, which is located at the Northwest corner of the Police
    Station's first floor. Return to the computer when you have it. Note
    that at the end of the Northwestern hallway in front of the Conference
    Room, you may also find two "Random Items", both Red Herbs). You will
    find out by way of the computer, that due to the recent events, the key
    to the S.T.A.R.S. Office has been moved to the Evidence Room. You are
    then shown the numerical password for the combination on the locker it
    is in (the four possible numerical passwords are, 0131, 0513, 4011, and
    4312). Make your way to the Evidence Room (on your way there, stop in
    the West Side Office located in the Party Room, and pick up Marvin's
    Report. A "random item" that you may also find in the office, is a case
    of Shotgun Shells), and open the locker near the door you just passed
    through to find the Sapphire Jewel, as well as entering the combination
    in the locker around the back of the room to open it and receive the
    S.T.A.R.S. Office Key (after receiving the Lockpick a little later,
    return to this room and use it to open another of the lockers to find
    a bottle of Gun Powder Type B). Once you have the key, walk upstairs
    and use it to enter the S.T.A.R.S. Office (if you first stop at the
    Dark Room, you can find an Ink Ribbon, David's Memo and a bottle of Gun
    Powder Type A). Here you will find the fax on Handguns from the Kendo
    Gun Shop in the fax machine, the Lockpick on Jill's desk, a First Aid
    Spray hanging on the wall near Rebecca's desk, either the Magnum or
    the Grenade Launcher in the locker by the radio, and a box of Handgun
    ammunition on Barry's desk. After collecting all the items, attempt to
    leave the room. At this point the two-way radio kicks on, and you hear
    a person by the name of Carlos, obviously in trouble. Once the radio
    goes out, leave the S.T.A.R.S. Office (there may be two Red Herbs at
    the end of the hall outside the S.T.A.R.S. Office, courtesy of the
    "Random Item" system) and return downstairs. As soon as you pass the
    window in the lower hallway at the bottom of the stairs, the Nemesis
    crashes through it (the window). Either run from him (he follows you
    through all rooms until you reach the Main Hall), or attempt to take
    him down (worth another item if you're playing on Hard Mode), after
    which, leave the Police Department and return to the Northern end of
    Fisson Street (towards where you came through the gate prior to
    entering the Raccoon Police Department's Grounds). 
    
    
                                  Chapter Seven
                                Heading Downtown
    
    
        On Fisson Street, use the Lockpick to enter the door next to the
    Gallery (where the motorcycle is lying on the ground, and a fire is
    burning around an overturned car). Check the body at the second bend
    of the alley you appear in to find some Handgun ammunition and the
    Merc's Diary, then continue on through the next alley (in which you'll
    find two Blue Herbs at the end of, as well as a chance of three Green
    Herbs by way of the "Random Item" placement), until you reach the
    Parking Garage, whose door is just next to the rear of the crashed
    number 33 Midtown Bus (check the body behind the bus for a bottle of
    Gun Powder Type B). On your way through the Garage, take the Power
    Cable from the sparking battery in the mini-van parked in the corner,
    then pass through the Garage Office (there is a Blue Herb Bush located
    at the door to the Parking Garage Office, on the Garage's side, in case
    you ever need them. You can also find both an Ink Ribbon and a box of
    Handgun ammunition inside the Garage Office) on your way to Flower
    Street (outside the Garage Office). From Flower Street, walk up Fox
    Street (only way you can go) and pass through the door that leads to
    the Construction Site. Here you will encounter two Drain Deimos (don't
    forget to check the body for a bottle of Gun Powder Type A, as well as
    take the Downtown Map from the wall near the door where you entered).
    After doing away with the Drain Deimos (if you lure them beneath the
    crate suspended in the air at the intersection of the hallways, you
    can drop it onto them by shooting it. This will crush them), exit the
    Construction Site by the door at the other end of the blue power cord
    (the Northern door).
    
        Once you're outside the Construction Site, you need to decide which
    route you'd like to take for the next section of the game. You can head
    to either the Raccoon Press Building (reached by cutting through the
    Shopping District alleys behind the Grill 13 Restaurant, then heading
    North on Warren Street for one block before turning right to reach the
    Raccoon Press Building), or the Grill 13 Restaurant (which is located
    just around the corner from the Construction Site). This decision will
    effect the next several scenes in the game. 
    
    
                                  Chapter Eight (A)
                                 Damned If You Do...
    
    
        If you choose to proceed to the Grill 13 Restaurant first, grab the
    City Guide from the table in the front (you may also have a chance of
    finding two bottles of Gun Powder Type A here by way of the "Random
    Item" placement), then use your Lockpick to open the small locker at
    the rear of the Restaurant (next to the back door) so that you can find
    the Fire Hook. Once you have the Fire Hook, use it to open the heavy
    entry grate that leads to the Basement, which is located at the front
    of the Restaurant's kitchen. At this point, a cut scene plays out in
    which Carlos shows up and introduces himself to Jill. The introductions
    are unfortunately cut short due to the untimely arrival of the Nemesis.
    At this point you are given the following choice:
    
      A. Run into the Basement
      B. Hide inside the kitchen
    
    If you choose neither option, the Nemesis charges you where you stand.
    
    If you've chosen to "Run into the Basement", Jill and Carlos climb
    down the ladder into the Basement. Unfortunately a pipe ruptures, and
    the Basement begins to fill with water at an alarming rate. After the
    water reaches a certain height, if you haven't already climbed back
    up the ladder, Carlos calls out for you to follow him back up so that
    the two of you don't drown. Once you're back up in the kitchen of the
    Restaurant, the Nemesis continues his deadly assault on you. You can
    either run away (in which case the Nemesis will follow you outside
    after a short cut scene in which Carlos asks you to join his group, if
    you can trust them that is), or you can stay and fight the Nemesis. If
    you decide to fight the Nemesis, Carlos will help out by firing upon
    the Nemesis with his Assault Rifle, but beware, if Carlos is killed,
    it's game over (if you'd like to further explore the Basement after
    it's been flooded, flip the water main switch located on the wall just
    to the right of the Basement entry grate, as doing so will drain the
    water). 
    
    If you've chosen to "Hide inside the kitchen", Jill and Carlos will run
    around the counter into the front of the Restaurant (hey, that's not 
    "inside the kitchen"). Jill then grabs a lamp and tosses it into the
    back of the Restaurant, towards the broken gas main that's leaking gas
    at the rear of the kitchen. When the flame from the lamp hits the gas
    leak, it erupts with a mighty explosion, taking the Nemesis out (if
    you're playing on Hard Mode, an item is dropped at this point), along
    with half of the kitchen. The celebration is short lived though, as the
    Nemesis soon arises. Will nothing stop this demon? At this point you
    can either run away (in which case the Nemesis will follow you outside
    after a short cut scene in which Carlos asks you to join his group, if
    you can trust them that is), or you can stay and fight the Nemesis. If
    you decide to fight the Nemesis, Carlos will help out by firing upon
    the Nemesis with his Assault Rifle, but beware, if Carlos is killed,
    it's game over. 
    
        Once you've finished at the Grill 13 Restaurant, make your way over
    to the Raccoon Press Building (stop at the Storeroom on the Shopping
    District Alley on the way there to find a box of Shotgun Shells and a
    Rusty Hex Crank. Also, check the body next to the gate to the City Hall
    Grounds on Warren Street to find a box of Handgun ammunition). Inside,
    check the information counter and boxes stacked next to the pay phone
    to the right for both a First Aid Spray and an Ink Ribbon. You'll also
    find Photo B on the pay phone to the left (near the vending machine).
    Once you have these items, have Jill push the small step ladder to the
    left side of the room so that it comes to a stop against the vending
    machine. Climb the step ladder so that you can reach the panel with the
    red flashing light, and flip the switch so that power is restored to
    the shutter that's blocking the stairs to the upper levels. Once that
    is accomplished, hop down and open the shutter itself by way of the
    access panel on the wall beside it. Climb the stairs to the top, then
    enter the third floor Raccoon Press Office at the end of the hall. Here
    you will find the Reporter's Memo sitting on a cabinet to the far left,
    Photo C on the large desk to the left, and the Emerald Jewel on the
    desk across from the door (you will also have a chance at finding two
    bottles of Gun Powder Type A by way of the "Random Item" placement, if
    you haven't previously found them in the Grill 13 Restaurant that is).
    After obtaining these items, leave the Raccoon Press Building, and make
    your way to the front gate of the Raccoon City Hall (otherwise known as
    the Municipal Building, located on Warren Street, around the corner
    from the Raccoon Press Building, and directly across from the door that
    leads to the Shopping District alleys).
    
    
                                  Chapter Eight (B)
                               ...Damned If You Don't
    
    
        If you choose to proceed to the Raccoon Press Building first (check
    the Storeroom/Save Room on the Shopping District Alley to find a box of
    Shotgun Shells and a Rusty Hex Crank. Also, check the body next to the
    gate to the City Hall Grounds on Warren Street to find a box of Handgun
    ammunition), once you enter it (make sure to check both the information
    counter and boxes near the pay phone to the right for a First Aid Spray
    and an Ink Ribbon, as well as looking on-top of the pay phone to the
    left to find Photo B), you'll need to push the small step ladder to the
    left so that it comes to rest below the panel with the flashing red
    light on it (next to the vending machine). With the step ladder in
    place, climb it and flip the switch to turn on the power to the shutter
    blocking the stairs to the upper levels. Now that the power is on, hop
    down and access the shutter switch on the wall next to the shutter.
    Flip this switch to raise the shutter so that you may climb to the top
    of the stairs and make your way into the Raccoon Press Office on the
    third floor. Here you will find a semi-conscious man. This is Carlos,
    the man you heard call for help over the radio in the S.T.A.R.S. Office
    of the Police Department. Carlos is also a member of the Biohazard 
    Counter-Measure Force sent by Umbrella to check for survivors. After
    fully coming to, and introductions have been exchanged, you hear the
    now terrifyingly familiar sound of the Nemesis coming up the stairs. At
    this point you are given a choice:
    
      A. Jump out of the window
      B. Hide in the back
    
    If you choose neither choice, you will fight the Nemesis in the hall.
    
    If you've chosen to "Jump out of the window", before the Nemesis can
    reach them, Jill and Carlos hurl themselves through the window at the
    end of the hall. They land safely, albeit shaken up atop piles of
    rubbish in the alley below (you can find two Red Herbs near the door
    inside this alley). Exit this alley by unlocking the door at the end
    from this side. Once back out on the street in front of the Raccoon
    Press Building, Carlos tells Jill that his task force is only there to
    aid in the rescue of civilians, to which Jill has her doubts. Before he
    leaves, Carlos asks Jill to join up with his unit, if she can trust him
    that is. When you regain control of Jill, make your way into the Grill
    13 Restaurant (before going to the Restaurant you can return to the
    third floor Raccoon Press Office to look for items, as there are both
    the Reporter's Memo and Photo C, as well as the chance of two bottles
    of Gun Powder Type A by way of the "Random Item" placement, but beware
    that the Nemesis will still be there. Also, if you don't return to the
    Press Office, since you did not previously finish off the Nemesis, he
    will reappear in a different, although set location later in the game).
    
    If you've chosen to "Hide in the back", a cut scene is shown in which
    the Nemesis is knocked out by an explosion in the room across the hall
    from where you are (an item is dropped due to his being knocked out if
    you are playing on Hard Mode). Within moments of the blast the Nemesis
    regains consciousness, so grab the Reporter's Memo and Photo C from
    the office (as well as two possible bottles of Gun Powder Type A by way
    of the "Random Item" placement) then high tail it out of the building
    (if you aren't quick enough, or choose to stay and fight the Nemesis,
    Carlos will help by firing his Assault Rifle at the Nemesis. Beware
    though, if Carlos is killed, it's game over. If you do leave the Press
    Building before the Nemesis is finished off, he will reappear in a
    different, although set location later in the game). Once back out on
    the street in front of the Raccoon Press Building, Carlos tells Jill
    that his task force is only there to aid in the rescue of civilians, to
    which Jill has her doubts. Before he leaves, Carlos asks Jill to join
    up with his unit, if she can trust him that is. When you regain control
    of Jill, make your way into the Grill 13 Restaurant.
    
        Inside the Grill 13 Restaurant you can find the City Guide on one
    of the tables in the front (you may also have a chance of finding two
    bottles of Gun Powder Type A here by way of "Random Item" placement, if
    you haven't previously found them in the Raccoon Press Office that is),
    as well as a Fire Hook, if you use your Lockpick to open the small
    locker next to the back door. Once you have the Fire Hook, use it to
    open the heavy entry grate leading to the Basement, located on the
    floor at the front of the Restaurant's kitchen. Upon climbing down the
    ladder to the Basement, you will be able to find the Emerald Jewel on
    the body slumped in the corner of the watery passage. After receiving
    the Emerald Jewel, leave the Restaurant and make your way to the front
    gate of Raccoon City Hall (otherwise known as the Municipal Building)
    located on Warren Street, just around the corner from the Raccoon Press
    Building, and directly across from the door that leads to the Shopping
    District alleys). 
    
    
                                  Chapter Nine
                              Mercenaries For Hire
    
    
        Once you're at the front gate to City Hall (otherwise known as the
    Municipal Building), place the Sapphire and Emerald Jewels into the gem
    encrusted clock beside it to complete the circuit needed to open the
    gate. Once opened, enter the City Hall Grounds and walk down the path
    ahead of you until you reach it's branching point. From here, continue
    down the path towards the left, and make your way through the following
    alley, and Lonsdale Yard (check the rear walk for two Green Herbs after
    passing the Lonsdale Yard sign), until you reach Central Street, where
    your way is blocked by a stack of wooden palettes (check the body near
    the door for a container of fourteen Shotgun Shells). Climb over the
    wooden palettes to find yourself at the Central-Raccoon Line's Central
    Station. Walk down the length of the Trolley that's sitting at the
    station, and enter it through the rear car. Here you will see an open
    access panel, which upon inspection reveals that the Trolley is in need
    of three things to return to working order. The three things are, Mixed
    Oil, a Fuse, and a Power Cable. There is also a Memo at the rear of the
    Trolley, just above the access panel. Next, walk towards the front of
    the Trolley and you will meet a white haired man named Nicholai, who is
    the Supervising Sergeant of this Biohazard Counter-Measure Force unit.
    After Nicholai enters the front car, walk forward to follow him, and
    you'll come across a very badly injured team member lying on the seats.
    This is Lieutenant Mikhail, and approaching him causes him to ramble on
    incoherently. After trying to comfort Mikhail, enter the car at the
    front of the Trolley and you'll again meet up with Carlos and Nicholai.
    After a little bit of persuading, Carlos convinces Nicholai to let Jill
    join forces with their team. Nicholai then tells Jill the plan they
    have for escaping Raccoon City, after which Carlos gives her a pouch so
    that she can carry more items (up to ten) in her personal inventory.
    Since the plan involves using the Trolley to reach Saint Michael's
    Clock Tower, you'll need to first get it running. Your task now is to
    find the items necessary for getting it started. Begin by picking up
    the Wrench from the seat in front of you, then exit the Trolley through
    the door at the front of this first car (you can unlock it from the
    inside). 
    
    
                                  Chapter Ten
                               Self Service Only
    
    
        To find some of the Oil that you will need to get the Trolley in
    working order, you'll need to first make your way to the Stagla Gas
    Station. On the way, as you walk by the car at the corner of the alley
    after passing through Lonsdale Yard, a zombie bursts out of it and
    attacks you (don't forget to check inside the car for a bottle of Gun
    Powder Type B after you've disposed of him). Continue on to the Stagla
    Gas Station (upon your reaching the fork in the path at the City Hall
    Grounds, if you don't already have the Rusty Hex Crank in your personal
    inventory, return to the Shopping District Storeroom located in the
    alleys behind the Grill 13 Restaurant, and you'll find it atop the red
    gas canister next to the door. Be careful on your way out of the City
    Hall Grounds, as once you approach the green door near the front gate,
    it swings open and a hoard of zombies burst out to greet you), and once
    you reach the front door (because of the "Random Item" placement, there
    may be two Red Herbs next to the gas pumps outside), use the Rusty Hex
    Crank to attempt to open the closed shutter barring your entrance.
    Unfortunately the Rusty Hex Crank breaks, and you are now forced to use
    the Wrench to open the shutter. With the shutter raised, enter the
    Stagla Gas Station, and upon reaching the rear counter (there may be
    three bottles of Gun Powder Type A on the table in the front, courtesy
    of the "Random Item" system), Carlos arrives and lets you know that the
    zombies are getting restless. After learning this bit of information,
    head behind the counter to trigger Carlos to go outside and provide
    cover for you while you continue your search for oil. Inspect the panel
    in front of the locked green cabinet at the rear left (you'll find a
    First Aid Spray on the shelf of the cabinet next to it) and you will be
    asked if you would like to unlock the oil cabinet. Upon attempting to
    open the oil cabinet, you are presented with a four digit puzzle lock.
    The object of this puzzle is to light only the red button over the
    letter highlighted in green. This is performed by pressing a certain
    sequence of buttons. Since the highlighted letter is random, refer to
    the table below for a list of each button's function ("alternates", in
    this table, refers to any of the specified buttons that are "on", going
    "off", and the buttons that are "off", going "on"):
    
        A: Alternates buttons A and B
        B: Alternates buttons A, B and C
        C: Alternates buttons B, C and D
        D: Alternates buttons C and D
    
    Once you have performed this task correctly three times, the cabinet
    opens, and you are given the Machine Oil and Canister. On your way back
    around the counter, you notice a live wire sparking on the floor of the
    garage bay. The sparks ignite the oil that's all over the floor, and
    with the flames spreading rapidly, you must now high tail it out of the
    Gas Station to safety. Outside, you come across a very weary Carlos (if
    you left the interior of the Gas Station when Carlos originally left to
    provide covering fire, you will have already seen this next cut scene,
    and as such he will not be here when you come outside). After Carlos
    gets up, start to leave the Stagla Gas Station area. Just as you pass
    the Delorean (car) with the flag on it, the Gas Station explodes. After
    this, Carlos leaves, so that he can try to scrounge up some equipment,
    as there may not be any at the Trolley's destination. With Carlos gone,
    you're on your own again. 
    
        The location you decide to explore next determines the outcome of
    the next few scenes in the game. You can either go to the Electrical
    Substation (see chapter 11), or the Pharmaceutical Company Sales Office
    (see chapter 12), whichever one you head to first, will determine where
    your next possible Nemesis sighting will occur. 
    
    
                                  Chapter Eleven
                         Jill, The Master Of Electricity
    
    
        If you choose to go to the Electrical Substation first, you'll need
    to make a few stops to pick up some necessary supplies. Make your way
    through the small hallway that leads to the statue of Michael Warren,
    in the City Hall Grounds, and once you reach it (you may find three
    Green Herbs at the beginning of this hallway due to the "Random Item"
    placement), push the green button on the base of the statue. This will
    cause the statue's arm to lower, thus giving you access to the Bronze
    Book (Book of Wisdom) that it is holding. After taking the Bronze Book
    from the statue, proceed to the section of street in front of the Grill
    13 Restaurant. On this street, across from the Raccoon Theater (do you
    notice what's currently playing? Why it's Biohazard 4) you will find a
    currently inoperative World War II Memorial Fountain dedicated by the
    Mayor of Raccoon City, Michael Warren. Walk up to the empty stand (be
    sure to check the ground here for two Green Herbs) in the rear right
    corner (to the right of the sculpture of the woman carrying the jug)
    and place the Bronze Book in it. After placing the Bronze Book in the
    stand, you are able to remove the Bronze Compass (Future Compass) from
    the stand just to the left (if you had tried to remove the Bronze
    Compass before inserting the Bronze Book, the fountain would have 
    activated, pouring water out of the two spouts on either side of you.
    Due to the electrical short in the light at the base of the fountain,
    the water is electrically charged, thus preventing you from escaping
    the watery trap). Once you have the Bronze Compass (you can take the
    Bronze Book back as well, once you have the Bronze Compass), return to
    the statue of Michael Warren at the City Hall Grounds. Place the Bronze
    Compass in the statue's hand, and it will revolve, allowing you access
    to a hidden chamber in it's base. Inside the base you will find the
    Battery. Take the Battery to the Construction Site, and climb the
    stairs inside to reach the elevator. Place the Battery in the terminal
    next to the elevator to return it to working order, then ride it down
    to the road that leads to a previously blocked off section of Flower
    Street (check the construction worker's body near the elevator for a
    box of Handgun ammunition), where you will find the Electrical
    Substation.
    
        Inside the Electrical Substation (look on the ground in the outer
    hall for two possible Red Herbs on your way in, courtesy of the game's
    "Random Item" placement), you will find two closed shutters, and two
    terminals (also check the rear desk for a "Random Item" chance of two
    bottles of Gun Powder Type B). One terminal turns on the power (the
    Power Transmitter, which is the terminal nearest the rear door), while
    the other is the Transformer (the terminal next to the Low Voltage
    Control Room). Use the Power Transmitter to turn the power supply to
    the Transformer to manual mode, then access the Transformer so that you
    can try your luck at opening the voltage locked shutters to both the
    High and Low Voltage Control Rooms (the rooms next to the Transformer,
    and the front door to the Electrical Substation). To open each of the
    voltage locked shutters, you need to set the voltage output on the
    Transformer to the below voltages:
    
      Low Voltage Control Room Door:  Between 15 volts and 25 volts
      High Voltage Control Room Door: Between 115 volts and 125 volts
    
    To do this, you need to choose between increasing and decreasing the 
    voltage that runs to both of the doors. This is accomplished by varying
    the amounts of electricity that reach the doors by way of the four
    switches on the panel of the Transformer. Each time you select "Red",
    the voltage is increased by a set multiple of 15 (shown above each
    switch's on-screen indicator), while if "Blue" is selected, the voltage
    is lessened by a set multiple of 5 (also shown above each switch's
    on-screen indicator). Choose the following settings on the Transformer
    to open the shutters (both shutters can be opened before entering
    either room): 
        
      Low Voltage Control Room:  Red, Blue, Blue, Blue = 20 volts
      High Voltage Control Room: Red, Red, Red, Blue   = 120 volts
    
    Once you've opened one or both shutters, enter the rooms and find the
    item located in each. The Low Voltage Control Room contains the Fuse,
    which is one of the four things needed to repair the Trolley, and in
    the High Voltage Control Room, stored inside a locker, you will find
    either the Grenade Launcher or the Magnum, which one you find is
    dependent on which you already have. Once you've found the first of
    these two items, and are leaving whichever room that you discovered it
    in, a group of zombies in the outer hall rush the main door, and
    converge on the Electrical Substation. You're now forced to make what
    could be a life or death decision. Your choices are:
    
      A. Head to the emergency exit
      B. Increase electricity output
    
    If you choose neither selection, the zombies crash through the door
    and attack you. Then once you leave the Electrical Substation, the
    Nemesis attacks you outside on Flower Street.
    
    If you choose to "Head to the emergency exit", Jill will use all her
    strength to bust through the rear door, and pass through the following
    hallway to reach the street outside. Her escape does not go as well as
    planned though, as once she reaches Flower Street, an all too familiar
    adversary attacks (had you chose to "Increase electricity output", the
    Nemesis would instead attack you at another location a little further
    into the game). After knocking the Nemesis out again (an item can be
    had here if you're playing on the Hard Mode setting), make sure that
    you have the Fuse, then continue on to your next destination, the
    Pharmaceutical Company Sales Office (see chapter 12).
    
    If you choose to "Increase electricity output", the generator will then
    overload and develop a short, thereby throwing off a power surge that
    electrocutes the zombies. Also, because of the short, if you still need
    to use the Transformer to open the other shutter, the "Blue/Decrease"
    integer will now be set multiples of 10 being subtracted instead of 5.
    The "Red/Increase" integer remains at set multiples of 15 no matter
    what. This would then make the solutions to opening the voltage locked
    doors as follows:
    
      Low Voltage Control Room:  Red, Red, Blue, Blue = 25 volts
      High Voltage Control Room: Blue, Blue, Red, Red = 125 volts
    
    Once you have the Fuse from the Low Voltage Control Room, proceed to
    your next destination, the Pharmaceutical Company Sales Office (see
    chapter 12).
    
    
                                  Chapter Twelve
                                     Nicholai
    
    
        Should you choose to first go to the Pharmaceutical Company Sales
    Office, which is located at the end of the back lane, you'll need to
    begin by going to the end of the alley just South of the crashed number
    33 Midtown Bus. Here you'll find a Fire Hose attached to a wall mounted
    fire hydrant. Use the Wrench to remove the Hose from the hydrant and
    add it to your inventory. Once you have the Hose, make your way to the
    back lane (the alley directly South of the Police Department, below
    Ennerdale Street, and West of the Northern end of Fisson Street), to
    where the fire is burning. Across from the Storeroom, you'll see a wall
    mounted fire hydrant. Use the Hose on this hydrant and Jill will douse
    the flames that were previously raging at the fork in the alley. With
    the flames out, make your way down the now passable section of the back
    lane. Continue through the door at the end, and pass through the next
    section of alley (there are two Blue Herbs here for you to find), to
    come to the alley in front of the Pharmaceutical Company Sales Office.
    Pick up the Square Crank from off the ground near where you entered,
    and then makes your way into the Pharmaceutical Company Sales Office
    itself. Once inside, you will come across Nicholai in the midst of
    eliminating a possible threat. Check the office for items and files,
    of which there are plenty of (there is a First Aid Spray in a cabinet
    near Nicholai, and an Ink Ribbon on the large table. There are two
    files here as well, the Manager's Report, also on the table, and the
    Business Fax located in a filing cabinet in front of Nicholai), then
    use the remote control on the large table to view an advertisement
    for an Umbrella developed product on a nearby television. Next, access
    the computer just to the side of the remote control and you'll be asked
    to input a password in order to open the computer controlled lock on
    the door leading to the Medical Storage Room at the rear of the office.
    The password you need is the name of the product that you viewed on the
    TV (possible passwords are AQUACURE, SAFSPRIN and ADRAVIL). Once the
    password is input (type in the password using the keyboard that comes
    up, then hit the return key), enter the Medical Storage Room and gather
    all the items that you find there (there is the possibility of three
    Gun Powder Type A's and three Gun Powder Type B's by way of the "Random
    Item" system). Among them you'll find, a bottle of Oil Additive. Once
    you have the Oil Additive, attempt to leave the Medical Storage Room.
    As you approach the bend in the hallway, zombies overrun the office.
    You can hear Nicholai scream over the cries of the zombies (you must
    take the Oil Additive from the Medical Storage Room for the zombies to
    attack Nicholai, and advance on your location). Make your way back to
    the office (an easy way to kill the zombies and yet conserve some of
    your ammunition, is to shoot the steam valve on the steam pipe when
    they get near it. This will cause a steam blast to shoot from the pipe,
    killing any zombie it touches. There are two of these pipes in this
    hallway, but be careful, as you too can be injured by the steam that is
    released, although to a much lesser extent). When you finally get back
    into the office, the only thing left of Nicholai is his broken PC in a
    pool of blood beneath a broken window. But is this Nicholai's blood, or
    the mercenary's that he shot when you were coming in? Since no bodies
    are here, you can't be sure. Leave the Pharmaceutical Company Sales
    Office and return to the section of the back lane where you put out
    the fire. Upon approaching the gate that leads back towards the Police
    Station, after getting the Oil Additive from the Pharmaceutical Company
    Sales Office, the Nemesis, with Rocket Launcher in hand, comes crashing
    through, and with a massive swing, breaks the fire hydrant open. His
    next target is you (you must either get the Oil Additive from the
    Pharmaceutical Company Sales Office before going to the Electrical
    Substation, or have chosen to "Increase the electricity" when the group
    of zombies attacked at the Electrical Substation, for the Nemesis to
    appear here). Once you've knocked down the Nemesis (and picked up your
    item if you're playing on Hard Mode), prepare for your trip to the
    Electrical Substation (see chapter 11, or if you've already completed
    the Electrical Substation, continue on to chapter 13).
    
    
                                  Chapter Thirteen
                                Gettin' Outta Dodge
    
    
        Now that you have the four items needed to repair the Trolley (if
    at any point you went back to the Trolley before gathering all four of
    the necessary items, you would have triggered a cut scene in which you
    help an injured Mikhail into the Trolley), make these next few stops
    before heading back. First, go to the Courtyard Garbage Dump behind Bar
    Jack and use the Square Crank in the slot on the wall beside the closed
    shutter. This will allow Jill to open the shutter where she will find
    three containers of Grenade Rounds. After this, return to the Warehouse
    where you started the game (try going by way of Fisson Street, as when
    you pass the wrecked police car at the corner of Jack Street you'll get
    a chance to find a bottle of Gun Powder Type B inside it, if a zombie
    makes a sudden appearance). Inside you will find Dario, the man who was
    hiding in the large storage container, dead on the floor to the left.
    Look inside the storage container to find his diary (Dario's Memo), as
    well as two bottles each of Gun Powder Type A and Gun Powder Type B.
    Once you've obtained these, head back towards the Trolley.
    
        As you start to cross back through the Garage (after getting the
    Oil Additive from the Pharmaceutical Company Sales Office) the ground
    begins to shake as you pass by the mini-van where you found the Power
    Cable earlier (if you didn't get the Power Cable earlier, get it once
    this sequence is finished. Suddenly the ground gives way, and a large
    hole opens up beneath your feet. Jill manages to catch the rim as she
    falls, but upon pulling herself back up, she sees two crates, jarred
    loose by the tremor, sliding down a loading ramp towards her after
    falling out of the rear of a nearby truck. At this moment you are
    forced to make a split second decision. Your choices are:
    
            A. Climb up
            B. Jump off
    
    If you don't choose either selection, the boxes will strike Jill,
    knocking her down into the sewer below.
    
    If you choose to "Climb up", Jill will automatically dodge the two
    crates upon hoisting herself all the way back up into the Garage. Next,
    continue on towards the Trolley (a zombie will jump out from the car
    parked on the corner between the Garage Office and the Construction
    Site, kill it and inspect the inside of car to find a container of
    Grenade Rounds).
    
    If you choose to "Jump off" to avoid the crates, Jill will need to pass
    through the small sewer tunnel she lands in, in order to reach the
    ladder at the other end so she can climb back up to street level. On
    your way through the sewer, you'll see what appears to be a large root
    protruding through a hole in the sewer wall. Little does Jill know that
    this is not a root, but a foreshadow of things to come. After climbing
    the ladder, you appear on Warren Street, just behind the crashed number
    33 Midtown Bus. Re-enter the Garage and continue your trek towards the
    Trolley (a zombie will jump out from the car parked between the Garage
    Office and the Construction Site, kill it and inspect the inside of car
    to find a container of Grenade Rounds).
    
        Upon reaching the fork in the path at the City Hall Grounds, after
    getting all four of the items needed to repair the Trolley, the Nemesis
    is waiting there for you. Knock him down (get an item if you're playing
    on Hard Mode) and proceed towards the Trolley. As you reach the end of
    Lonsdale Yard, the ground begins to shake. Soon after, it gives way and
    you then fall into an underground passageway. If that's not quite bad
    enough, an enormous worm-like creature (known as the Grave Digger)
    bursts through a wall and attempts to devour you. To get out of this
    underground passage, you'll need to lower the ladder at the Western end
    of the passage. Problem is, you need to engage the power to the ladder
    in order to do so, and to do that, you need to flip the two switches in
    the small alcoves located at either end of the passage. Problem number
    two, every time you try going into one of the alcoves, the Grave Digger
    comes through the wall in front of you and tries to put a stop to your
    plan. So you either need to be very quick (run into the alcoves and
    flip the switch in each), or you need to fight the Grave Digger if you
    want to proceed (should you choose to try to flip the switches without
    fighting the Grave Digger, once they have both been flipped, when you
    approach the switch to lower the ladder, the Grave Digger will attack
    from the hole in the wall near it). Once the two alcove switches have
    been flipped, activate the switch at the Western end of the passage to
    lower the ladder, then climb it to appear around the corner from the
    Central Raccoon Line Station. At this point, make your way inside the
    rear car of the Trolley, and install the parts (Power Cable, Fuse and
    Mixed Oil. You'll need to combine the canister of Machine Oil with the
    bottle of Oil Additive in order for you to have the correct mixture
    for the Trolley) so that the Trolley returns to working order.
    
    
                                  Chapter Fourteen
                            Evil Inside The House Of God
    
    
        0nce you've repaired the Trolley, Carlos arrives and gives you a
    container of Flame Rounds. You then share with him the bad news of what
    happened to Nicholai at the Pharmaceutical Company Sales Office. With
    Carlos ready to drive the Trolley to Saint Michael's Clock Tower, 
    proceed to the front car so that he can get started. With the Trolley
    only having barely begun it's journey, you hear Mikhail cry out from
    the rear car. At this point, enter the rear car to come face to face
    with the Nemesis. It seems he's upset at you for leaving without first
    saying goodbye. Whether you knock him down, or just try to run back to
    the front car (doing this ends the battle) doesn't matter, as once you
    do either of these things, a cinema kicks in, in which Mikhail orders
    you into the front car, then sacrifices himself in the hopes of finally
    stopping the Nemesis for good. Once you're in the front car, the damage
    done by Mikhail's actions takes it's toll on the Trolley and sends it
    careening out of control. At this point you must make another crucial
    decision. Your choices are:
    
      A. Jump out of the window
      B. Use the emergency brake
    
    If you "Use the emergency brake", the Trolley crashes to a halt in the
    Courtyard of Saint Michael's Clock Tower (the same will happen if you
    choose neither selection when prompted). After disposing of the great
    multitude of crows that are flying about, check the path behind the
    statues of the hawks to find an assortment of Herbs (two Blue and three
    Green), then enter Saint Michael's Clock Tower by way of the door to
    the left of the main entrance. You are now in the Dance Room of the
    Clock Tower. Enter the door with the slim windows on it to the left to
    reach the Chapel. On the shelf at the rear you will find the Winder Key
    (the Clock Tower Key. Due to "Random Item" placement, there may be two
    bottles each of Gun Powder Type A and Gun Powder Type B on the stand to
    the left as well). Once you have the Winder Key, leave the Chapel, and
    pass through both the Dance Room (using the Winder Key to do so) and
    the Dining Room (just after the Dance Room. You will find Carlos here,
    and his nerves are beginning to get to him, as well as the possibility
    of a container of Grenade Rounds on the fireplace's mantle thanks to
    the "Random Item" placement system), to reach the Atrium (the large
    entrance room). Here you will find, a dead Umbrella agent carrying a
    Mine Thrower (a weapon, on Easy Mode this weapon does not appear in
    the game. Instead of the Mine Thrower, you will find fourteen Shotgun
    Shells here) and the Operation Instructions, a bush of Blue Herbs lies 
    against a wall near the agent's body, as well as a Map to the Clock
    Tower and a First Aid Spray on a desk towards the rear of the room. At
    both rear corners of the stairs, you'll find a table that has on it a
    music box. Each of these music boxes tie in with a puzzle that you'll
    come to later in the game (if you wish you can open the main door from
    the inside and walk out into the Courtyard). Enter the Study through
    the door to the East. In the desk in the Study, you can find an Ink
    Ribbon (there may also be a container of Grenade Rounds on the small
    table courtesy of the "Random Item" placement, if you haven't already
    found one in the Dining Room), as well as an Art Picture Postcard with
    a picture showing three clocks at midnight on it. After taking these
    items, leave by the door at the rear to enter the Living Room, then
    pass through to the next room, which is the Bedroom. Here you will find
    the Bezel Key (2nd Clock Tower Key), hidden behind a crooked picture on
    the wall (because of the "Random Item" placement you may also find two
    bottles each of Gun Powder Type A and Gun Powder Type B here, if you
    haven't already found these items in the Chapel). Once you have the
    Bezel Key, leave the Bedroom and return to the Atrium, where you'll
    need to make your way up the main staircase to the second floor.
    
    If you choose to "Jump out of the window", as the Trolley violently
    crashes through the Southeast corner of Saint Michael's Clock Tower, on
    it's way to a stop in the Courtyard, you bail out. You stand up and see
    that you are in the back corner of the Bedroom. Make your way to the
    door to trigger an attack by zombies that were also caught in the crash
    of the Trolley. To the right of the door, you'll see a crooked picture
    hanging on the wall. Inspect it to find the Winder Key (also known as
    the Clock Tower Key) hidden behind it (you may also be two bottles each
    of Gun Powder Type A and Gun Powder Type B on the small table to the
    left of the door, due to "Random Item" placement), then leave the room
    and enter the Living Room. Use the Winder key on the door here to enter
    the Study, where you will find Carlos, who also managed to survive the
    Trolley accident. At this point Carlos gives you a container of Freeze
    Rounds for your Grenade Launcher, then leaves to do a little exploring
    of his own. In the desk in this Study, you can find an Ink Ribbon (you
    may also find a container of Grenade Rounds on the small table by way
    of the "Random Item" system), as well as an Art Picture Postcard that
    shows a picture of three clocks at midnight. After taking these items,
    leave by the door on the Western wall to enter the Atrium. Inside the
    Atrium you will find, a dead Umbrella agent carrying a Mine Thrower (a
    weapon, on Easy Mode this weapon does not appear in the game. Instead
    of the Mine Thrower, you will find fourteen Shotgun Shells here) and
    the Operation Instructions, a bush of Blue Herbs lies near the dead
    agent, as well as the Map to the Clock Tower and a First Aid Spray on
    a desk towards the rear of the room. At both rear corners of the main
    stairs, you'll find a table that has on it a music box. Each of these
    music boxes tie in with a puzzle that you'll come to later in the game
    (if you wish, you can open the main door from the inside and then walk
    outside into the Courtyard to find some herbs, two Blue Herbs and three
    Green Herbs). Enter the Dining Room through the door to the West (you
    may find a container of Grenade Rounds here due to the "Random Item"
    placement, if you hadn't already found this item in the Study), then
    pass through the next room, which is the Dance Room (the room with the
    Grand Piano), to reach the Chapel. On a shelf at the rear of the Chapel
    you will find the Bezel Key (2nd Clock Tower Key. Due to the "Random
    Item" placement you may also find two bottles each of Gun Powder Type A
    and Gun Powder Type B, if you haven't already found these items in the
    Bedroom). Once you have the Bezel Key, return to the Atrium and make
    your way up the main staircase to the second floor.
    
        Upstairs in the second floor corridor, kill or run by the spiders
    that are there (if you get bit, there is a growth of Blue Herb down in
    the Atrium), on your way to the Clock Tower Balcony (through the door
    at the end of the second floor corridor). Once outside on the Balcony,
    use the Bezel Key in the green plate on the wall at the center of the
    Balcony (inspect the plate to be asked if you'd like to use the key.
    There are also two Red Herbs in the rear corner). This lowers a ladder
    that will enable you to reach the Clock Tower's Machinery Room. Inside
    the Machinery Room you will find, a Silver Gear, an Ink Ribbon, the
    gears for the Clock Tower's bells (located at the rear of the room) and
    a large music box (at the front of the room. You may also find, either
    a box of Mine Thrower Rounds or two bottles of Gun Powder Type A on a
    shelf at the back of the room by way of the "Random Item" system).
    Inspect the music box to hear the tune that it should be set to, then
    set switches A through F on the music box itself so that when the tune
    is played when you are finished, it matches the tune you heard when
    first inspecting the music box. You do this by choosing either the "Up"
    selection or the "Down" selection. Choose the third selection, "Next",
    after you've made your decision for the current switch to advance to
    the next switch (the fourth selection is "Back", choose this if you
    change your mind about any of your previous switch selections). Once
    you have made your selections, choose to play the tune the way you
    chose it to sound (the third selection while using slot F, is "Play"
    instead of "Next", as there are no slots after F. Also, the solution
    to this puzzle is random, so the only advice I can offer is that the
    correct choices are the "in tune" ones. The "out of tune" selections
    are wrong). If you have chosen correctly, the panel on the front of the
    music box raises, and you are able to acquire the Chronos Chain. After
    receiving the Chronos Chain, leave the Machinery Room and start to make
    your way back down to the Study. As you attempt to return inside the
    Clock Tower from the Balcony, the Nemesis appears, and you are given
    two choices on what you want to do. They are:
    
      A. Use the light
      B. Use the cord
    
    If you choose neither selection, the Nemesis will attack you on the
    Balcony.
    
    If you choose to "Use the light", Jill will shine the nearby spotlight
    in his eyes. This will cause the Nemesis to become temporarily blinded,
    which results in him stumbling backwards and falling over the railing.
    
    If you choose to "Use the cord", Jill will toss the live electrical
    cord in the water at his feet. The Nemesis will then be electrocuted
    (thereby dropping an item if you're playing on Hard Mode), for a short
    time. He will eventually get back up and continue attacking you, so be
    prepared for this if you stay on the Balcony too long (no item is to
    be had if you wait for him to arise again. Also, if you don't finish
    him off here, he will be waiting for you in the Study).
    
        Once you've dispatched the Nemesis, either by knocking him over the
    railing, or battling him, proceed to the Study, and once there, combine
    the Winder Key and the Chronos Chain to form the Chronos Key. Use this
    newly formed Chronos Key to enter the green door on the Northern wall
    of the Study, then pass through the following corridor (a container of
    Grenade Rounds can be found by inspecting the body at the first bend
    in the corridor) and enter the Closet (it's a room). Here you will find
    the Mercenary's Pocketbook on one of the bodies near the door, a box of
    six Mine Thrower Rounds on the table in the rear of the room, as well
    as three paintings with clocks incorporated into them. Towards the rear
    of the main section of this room are three statues, each one holding a
    different colored stone ball in it's hands. Take the three stone balls
    and return to the clocks. The object of this puzzle is to make the
    hands on the center clock read midnight. You cause the hands on the
    clock to move by placing one of the colored stone balls in the tray on
    each of the three clock painting's frames. The stone balls, depending
    on color and painting placement, will then cause the hands on the
    center clock to move either forward or backwards. Since this puzzle
    is random, you'll need to use the below table to see which stone ball
    you should place in which painting.
    
                 Painting 1     Painting 2      Painting 3
    
      Obsidian:  Back 2 hours   Ahead 2 hours   Ahead 4 hours
      Amber:     Back 3 hours   Ahead 3 hours   Ahead 6 hours
      Crystal:   Back 1 hour    Ahead 1 hour    Ahead 2 hours
    
    Once you solve the puzzle and get the center clock to read 12 o' clock
    midnight, it's faceplate opens, and you are given the Gold Gear. Now 
    that you have the Gold Gear, return to the Machinery Room and combine
    the Gold and Silver Gears. Once they are combined, place the new gear
    in the empty gear slot in the machinery beside the storage box at the
    rear of the room to get the Clock Tower's bell to begin ringing. This
    will alert the rescue helicopter of your location, so once the bell is
    chiming, make your way towards the Courtyard of the Clock Tower. As you
    pass through the door leading inside from the Balcony, a cinema plays,
    in which you make it outside to the Courtyard just in time to see the
    rescue helicopter arrive... then be destroyed by the Nemesis and his
    trusty rocket launcher. At this point the Nemesis lashes out at you
    with a tentacle that shoots forth from his hand, and infects you with
    the virus. With this hindrance, you are now forced to battle with the
    Nemesis. Once you knock the Nemesis down (twice), he rises and stumbles
    over to a wall of fire at the rear corner of the Courtyard, where he
    then collapses. You too, then slump to the ground unconscious... the
    virus having taken a terrible toll on your body. Carlos soon arrives
    (if you had originally entered the Clock Tower by way of the Courtyard
    during the initial Trolley crash, Carlos would then have arrived in the
    Courtyard during your battle with the Nemesis, only to be injured mere
    seconds into the fight. Fortunately his gunfire was enough to destroy
    the rocket launcher that the Nemesis was carrying) and brings you back
    into the Clock Tower's Chapel to rest.
    
    
                                  Chapter Fifteen
                                      Carlos
    
    
                                    October 1st, 
                                      Night...
                      I woke up to the sound of falling rain...
                         I can't believe I'm still, alive...
    
        With Jill incapacitated due to the virus, you must now take control
    of Carlos and search for a cure (note that Carlos cannot access Jill's
    inventory, but he does have access to any special weapons or items you
    have previously bought by way of the Mercenaries Mode. These items can
    be found inside the storage box). Using Carlos, make your way to the
    Clock Tower Closet, and once there, enter the smaller section at the
    rear (where the large bell is). Push the bell forward so that you can
    leave the Clock Tower by way of it's back door, which is blocked by the
    bell). Once outside, run up the alley to Park Street, then proceed to
    the left (West) and enter the Raccoon Hospital.
    
        Inside, in the Lobby, you will meet the hunters, and boy are they
    friendly. There are two Red Herbs in the rear of the Lobby, near the
    pay phone and vending machine if you choose to fight your way to them.
    >From the Lobby, enter the door next to the reception area to reach the
    Office. After finding both a First Aid Spray and an Ink Ribbon, proceed
    through the next door to enter the Doctor's Station. Here you'll find
    the Director's Diary, a box of Handgun ammunition, a Blue Herb, the Map
    to the Hospital, a Tape Recorder, and an elevator. Since the elevator
    has a voice activated lock on it (the panel to it's right), you need to
    use the Tape Recorder to trick it into thinking you are a member of the
    hospital's staff (You'll first need to inspect the panel and turn on
    the microphone by pressing the button when prompted), as it has the
    voice of one of the doctors on the tape inside it. After using the Tape
    Recorder on the lock panel, the elevator activates. Walk inside and
    inspect the control panel twice, to first shut the doors, then choose
    which floor you'd like to ride to, with your choices being either the
    4th floor or the Basement Level 3. If you choose to ride to Basement
    Level 3 first (some differences occur if you ride to the Fourth Floor
    first, which I'll mention soon), once there, make your way to the
    Laboratory where you will find a wounded Umbrella agent (there may also
    be a box of Handgun ammunition and two Green Herbs here, courtesy of
    the "Random Item" placement system, if you haven't already found them
    on the fourth floor) who tells you of Nicholai's treachery. Shortly
    after you are told this information, the bomb hidden in the wall safe
    behind him explodes, killing him in the blast (if you had gone to the
    Fourth Floor before going down to the Basement Level 3, you would have
    seen a cut scene upon entering the Data (Reference) Room in which
    Nicholai attempts to kill this Umbrella agent). Once this scene plays
    out, head through the door at the rear of the Laboratory to reach the
    Hospital Study. Here, they are performing tests on various breeds of
    hunters. On a shelf at the Western side of the room you'll find a small
    bottle containing the Medium Base for creating the Vaccine Medium, 
    which in turn is needed to create the Vaccine needed to cure Jill.
    After picking up the Medium Base, check the desk to find, and read the
    Medical Instruction Manual for creating the Vaccine Medium. Next,
    approach the two pieces of equipment at the Northern wall, and place
    the Medium Base inside the one to the left (the Synthesizer). Now, flip
    the switch on the power supply device to the right (with the blue lit
    monitor screen) to drain the two hunter tanks next to it so that you'll
    be able to create steam from the fluid that was inside them. Finally,
    inspect the Synthesizer device you put the Medium Base in and you will
    see five levers on it's control panel, the top three marked numerically
    (I, II, III), while the bottom two are marked by the letters A and B.
    In order to change the Medium Base into a more usable ingredient for
    the virus Vaccine, you need to center the two indicators (so that they
    are both level at the central yellow position) at the left side of the
    control panel. To do this, refer to the chart below (flipping a lever
    twice reverses the initial outcome):
    
                Left        Right
                Indicator   Indicator
    
      Lever 1:  Up 1        Down 4
      Lever 2:  Up 2        Down 5
      Lever 3:  Up 3        Down 2
      Lever A:  Down 4      Up 3
      Lever B:  Down 3      Up 1
    
    >From this chart you can see that the solution to centering the two
    indicators is to flip levers, I, III and A (to choose A, choose the
    fourth selection, which is "Below"). Once you've correctly leveled the
    indicators, the Medium Base, altered by way of the steam pressure that
    you input, creates the Vaccine Medium ingredient. Grab the Vaccine 
    Medium, and start to make your way back to the elevator. Just as you
    are about to pass the spot where you found the Medium Base, the two
    hunters break free of their tanks and attack you. After killing, or
    running past the hunters, return to the elevator and ride it to the
    Fourth Floor. On the Fourth Floor, enter the Data (Reference) Room at
    the end of the hall to find the Sickroom Key (Room 402) and the Photo D
    (you may also find a box of Handgun ammunition by way of the "Random
    Item" system, if you haven't previously found it on Basement level 3).
    After taking these items, proceed to Room 401 and inspect the body
    leaning against the wall near the door. You'll be given the combination
    to the safe in Room 402 (due to the "Random Item" placement, you may
    also find two Green Herbs in this room, if you haven't already found
    them on Basement Level 3). Also, take notice of the positioning of the
    drawer stand that's also in this room. After you've done these things,
    leave Room 401 and use the Sickroom Key to enter Room 402. To uncover
    the hidden safe in Room 402, push the drawer stand at the foot of the
    bed onto the metal plate in the corner across from where the same type
    of drawer stand was located in Room 401 (for example, if in Room 401,
    the drawer stand is in the front left corner, then you'd need to push
    it into the front right corner in Room 402. If it was in the back right
    in Room 401, then you'd need to push it onto the plate at the back left
    in Room 402. If you push it onto the wrong plate, you will receive a
    mild shock. Exit the room and re-enter to reset the drawer stand to
    it's original position if necessary). Once the safe is uncovered, enter
    the three digit combination that you found on the body in Room 401 to
    open it. Inside you'll find the Vaccine Base ingredient, which when
    combined with the Vaccine Medium, creates the Vaccine (antidote) for
    the virus that Jill is currently infected with. After receiving the
    Vaccine Base, return to the Hospital's Lobby, and you will notice a
    bomb strapped to a nearby pillar. You now have 7 seconds (20 in Easy
    Mode to get outside the Hospital before the bomb detonates...
    What are you waiting for? Run like hell!!! As soon as Carlos makes it
    outside, the bomb goes off and the Hospital is leveled. At this point,
    start back towards the Clock Tower Chapel.
    
        Once you enter the Atrium in St. Michael's Clock Tower, the Nemesis
    appears and tries to get to Jill in the Chapel by smashing through the
    doors leading from the Atrium to it (the Chapel). You need to either
    enter the Chapel, or knock down the Nemesis, as if he gets through the
    Chapel door and reaches Jill before you do, it's game over (if you try
    knocking him down, you will not get an item while using Carlos). When
    you reach Jill, give her the Vaccine which you can create by combining
    the Vaccine Base and the Vaccine Medium (inspect Jill to give her the
    Vaccine). When Jill comes to, Carlos fills her in on the current status
    of Nicholai, then goes off on his own.
    
    
                                  Chapter Sixteen
                                A Walk In The Park
    
    
        Once you regain control of Jill, start to make your way towards the
    Clock Tower Closet. You'll soon run into an old friend in either the
    Dance Room (he comes running through the broken window near the Dining
    Room, or crashing through the Dining Room door) or the Atrium (he jumps
    down from the 2nd floor) in St. Michael's Clock Tower. After knocking
    the Nemesis down (grab your bonus item if you're playing on Hard Mode),
    make your way outside the back of the Clock Tower to Park Street.
    Directly across from the alley leading back into the Clock Tower you'll
    find the Park Security Center, inspect the door to have Jill use her
    Lockpick to open it. Inside the Security Center you'll find the Main
    Gate Key to Raccoon Park, Photo E, an Ink Ribbon, as well as the chance
    at two containers or boxes of either the Grenade Rounds, or the Mine
    Thrower Rounds, by way of the "Random Item" placement (look for them on
    the table, and in the locker). After receiving the Main Gate Key, leave
    the Park Security Center, and walk up Park Street to the front gate of
    Raccoon Park (found up the stairs to the right of the Security Center). 
    
        Use the Main Gate Key to enter Raccoon Park's Central Plaza, then
    make your way down the paths to the Northeast until you find the body
    with the Graveyard Key and the Written Order on it (there is a clip of
    Magnum Bullets on a body at the very end of the path, should you need
    them). Once you have these items, return to the Park's Central Plaza,
    and enter the Fountain Area (through the gate on the Western side of
    the Central Plaza). Here you can find the Raccoon Park Map on the board
    near the gate, as well as three Green Herbs, two Blue Herbs, and the
    controls for the fountain in the Northeast corner of this area. If you
    step down into the fountain pool itself, and read the sign at the back
    of it, you will see a diagram showing the placement needed for the four
    gears in order to drain the pool. Draining the pool will allow you
    access to the steel grate below the water level where the diagram is,
    so your task now is to drain the water from the pool. Return to the
    water control unit for the fountain (blue machine at the top of the
    stairs leading to and from the pool), and choose to re-align the gears
    inside to attempt to solve the drain the pool in the Park puzzle. To
    solve this puzzle, you must align the gray and black gears, within a
    set amount of movements (six), so that they are the same as they are on
    the diagram at the rear of the pool. To do this, move the gears in the
    following fashion:
    
        Move bottom left black gear up
        Move top center gray gear down
        Move top right gray gear to the left
        Move bottom right black gear up
        Move top center gray gear down
        Move top left black gear to the right
    
    Once the gears are in the proper positions, press the start button on
    the fountain control panel. The pool will then drain by way of opening
    the grate. Walk back to the grate and climb down the ladder to the
    sewers below. Proceed through the sewer, climbing up onto the walkway
    at the opposite end, then following it to the ladder leading up. Once
    you climb this next ladder, you will emerge in the Graveyard. Continue
    through the Graveyard (you can find two Red Herbs in the center of the
    Graveyard) until you reach the Shed. Use the Graveyard Key to enter the
    Shed, then gather up the items you find inside, which will include two
    bottles each of Gun Powder Type A and Gun Powder Type B, and an Iron
    Pipe. Once you have the Pipe, use your Lighter (there's a storage box
    and typewriter in the next room, as well as a First Aid Spray) to start
    a fire in the fireplace. This reveals another hidden room. Use the Iron
    Pipe here to break away the bricks covering the entrance to the hidden
    Strategy Room so that you may crawl through and enter it. The Strategy
    Room contains the Supervisor's Report, the Fax from the H.Q., the Rear
    Gate Key, a container of Grenade Rounds, an Ink Ribbon (in the sack on
    the wall) and a two way radio. After taking these items, and attempting
    to crawl back out of the room, the radio sounds, causing Jill to return
    to it just in time to hear an Umbrella operative broadcasting for all
    supervisors to return immediately (to trigger the Umbrella operative to
    broadcast over the radio when you attempt to leave the Strategy Room,
    you need to take the Rear Gate Key from the table). After hearing this,
    crawl back through the fireplace to find Nicholai standing in the main
    room of the Shed (if you took the Rear Gate Key). Nicholai seems just
    as surprised to see you as you are him, and lets you in on the true
    nature of the plan set in motion by Umbrella. At this point the Shed
    begins to tremble, and Nicholai runs out. Leave the Shed, and on your
    way back through the Graveyard, the ground gives way, and you fall into
    a deep trench. To make matters worse, an enormous Grave Digger rises
    from the dirt and begins a deadly assault on you (an easier way to kill
    it, rather than just shooting it with weapons until it dies, is to let
    it damage the two light posts near the small puddle of water, which
    will happen automatically if you haven't killed the Grave Digger within
    two minutes, then when it nears them again, shoot both of the light
    posts. They'll fall into the water, and the Grave Digger will then be
    electrocuted. Keep in mind that you have to knock down both light posts
    for there to be enough electricity to kill the Grave Digger). After
    killing the Grave Digger, climb the section of fence that has fallen
    into the Northwestern section of the trench. This will allow you to
    re-enter the sewer section that you came through earlier. Pass through
    the sewer, climbing the ladder at the opposite end, to return to the
    Fountain Area of Raccoon Park. From the Fountain Area, make your way
    back to the end of the long path that winds through the Northeastern
    section of the Park. At the very end of this path, use the Rear Gate
    Key to open the padlocked gate that you'll come to, then pass through
    it to reach the Bridge. 
    
    
                                  Chapter Seventeen
                           All Things Must Come To An End
    
    
        Once you start across the Bridge leading to the abandoned Waste
    Processing Plant (Dead Factory), the Nemesis rears his ugly face and
    attacks. At this moment you're given a choice, you can:
    
      A. Push him off
      B. Jump off
    
    If you choose neither selection, Jill will automatically shove the
    Nemesis off the bridge.
    
    If you choose to "Push him off", after he falls into the Circular River
    below, Jill runs across the Bridge and enters the second floor of the
    Waste Processing Plant. At the end of the Entrance Corridor you'll find
    the door that leads to the Off-Duty Room. Enter the Off-Duty Room to
    find Carlos. Carlos then tells you about the plan to launch a missile
    into Raccoon City, so that no one finds out the terrible secrets of
    Umbrella. After sharing the news with you, Carlos leaves. Around the
    Off-Duty Room you'll find various items, including a First Aid Spray,
    an Ink Ribbon, the Manager's Diary, a Key with a Plastic ID Card
    attached to it on a shelf to the left of the storage box. This is the
    Facility Key. You'll also have the possibility of finding three bottles
    each of Gun Powder Type A and Gun Powder Type B by way of the "Random
    Item" system. After gathering the items, enter the next room, which is
    the Power Supply Room (there are two Blue Herbs in this room). What you
    need to do here, is to reach the power supply unit that's located in
    the Northeast corner of the room. The problem is, it's blocked by the
    steam coming from the numerous cracked pipes running around the center
    of the room. To get to the power supply unit, you need to use the
    switches you see located at various positions to shut off and turn on
    the different sections of pipe that run around the center of the room.
    It seems a lot more complicated than it is, as all you need to do, is
    walk counter clockwise around the center of the room, flipping each of
    the switches as you go, then walking clockwise, and flip each switch
    that's near a steam blast that's blocking your progress, until finally,
    you walk counter clockwise one last time flipping each switch as you
    come to it, until you reach the power supply unit. Upon turning on the
    power supply unit, you'll engage the power to an electronically locked
    door in the Control Room. After turning on the power, leave the Power
    Supply Room (flip the switch near the steam blast that's preventing you
    from reaching the door), and return to the Entrance Corridor. Once
    there, use the Facility Key to enter the Control Room (non-shuttered
    door in the Entrance Corridor). In the Control Room, grab the Map for
    the abandoned Waste Processing Plant (Dead Factory) off the wall near
    the door and the System Disc off the nearby console (you can also find
    three Green Herbs and a Blue Herb bush in this room, then step into the
    elevator and ride it (push the down button on the inside wall) to the
    first floor. 
    
    If you choose to "Jump off" the bridge into the Circular River below,
    after climbing out of the Circular River, hoist yourself up into the
    Waste-Water Channel, and proceed to the ladder that you'll find inside.
    Climb the ladder, then when you drop down into the next section of the
    Waste-Water Channel, run forward through the water (pass by the walkway
    to the side for now) until a cut scene kicks in, in which Carlos shows
    up and tells you of Umbrella's plan to launch a missile into Raccoon
    City at dawn. After telling you this, Carlos leaves. At this point, go
    to the elevator in the Decomposition Pool Room (doorway on the Northern
    walkway. You can also find two containers of Shotgun Shells hidden on
    the bottom of the small table next to the broken control panel for the
    Decomposition Pool in this room) and ride it up to the first floor
    Control Room. Inside the Control Room, you will find the System Disc on
    the console, three Green Herbs, a Blue Herb Bush towards the rear, and
    the Map to the Waste Processing Plant (Dead Factory) on the wall near
    the door to the Entrance Corridor. Unlock the door to the Entrance
    Corridor from the inside (the door next to where the map was), then
    pass through it to trigger a scene in which Nicholai takes a shot at
    you before going through a door and locking the shutter to it behind
    him. Next, enter the door at the Northern end of the corridor to reach
    the Off-Duty Room. Here you will find the Manager's Diary on the desk,
    an Ink Ribbon, a First Aid Spray, a Key with a Plastic ID Card attached
    to it on a shelf to the left of the storage box (this is the Facility
    Key, since you unlocked the Control Room from the inside, you need only
    take the key so that you can get it stamped so that you will be able to
    access the weapons storage locker later in the game) as well as the
    possibility of three bottles each of Gun Powder Type A and Gun Powder
    Type B by way of the "Random Item" placement. After gathering all the
    items, proceed through the door on the Eastern wall to reach the Power
    Supply Room (there are two Blue Herbs in this room), and once inside,
    access the power supply unit so that you can turn on the power to the
    electronically locked door in the Control Room (for the solution to the
    way past the steam pipes, see the above section "If you chose to Push
    him off"). After turning on the power, return to the Control Room and
    take the elevator back down to the first floor.
    
        On the first floor, pass through the Decomposition Pool Room (if
    you haven't been here before, you can find two containers of Shotgun
    Shells hidden beneath the small table next to the broken control panel
    for the Decomposition Pool in this room) to reach the Waste-Water
    Channel. Cross through this to reach the Sewage Monitor Room, in which
    you will find a storage box, typewriter, Ink Ribbon, a Security Manual,
    and a Water Sample (on the East wall). After taking the items, proceed
    down the stairs you'll find through the door at the rear of this room,
    to reach the Water Testing Room. In this room (you'll find a First Aid
    Spray here, as well as the "Random Item" possibility of three bottles
    each of Gun Powder Type A and Gun Powder Type B), place the Water
    Sample in the machine at the rear left so that you can attempt to get
    the machine to run a clear check on it. Once you do, you'll trigger a
    puzzle in which you need to form the above line formation using three
    different series of lines. The lines get higher when placed upon one
    another, so align the line groups A, B and C so that when they are read
    up and down they form the above formation. You can move the lines by
    choosing either, "Left" or "Right", from the four selections you are
    given once you choose a line to move ("Back" refers to re-choosing one
    of the other lines). This puzzle is random, but below are listed four
    possible solutions:
               _       _
       _      | |___  | |___       _
      | |  _  |     | |     |  _  | |_
      |_| |_| |_____| |_____| |_| |___|
    
      A: 4 right, B: 2 right, C: 2 left
       _       _          _
      | |  _  | |     _  | |       _
      | | | |_| |____| |_| |      | |_
      |_| |________________|      |___|
    
      A: 1 right, B: 1 right, C: 2 left
       _                       _
      | |      _   _       _  | |  _
      | |___  | |_| |  _  | |_| |_| |_
      |_____| |_____| |_| |___________|
    
      A: 1 left,  B: 2 left,  C: 2 right
               _           _
       _      | |  _   _  | |      _
      | |_____| | | | | |_| |___  | |_
      |_________| |_| |_________| |___|
    
      A: 1 right, B: 3 right, C: 4 left
    
    You must choose to "Check" the formation before starting your guesses,
    and once you have input the proper line formation. If you place the
    lines wrong, or forget the starting point of any of them, you can exit
    the puzzle by choosing the last choice "Cancel", while on the initial
    line selection menu, then inspect the machine again to reset them to
    their default locations. Once you clear this puzzle, the electronically
    locked door in the rear of the Control Room will unlock. After doing
    this, place your Facility Key in the machine with the ultraviolet rays
    running across it in the rear right corner (near the testing machine
    you just used) to get it imprinted with a code that will allow you to
    use it to open a weapons storage locker and receive the Rocket Launcher
    (don't forget to choose yes when asked if you'd like to take it back
    from the machine). After stamping the plastic card attached to your
    key, return to the Control Room, and proceed through the now unlocked
    door near the elevator. At the end of the passageway (if you chose to
    "Push him off" at your last life selection point, a scene appears here
    where Nicholai tries to kill you, but instead is himself killed by the
    Nemesis), use the System Disc in the panel with the flashing red light
    on it to open and enter the Treatment Room. Once inside, a short four
    minute countdown begins, in which the door auto-locks and you have four
    minutes until the Treatment Room dumps it's garbage. The Nemesis
    then jumps out and attacks you. You now have four minutes to kill him,
    then find a way out of this room, or you will be taken out with the 
    rest of the trash. While battling the Nemesis here, you can take him
    down by using weapons, but it's a lot faster and easier if you lure him
    near the valve pipes and shoot them, thereby spraying him with the
    contents of the pipes. After knocking down the Nemesis, you'll see the
    Card Key necessary to open the door, slip out of the pocket of a dead
    plant worker. Retrieve the Card Key, and use it on the lock panel next
    to the door in order to unlock the door so that you may leave the room.
    Once you're out, a cinema kicks in, in which the body of the Nemesis is
    dumped into the Decomposition Pool. At this point, return to the Power
    Supply Room and use the Card Key to activate the small elevator that is
    in the corner. Ride the elevator to the Weapons Storeroom below, where
    you'll find a locker at the far end. Use your imprinted Control Room
    Key in the panel on this locker and you'll find the Rocket Launcher (as
    well as two containers of Grenade Rounds, should you need them). With
    the Rocket Launcher now in your arsenal, return up the elevator, and
    make your way to the shuttered door in the Entrance Corridor. Use the
    Card Key in the panel to the right of it to open the shutter, then
    proceed down the following corridor (there are two Green Herbs here) to
    reach the Control Tower Room. The game then branches here, depending on
    the choice you made back at the bridge leading to the Waste Processing
    Plant (Dead Factory).
    
    If you chose to "Push him off", Carlos will call you on the radio as
    soon as you enter the Control Tower Room. He tells you to take the
    Radar from the console in front of you, and to come to his location,
    as he has a way out of the city.
    
    If you chose to "Jump off", you'll see a small Radar device on the
    front console. Pick it up and a small radar screen will appear at the
    top right. Next, attempt to leave the Control Tower Room and the vile
    traitor Nicholai will call you from his escape helicopter over the two
    way radio. He threatens your life, at which point you're given two
    choices. They are:
    
      A. Negotiate with Nicholai
      B. Return fire to the chopper
    
    If you try to "Negotiate with Nicholai", he leaves in the helicopter.
    
    If you decide to do nothing, or "Return fire to the chopper", you
    have a short time in which to take down Nicholai in the helicopter
    while he's firing upon you, or he will leave (one shot from the Rocket
    Launcher will do it).
    
    Carlos then comes into the Control Tower Room, and starts to help you
    look for another way out (since Nicholai either left with, or went down
    with what you believe to be the only helicopter). At this point, you
    need to inspect the hatch leading to the lower level. This will trigger
    Carlos to suggest that you split up and look for a way out. As soon as
    Carlos leaves the Control Tower Room, an automated announcement sounds,
    telling you of the proximity of the missile.
    
        After inspecting the hatch (there is a First Aid Spray and a clip
    of Magnum Bullets in this room) , you now have until the red blip (the
    missile) reaches the center mark (ground zero, Raccoon City) to finish
    the game or you'll also be killed in the blast. Proceed down the hatch
    to the Rear Exit Room for the Waste Processing Plant (there will be a
    storage box here that you can use if necessary, as well as the Manual
    for the Incinerator hanging on the wall behind the ladder. At the rear
    of the room you will also find two containers of Shotgun Shells), and
    make your way out the door at the back of it to arrive at the Scrap
    Passage. Lying on the ground here, at the last bend, you will find the
    Classified Photo File. After picking up the file, head inside the Waste
    Incinerator, through the large door at the end of the passage. Once
    inside, there is a large trembling, which causes the door to buckle,
    sealing itself permanently shut. At this point, proceed to the rear of
    the room and inspect the terminal sitting next to the Rail Cannon to be
    informed that there is not enough power to operate the Rail Cannon's
    program. You now need to push the three large batteries (silver),
    marked one, two and three, in order, starting with number one, into the
    battery chambers (reddish in color) that are next to them. As soon as
    you push battery number one into it's chamber, the Nemesis, now more
    mutated than ever, thanks to being tossed into the mixture that was the
    Decomposition Pool, bursts into the room and attacks you. Your goal
    now, is inflict a set amount of damage on the Nemesis so that he crawls
    to the corner of the room near the door looking for a way out through
    the gaping hole that is in the wall. Once the Nemesis is in the corner,
    push batteries two and three into their chambers (you can attempt this
    before the Nemesis is in the corner, but it is much easier with him out
    of the way). Once this is accomplished, the Rail Cannon begins a quick
    power charge, which when finished, fires a tremendous blast of energy
    in a direct line through the room, machinery and anything else in it's
    path, to the spot where the Nemesis is trying to crawl through the hole
    in the wall. Shortly afterwards, a second shot is fired, which luckily
    finishes off the Nemesis, as it then overheats and shuts down. You now
    need to exit the room by the rear door, but upon trying to open it to
    take the final elevator to the Helipad after seemingly destroying the
    Nemesis with the Rail Cannon, a piece of the Nemesis manages to crawl
    over to you and attack. At this point you're given two choices, they
    are:
    
      A. Exterminate the monster
      B. Ignore it and evacuate
    
    If you do not make a selection, with it's last living movement, the
    Nemesis lunges at you and poisons you. It then dies. You must now take
    the elevator beyond the rear door to get to the Scrap Site, and a
    hopeful rescue before you die from the poison, or the missile, whichever
    comes first.
    
    If you choose to "Exterminate the monster", Jill rolls to the side as
    it lunges, grabs a Magnum from the floor, and proceeds to fire upon it
    until she's positive it's dead. At this point, proceed through the rear
    door and use the elevator to reach the Scrap Site, and hopefully a
    rescue helicopter.
    
    If you choose to "Ignore it and evacuate", Jill leaves the piece of
    flesh that was the Nemesis to die on it's own, and runs through the 
    rear door and takes the elevator that hopefully leads to safety in the
    form of a rescue helicopter.
    
        After taking the elevator, if Nicholai left with, or was destroyed
    in the helicopter earlier, Barry will pilot a second rescue helicopter
    to the Scrap Site to pick you and Carlos up. If Nicholai was killed by
    the Nemesis, you and Carlos will find a helicopter waiting for you at
    the Scrap Site, which you will fly to safety. Moments after they take
    off, the missile soars by them, hitting Raccoon City dead center, and
    obliterating it in the process. Jill then swears her revenge against
    Umbrella. A newscast tries to make some sense of what happened.
    
    
    ------------------------------------------------------------------------
    Section 3, The Controls:
    ------------------------------------------------------------------------
    
    Actions/Controls:
    
      Walking: Directional Pad or Left Throttle
      Running: Walk + Square Button
      Draw and Aim Weapon: Hold R1 or R2 button
      Fire Weapon: Press X while aiming a weapon
      Climbing(up/down): Hold Directional Pad towards desired object and
        press the X Button
      Pushing: Hold Directional Pad towards desired object
      180 degree turn: Hold Directional Pad down, then press Square
      Dodging is done by "holding" the R Button while in Easy Mode
      Dodging is done by "pressing" the R or Fire Button at a specific
        time (just before you're hit) while in Hard Mode
      In either mode, you cannot dodge while severely injured
      Press L1 to change targets while aiming a weapon
      Press Start or push Right Throttle to pause the game
      Press the Circle Button to bring up/exit your personal inventory
      Press the X Button to inspect/take an item
      Press the R2 Button to aim your weapon at select inanimate objects
      Press the L2 Button to bring up the current map
      Press Select to skip most full motion video cinemas and cut scenes
      Press the Directional Pad and/or buttons rapidly after the Nemesis
        knocks you down in order to get up faster
      
    
    Menu Screen:
    
      Use/Equip:    Use or Equip an item in your personal inventory
      Combine:      Mix two items in your personal inventory
      Check:        View an item in your personal inventory
      Auto/Manual:  Switches between automatic and manual firing (only 
                      available while highlighting certain weapons)
    
    
    Storage Boxes:
      
      Use these boxes (scattered throughout the game, usually near a 
        typewriter) to store your extra items. Items highlighted in blue
        are normal use items (ammunitions, powders, keys and other
        important objects), items highlighted in red are your weapons, 
        and items highlighted in green are health related items (such as
        herbs and sprays). 
    
        Controls while using the storage boxes:
    
          D-Pad/Left Throttle: Highlight item/slot in storage box
          Circle:              Exit (while in personal inventory)
          R1:                  Scroll down 5 slots (while in storage box)
          L1:                  Scroll up 5 slots (while in storage box)
          Triangle:            Cancel
          X:                   Accept
    
    
    Maps:
    
      Controls while accessing maps:
    
        L2:                  Accesses/cancels map
        Triangle:            Cancels map
        X:                   Zooms in/out      
        R1/Select:           Calls up map list
        D-Pad/Left Throttle: Moves screen while map is zoomed in
    
    
    ------------------------------------------------------------------------
    Section 4, The Lists:
    ------------------------------------------------------------------------
    
    Map Locations:
        
        Uptown:  On wall above crates at curve in road after the Boutique
        Raccoon Police Station: On desk in Main Hall of Police Station
        Downtown: On wall in Construction Site
        Saint Michael's Clock Tower: In St. Michael's Clock Tower Atrium
        Raccoon Hospital: On wall in Doctor's Station of Raccoon Hospital
        Raccoon Park: On board in Fountain Area of Raccoon Park
        Dead Factory: In Control Room of abandoned Waste Processing Plant
    
    
    File Locations:
    
      1.  Game Instructions A (Action, Map and Event), Starting inventory
      2.  Game Instructions B (Gun Powder/Reload Tool), Starting inventory
      3.  Clock Tower Postcard, On bar inside Bar Jack
      4.  Photo A, On body of dead cop next to rope tied shut door
      5.  Marvin's Report, On Officer Branagh, R.P.D. West Side Office
      6.  David's Memo, On desk in Dark Room, Raccoon Police Department
      7.  Fax from Kendo, In fax machine, Raccoon P.D. S.T.A.R.S. Office
      8.  Merc's Diary, On body at 2nd bend in alley just off Fisson Street
      9.  City Guide, On table in Grill 13 Restaurant
      10. Photo B, On pay phone in lobby of Raccoon Press Building
      11. Photo C, On desk in third floor Raccoon Press Office
      12. Reporter's Memo, On cabinet in third floor Raccoon Press Office
      13. Mechanic's Memo, In rear car of Trolley
      14. Manager's Report, On table in Pharmaceutical Company Sales Office 
      15. Business Fax, In cabinet in Pharmaceutical Company Sales Office
      16. Dario's Memo, In large storage container in Warehouse
      17. Operation Instruction, In St. Michael's Clock Tower Atrium
      18. Art Picture Postcard, On desk in St. Michael's Clock Tower Study
      19. Mercenary's Pocketbook, On body near door of Clock Tower Closet
      20. Director's Diary, In Doctor's Station in Hospital
      21. Photo D, In rear of Data (Reference) Room, Raccoon Hospital   
      22. Medical Instruction Manual, On desk in Hospital Study, Level B3
      23. Photo E, On table in Raccoon Park Security Center
      24. Written Order, On body, Northeastern path, Raccoon Park
      25. Supervisor's Report, On table in Strategy Room in Raccoon Park
      26. Fax From The H.Q., On blackboard in Strategy Room in Raccoon Park
      27. Manager's Diary, In Off-Duty Room of Dead Factory
      28. Security Manual, In Sewage Monitor Room of Dead Factory
      29. Incinerator Manual, On wall in Rear Exit Room of Dead Factory
      30. Classified Photo File, On ground in Scrap Passage in Dead Factory
      31. Jill's Diary, Replaces Files #1 when you find all 30 in order
    
    
    Key Item Locations:
    
      This list does not include the items in your starting, personal and
        storage box inventories.
    
      1.  Backdoor Key:         On hook in Warehouse Office
      2.  Shotgun:              On body in Basement Bottle Storage Room
      3.  Lighter Oil:          On shelf in Basement Bottle Storage Room
      4.  Lighter:              On table next to pay phone inside Bar Jack
      5.  S.T.A.R.S. Card Brad: On Brad after he's killed by the Nemesis
      6.  Eagle Parts A:        Dropped by Nemesis with first knockdown
      7.  S.T.A.R.S. Card Jill: In Conference Room of Raccoon Police Dept.
      8.  Sapphire Jewel:       In locker in Evidence Room of Raccoon P.D.
      9.  S.T.A.R.S. Key:       In locker in Evidence Room of Raccoon P.D.
      10. Lockpick:             In S.T.A.R.S. Office of Raccoon P.D.     
      11. Grenade Launcher
            or Magnum:          In S.T.A.R.S. Office of Raccoon P.D.
      12. Eagle Parts B:        Dropped by Nemesis with second knockdown
      13. STI Eagle 6.0:        Combine the Eagle Parts A and B
      14. Power Cable:          On mini-van in Parking Garage
      15. Rusty Hex Crank:      In Shopping District Storeroom
      16. First Aid Spray Box:  Dropped by Nemesis with 3rd/6th knockdown
      17. Fire Hook:            In locker in Grill 13 Restaurant
      18. Emerald Jewel:        On Body in Basement of Grill 13 Restaurant,
                                  or on desk in Raccoon Press Office
      19. Wrench:               On seat in front car of Trolley
      20. Machine Oil:          In oil cabinet at Stagla Gas Station
      21. Bronze Book:          On statue in City Hall Grounds
      22. Bronze Compass:       At fountain across from Raccoon Theater
      23. Battery:              In base of statue at City Hall Grounds
      24. Fuse:                 Low Voltage Control Room of El. Substation
      25. M37 Parts A:          Dropped by Nemesis with fourth knockdown
      26. Grenade Launcher
            or Magnum:          High Voltage Control Room of El. Substation
      27. Fire Hose:            In alley South of crashed #33 Midtown Bus
      28. Square Crank:         In alley outside Pharmaceutical Company 
                                  Sales Office
      29. Oil Additive:         In Medical Storage Room of Pharmaceutical
                                  Company Sales Office
      30. Mixed Oil:            Combine the Machine Oil and Oil Additive
      31. M37 Parts B:          Dropped by Nemesis with fifth knockdown
      32. Western Custom M37:   Combine the M37 Parts A and B
      33. Winder Key:           In St. Michael's Clock Tower Bedroom,
                                  or in St. Michael's Clock Tower Chapel
      34. Mine Thrower:         On body in St. Michael's Clock Tower Atrium
      35. Bezel Key:            In St. Michael's Clock Tower Bedroom,
                                  or in St. Michael's Clock Tower Chapel
      36. Silver Gear:          In Clock Tower Machinery Room
      37. Chronos Chain:        In music box in Clock Tower Machinery Room
      38. Chronos Key:          Combine the Winder Key and Chronos Chain
      39. Crystal Ball:         On crystal statue in Clock Tower's Closet
      40. Obsidian Ball:        On obsidian statue in Clock Tower's Closet
      41. Amber Ball:           On amber statue in Clock Tower's Closet
      42. Gold Gear:            In clock puzzle in Clock Tower Closet
      43. Tape Recorder:        In Doctor's Station of Raccoon Hospital
      44. Medium Base:          In Hospital Study, Basement Level 3
      45. Vaccine Medium:       Created in Hospital Study, Basement Level 3
      46. Sickroom Key:         In Data (Reference) Room of Hospital
      47. Vaccine Base:         In safe in Room 402 of Raccoon Hospital
      48. Vaccine:              Combine Vaccine Base and Vaccine Medium
      49. Assault Rifle:        Dropped by Nemesis with seventh knockdown
      50. Infinite Bullets:     Dropped by Nemesis with seventh knockdown
      51. Main Gate Key:        In Raccoon Park Security Center
      52. Graveyard Key:        On body on Northeastern Path, Raccoon Park
      53. Iron Pipe:            In Shed in Raccoon Park
      54. Rear Gate Key:        In Strategy Room in Shed in Raccoon Park
      55. Facility Key:         In Off-Duty Room of Dead Factory
      56. System Disc:          On console in Control Room of Dead Factory
      57. Water Sample:         In Sewage Monitor Room of Dead Factory
      58. Card Key:             In Treatment Room of Dead Factory
      59. Rocket Launcher:      In Weapons Storeroom in Dead Factory
      60. Radar:                In Control Tower Room of Dead Factory
    
    
    Common Items:
       
      Some of the common items in the game are semi-random, they may be in
      different locations each time you reset or reload the game. The type
      and amount of each item are the generally the same through each game
      you play, just the locations you find them in may change (example,
      if you don't find three Gun Powder Type A's at location A, you will
      find them at location B, and vice versa). Since they're not really
      hidden within the rooms/areas, you'll have no trouble finding them.
    
        Ink Ribbon:          Provides three saves, use with a typewriter
        Green Herb:          25% Health
        Red Herb:            Combine with Green Herb for increased strength
        Blue Herb:           Used to cure poison
        First Aid Spray:     Restores 100% Health
        First Aid Spray Box: Holds 3 First Aid Sprays, can be combined with
                               single First Aid Sprays to condense or refill
        Gun Powder Type A:   Used to make ammunition (See gunpowder section)
        Gun Powder Type B:   Used to make ammunition (See gunpowder section)
        Gun Powder Type C:   Used to make ammunition (See gunpowder section)
        Handgun Bullets:     Ammunition for all makes of Handguns
        Handgun Bullets E:   Reload Tool ammunition for M92F Custom Handgun
        Shotgun Shells:      Ammunition for all makes of Shotguns
        Shotgun Shells E:    Reload Tool ammunition for Benelli M3S Shotgun
        Magnum Bullets:      Ammunition for the S&W M629C Magnum
        Mine Thrower Rounds: Ammunition for the Mine Thrower
        Grenade Rounds:      Ammunition for the Grenade Launcher
        Flame Rounds:        Ammunition for the Grenade Launcher
        Acid Rounds:         Ammunition for the Grenade Launcher
        Cold Rounds:         Ammunition for the Grenade Launcher
      
    
    Characters:
    
      Name               Affiliation            Age  Blood  Height   Weight
    
      Jill Valentine     S.T.A.R.S. Alpha Team  23     B    5 ft 4   108 lb
      Carlos Oliveira    UBCS Corporal          21     O    5 ft 9   183 lb
      Mikhail Victor     UBCS Lieutenant        45     A    5 ft 8   216 lb
      Nicholai Ginovaef  UBCS Sergeant          35     A    5 ft 11  224 lb
    
    
    Enemies:
    
      Zombie
      Zombie Dog
      Crows
      Drain Deimos
      Brain Sucker
      Hunter Beta
      Hunter Gamma
      Grave Digger
      Sliding Worm
      Spider
      Baby Spider
      Nemesis
    
    
    Enemy Attack Damage Percentages:
    
      The following is a listing of most of the various attacks that the
        enemies are capable of performing on you, and the amount of damage
        you'll receive if you are struck by them.
    
          Zombie:
    
            10 %    ...Bite
            2.5 %   ...Vomit
            7.5 %   ...Ground Bite
    
          Zombie Dog:
    
            6 %     ...Bite
    
          Crows:
    
            15 %    ...Pecking
    
          Drain Deimos:
    
            15 %    ...Grab
            5 %     ...Claw
    
          Brain Sucker:
    
            15 %    ...Grab 15 %
            2.5 %   ...Spray Poison (+ poisoning)
            5 %     ...Claw
    
          Sliding Worm:
    
            7.5 %   ...Bite
    
          Giant Spider:
    
            ??? %   ...Bite
            ??? %   ...Poison Spray (+ poisoning)
    
          Hunter Beta:
    
            7.5 %   ...Claw
            12.5 %  ...Jumping Swipe
    
          Hunter Gamma:
    
            7.5 %   ...Claw
            12.5 %  ...Jumping Swipe
            100 %   ...Devour
    
          Grave Digger (1st):
    
            15 %    ...Bite
    
          Grave Digger (2nd):
    
            17.5 %  ...Swipe
            25 %    ...Bite
    
          Nemesis (1st half of the game):
    
            10 %    ...Punch
            12.5 %  ...Throw
            20 %    ...Rocket Launcher
            100 %   ...Lift and Impale
    
          Nemesis (2nd half of game):
    
            12.5 %  ...Virus Impalement
            22.5 %  ...Dashing Punch
            25-51 % ...Toss Around
            25 %    ...Dash and Grab
            7.5 %   ...Punch
            15 %    ...Whip
    
    
    Enemy Kill Chart:
    
      The following is a chart that shows how many shots from each weapon
        it takes to bring down these particular enemies. The Sliding Worms
        Baby Spiders and Crows are not listed, as they are killed with one
        hit of any weapon.
    
                             A:  B:  C:  D:  E:  F:  G:   H:   I:   J:   K:
    
      Combat Knife:           6   6  10  10  10  10  50  108   81  113  N/A
      M92F Custom Handgun:    5   5   7   7   7   6  31   51   44   60  N/A
      M92F Custom Handgun E:  4   3   4   5   5   4  20   30   28   38  N/A
      STI Eagle 6.0 Handgun:  5   5   7   7   7   6  23   49   33   56  N/A
      Benelli M3S Shotgun:    1   1   2   2   2   2  15   22   19   23  N/A
      Benelli M3S Shotgun E:  1   1   1   1   1   1  11   19   14   19  N/A
      Western M37 Shotgun:    1   1   2   2   2   2  15   20   18   25  N/A
      S&W M629C Magnum:       1   1   1   1   1   1   8   14   14   18  N/A
      Hk-p Grenade Rounds:    1   1   1   1   1   1   9   23   12   14   25
      Hk-p Flame Rounds:      1   1   1   1   1   1   9   23   12   14   12
      Hk-p Acid Rounds:       1   1   1   1   1   1   7   10   14   16   14
      Hk-p Freeze Rounds:     1   1   1   1   1   1   7   13   10   12   10
      Mine Thrower:           1   1   1   1   1   1   8   24   24   25   11
      Mine Thrower E:         1   1   1   1   1   1   9   22   22   23   15
      M4A1 Assault Rifle:    12  12  12  15  15  15  72  114  105  141  N/A
    
      Key:
    
        A: Zombie        E: Brain Sucker        I: Nemesis (1st half game)
        B: Zombie Dog    F: Hunter Beta/Gamma   J: Nemesis (2nd half game)
        C: Giant Spider  G: Grave Digger (1st)  K: Helicopter
        D: Drain Deimos  H: Grave Digger (2nd)
    
    
    Weapons:
    
      Knife:            Combat Knife
      Handgun:          M92F Custom, 15 bullets
      Handgun:          STI Eagle 6.0, 15 bullets (5.2% chance 1 hit kill)
      Handgun:          Sigpro SP2009, 15 bullets
      Shotgun:          Benelli M3S, 7 shells
      Shotgun:          Western Custom M37, 6 shells
      Magnum:           S&W M629C, 6 bullets
      Grenade Launcher: Hk-p, fires any of four types of grenade ammunition
      Mine Thrower:     Fires 3 second time delay homing mines
      Mine Thrower E:   Fires powerful homing mines, has piercing ability
      Assault Rifle:    M4A1, set to automatic or manual modes, 300 bullets
      Rocket Launcher:  M66, 8 rockets, cannot be aimed up or down
      Gatling Gun:      Gattlinger, fires a steady stream of bullets
    
    
    Weapon Speed Listing:
    
                                  Draw Time     Firing Rate   Reload Time
                                 in seconds:    in seconds:   in seconds:
    
      Combat Knife:                  0.4            0.9           N/A
      M92F Custom Handgun:           0.4            0.7           1.1
      STI Eagle 6.0 Handgun:         0.4            0.4           0.6
      Sigpro SP2009 Handgun:         0.5            0.7           1.2
      Benelli M3S Shotgun:           0.5            1.2           1.6
      Western Custom M37 Shotgun:    0.4            1.0           1.5
      S&W M629C Magnum:              0.6            1.0           1.3
      Hk-p Grenade Launcher:         0.6            1.4           N/A
      Mine Thrower:                  0.5            0.9           N/A
      M4A1 Assault Rifle (auto):     0.5            0.1           1.6
      M4A1 Assault Rifle (manual):   0.5            0.4           1.6
    
    
    Ammunitions:
    
      9mm Handgun Bullets:            Ammunition for all types of Handguns
      12 Gauge Shotgun Shells:        Ammunition for all types of Shotguns
      Grenade Rounds:                 Ammunition for the Grenade Launcher
      Flame Rounds:                   Ammunition for the Grenade Launcher
      Acid Rounds:                    Ammunition for the Grenade Launcher
      Cold Rounds:                    Ammunition for the Grenade Launcher
      5.56mm NATO Assault Rifle Clip: Ammunition for the Assault Rifle
      H.G. Bullets E (Black Taurus):  R.T. Ammo for M92F Custom Handgun
      12 Gauge Shotgun Shells E:      R.T. Ammo for Benelli M3S Shotgun
      44 Magnum Bullets:              Ammunition for the S&W M629C Magnum
      Mine Thrower Rounds:            Ammunition for the Mine Thrower
      Mine Thrower E Rounds:          Mine Thrower Ammo when used with the
                                        Unlimited Ammunition item from the
                                        Mercenaries Mode
    
    
    Mixing Ammunition:
    
      When used with the Reloading Tool, these combinations of gunpowder
      types form the following types of ammunition (note, the more Jill
      uses the Reloading Tool to make ammunition, the more proficient she
      gets at creating those particular types of ammunition. This will over
      time allow Jill to create special, more powerful ammunitions. This
      relates to the Handgun and Shotgun ammunition. The first seven times
      Jill creates one of these particular types of ammunition, it will be
      of the normal variety. On the eighth and higher creation of the same
      type of ammunition, they will be of a more powerful variety. Also, on
      some attempts, Jill will make more than a normal amount of bullets,
      shells or Grenades/Rounds as well, this is due to her becoming more
      skilled at using the Reloading Tool. Ammunition that is made from
      combinations of same type Gun Powder only count as one use):
    
        Powder            Hard   Easy   Type
    
        Gun Powder A:      15     30    Handgun Bullets
        Gun Powder A+A:    35     70    Handgun Bullets
        Gun Powder A+A+A:  55     110   Handgun Bullets
        Gun Powder B+B+A:  60     120   Handgun Bullets
        Gun Powder B:      7      14    Shotgun Shells
        Gun Powder B+B:    18     36    Shotgun Shells
        Gun Powder A+A+B:  20     40    Shotgun Shells
        Gun Powder B+B+B:  30     60    Shotgun Shells
        Gun Powder A+B:    1      1     Gun Powder C
        Gun Powder C:      10     20    Grenade Rounds
        Gun Powder A+C:    10     20    Flame Rounds
        Gun Powder B+C:    10     20    Acid Rounds
        Gun Powder C+C:    10     20    Cold Rounds
        Gun Powder C+C+C:  24     48    Magnum Bullets
    
      When combined, these gunpowder types and Grenade Rounds form the
        following types of ammunition:
    
        Combination           Hard   Easy   Type
    
        Grenade Rounds+A:      6      12    Flame Rounds
        Grenade Rounds+A+A:    12     24    Flame Rounds
        Grenade Rounds+A+A+A:  18     36    Flame Rounds
        Grenade Rounds+B:      6      12    Acid Rounds
        Grenade Rounds+B+B:    12     24    Acid Rounds
        Grenade Rounds+B+B+B:  18     36    Acid Rounds
        Grenade Rounds+C:      6      12    Cold Rounds
        Grenade Rounds+C+C:    12     24    Cold Rounds
        Grenade Rounds+C+C+C:  18     36    Cold Rounds
    
    
    Items Dropped By Nemesis In Hard Mode:
    
      Depending on the encounter, you may have to knock him down twice to
        completely knock him out and earn an item.
    
        Eagle Parts A (Combine with Eagle Parts B to form Handgun)
        Eagle Parts B (Combine with Eagle Parts A to form Handgun)
        First Aid Spray Box (3 First Aid Sprays)
        M37 Parts A (Combine with M37 Parts B to form Shotgun)
        M37 Parts B (Combine with M37 Parts A to form Shotgun)
        First Aid Spray Box (3 First Aid Sprays)
        Assault Rifle (100%, 300 bullets, only available during 1st game)
        Infinite Bullets (combine with 1 weapon, received 2+ time through)
    
    
    Health:
    
      Your current condition on the Status Screen is shown by way of one
        of the following four icons:
    
        Fine (green):      51% - 100%
        Caution (yellow):  21% - 50%
        Caution (orange):  11% - 20%
        Danger (red):      1%  - 10%
    
    
    Herbs:
    
      Green Herb:                       25% Health
      Green Herb+Green Herb:            50% Health
      Green Herb+Green Herb+Green Herb: 100% Health
      Blue Herb:                        Cures Poison 
      Green Herb+Blue Herb:             Cures Poison+25% Health
      Green Herb+Red Herb:              100% Health
      Green Herb+Red Herb+Blue Herb:    Cures Poison+100% Health
    
    
    Differences Between Easy And Hard Modes:
    
      In Hard Mode enemies take more damage to kill
      In Hard Mode the Nemesis drops items when knocked down
      In Hard Mode you dodge by pressing the R Button at a specific time
      In Easy Mode dodging is done by "holding" the R Button
      In Hard Mode you can hold 8 items
      In Easy Mode you can hold 10 items
      In Hard Mode you need to find Ink Ribbons to save
      In Easy Mode you have infinite Ink Ribbons 
      In Easy Mode you do not find the Mine Thrower weapon
      In Hard Mode the Hospital Lobby time limit will be 7 seconds
      In Easy Mode the Hospital Lobby time limit will be 20 seconds
      In Easy Mode you do not earn Epilogues upon completing the game
      In Easy Mode the amount of ammunition is doubled when mixing Gun 
        Powder
    
    
      Easy Mode Starting Items:
        
        Personal Inventory:
    
          Assault Rifle (100% clip)
          Reloading Tool
          Game Instructions A (Action, Map and Event)
          Game Instructions B (Gun Powder and Reloading Tool)
          First Aid Spray Box (3 First Aid Sprays)
    
        Storage Box:
    
          Ink Ribbon (infinite)
          Magnum (6 bullets)
          Magnum Bullets (24)
          Shotgun (7 shells)
          Shotgun Shells (56)
          Handgun (15 bullets)
          Handgun Bullets (250)
          Assault Rifle Clip (300 bullets, 100%)
          Assault Rifle Clip (300 bullets, 100%)
          Knife
        
      Hard Mode Starting Items:
    
        Personal Inventory:
    
          Handgun (M92F Custom)
          Reloading Tool
          Game Instructions A (Action, Map and Event)
          Game Instructions B (Gun Powder and Reloading Tool)
        
        Storage Box:
    
          Knife
    
    
    Save Spots/Typewriter Locations:
    
      1.  Uptown, Warehouse Office
      2.  Uptown, Back Lane Storeroom
      3.  Police Station, Main Hall
      4.  Police Station, Darkroom
      5.  Downtown, Garage Office
      6.  Downtown, Shopping District Alley Storeroom
      7.  Clock Tower, Chapel
      8.  Clock Tower, Living Room
      9.  Clock Tower, 3rd Floor Machinery Room
      10. Hospital, 1st Floor Office
      11. Park, Security Center
      12. Park, Shed Storeroom
      13. Dead Factory, 1st Floor Off-Duty Room
      14. Dead Factory, 2nd Floor Sewage Monitor Room
    
    
    Explosive Objects:
    
      Various objects throughout the game can be shot, some of which will
        damage enemies. Some of these items include:
    
        Drums (barrels)
        Crate (hanging in Construction Site)
        Lamps (in Central Plaza of Raccoon Park)
        Steam Pipes (in Pharmaceutical Company Sales Office)
        Explosives (bombs, attached to various walls throughout the game)
    
    
    Drum (Barrel) Locations:
    
      These locations do not include Mercenaries Mode, which contains many
        more Drums than the normal game (see "Enemy Locations Listing For
        Mercenaries Mode" section for a list of Drums in that mode).
    
        1. At the Southern end of Fisson Street, near the Warehouse
        2. In the alley with the rope tied door that leads to the Back Lane
        3. In the S-shaped alley between Fisson Street and the alley below
             the crashed number 33 midtown bus
        4. On Central Street just before the palette stack (near Trolley)
    
    
    Bomb Locations:
    
      1. On wall near elevator on road in front of Electrical Substation
      2. On wall in hallway before the Pharmaceutical Company Sales Office
      3. On wall in 2nd floor corridor of St. Michael's Clocktower
      4. On wall in main corridor of 4th floor in Hospital (you must go to
           Basement first)
      5. On cabinet in Data (Reference) Room on 4th floor of Hospital (you
           must go to Basement first)
      6. On wall in corridor of 3rd level of Basement in Hospital (you must
           go to the 4th floor first)
      7. On wall in Laboratory in 3rd level Basement of Hospital (you must
           go to the 4th floor first)
      8. On wall in the 2nd floor Entrance Corridor to the Waste Processing
           Plant
    
    
    Contents Of Files Found Throughout The Game:
    
      1.  Game Instructions A:
          Various notes about the games controls and features
    
      2.  Game Instructions B:
          Various notes on Gun Powder and Gun Powder mixing
    
      3.  Clock Tower Postcard:
          A picture postcard of a Clock Tower. The following explanation is
          printed on the backside, "A landmark spot: Saint Michael Clock
          Tower."
    
      4.  Photo A:
          A picture of riot police coming out of the back of a police van.
          A notation on the photo reads, "The policemen are pressing
          forward." It's dated "September 27"
    
      5.  Marvin's Report:
          "Report" September 24th, There are reports of a theft in the 
          municipal building before dawn. A jewel-decorated clock at
          the main gate was damaged. Two of the twelve gems that are 
          installed on the face of the clock are missing. Due to the lack
          of available officers at this time, I have no choice but to
          suspend the research of this case.
          Signed, Marvin Branagh
    
          "Report" September 26th, Based on an autopsy report of a 42 year
          old restaurant owner, I have discovered that he has one of the
          missing gems. He apparently took shelter in the police department
          at about 10am, where he was shot to death within 10 minutes of
          having developed the symptoms. Since the city is currently under
          martial law, we are forced to suspend this case. At this time,
          we'll keep the gem as evidence.
          Signed, Marvin Branagh
    
      6.  David's Memo:
          My sanity is at it's end... I still can't believe this is 
          happening. We lost another man yesterday. Meyer; one of our
          better marksmen. He saw me panic once we were overrun by the
          zombies but he came back to save me. But when the time came to
          return the debt, I ran. I can still hear him calling out my name.
          I can still hear the screams coming from behind. The sound of his
          flesh being stripped from it's bones. I was afraid...Terrified...
          It's the 27th. The fight to stay alive continues. I took out 
          several zombies who managed to break through the barricades. Now
          I'm cutting through the chill with whiskey, unloading my Mossberg
          on anything undead. That shotgun's become a close friend of mine.
          I've blasted many a zombie into fertilizer with it. We've lost 13
          men as of yesterday. In 3 hours, we'll bicker over trivial things
          in the meeting room. It's a total waste of time. When I finish
          this bottle, my old friend Mossberg will be turning one last body
          into fertilizer. Peace at last. I can hardly wait...
    
      7.  Fax From Kendo:
          To the boys from S.T.A.R.S., I have some good news for you from
          my brother Joe. He has finalized the new hand-gun for official
          use. It is the M92F S.T.A.R.S. Special, but he calls it the
          "Samurai Edge." It's the most balanced of the Kendo custom guns.
          Joe said, if you miss the targets with this, you should carry a
          teething ring instead of a gun in your holster. The goods will
          be delivered along with their proper documentation. I'm sure
          you'll be surprised when you see what kind of excellent parts
          are used for the M92F. I know that you'll want to thank the good
          people who developed it.
          Sincerely, Robert Kendo, Kendo Gun Shop
    
      8.  Merc's Diary:
          September 1st, Following six months of intensive training, my
          body's edge has returned. I was a good soldier, but they ordered
          my execution with no reason given. I was tortured and forced to
          give a false confession. But on the morning of my execution, a
          miracle happened. The company had helped me out, giving me a 
          second lease on life. 
          
          September 15th, I ended my vacation short and returned to the
          HQ office. It looks like my UBCS unit's been called into action.
          Umbrella maintains its own paramilitary unit to counter corporate
          terrorism and V.I.P. abduction. In addition, they have nightmen
          who specialize in handling problems caused by illegal products.
          I'm currently a member of the latter. 
          
          September 28th, Dawn's here, but we're still slogging through
          this nightmare. There are no provisions of any kind here. The
          undead walk the streets feeding upon the flesh of the living.
          Given the choice again, I would rather have been executed. Death
          row was a heavenly asylum compared to this place. I've chosen to
          pull the trigger myself, in the hope that my dead body won't
          come back to life.
    
      9.  City Guide:
          City Guide, The Tracks of Our City
          Dear citizens, Thanks to the kind and generous people of 
          Umbrella Inc., this is a peaceful and friendly city. The vast
          donations from Umbrella Inc., have been used for welfare work,
          the construction of public utilities, and to help maintain public
          peace. In 1992, it was my fifth year as mayor of our beautiful
          city. It was then that through many donations and hard work, our
          city was able to rebuild the municipal building, and create a
          state of the art hospital. In honor of these fine accomplishments
          I was awarded with a grand statue that same year. The statue 
          rests in the municipal building. I came to this city as an 
          engineer more than 35 years ago. I made contributions to the
          electric systems, and to the installation of the cable car. I
          pledge to follow the tradition of this fine city and will devote
          my life to its prosperity.
          The mayor of the city, Michael Warren
    
      10. Photo B:
          A close-up shot of a zombie. It says, "SCOOP!" on the backside.
    
      11. Photo C:
          The police have been destroyed.
    
      12. Reporter's Memo:
          At last I have found the evidence I need to prove that the
          "cannibal disease" is indeed happening in this city. One man
          actually ate people to death. He was like a savage animal tearing
          away a new flesh. It was completely disgusting. I have heard
          rumors that many people are also suffering from this disease now.
          However, the causes of the disease is not yet known. Is this
          another mystery of the present disease? I will have to check on
          it... They have placed Raccoon City under martial law because of
          the cannibal disease. I have lost contact with the media outside
          of the city, but I won't give up. As a journalist, I won't keep
          my eyes shut and walk away. I have a duty to the people and my
          profession. I don't think the disease has spread nationwide yet.
          I believe that this city holds the key to it's creation and cure.
          In fact, I'm sure of it. The military has set up blockades around
          the city to keep people from escaping and spreading the disease.
          Most of the citizens have either died or have come in contact
          with the disease. I know that it is the right decision to 
          quarantine the city, but I can't help but pity myself. If I am
          infected or eaten, it doesn't matter. My fate is already sealed.
          All I have left is my journalism. I won't give up until I solve
          the mystery of this deadly disease. I have just discovered that
          the disease is not spread through the air, but by some other 
          means.
    
      13. Mechanic's Memo:
          I know you're intimidated by your new job Kevin, so let me tell
          you how to make sure that you and your trains get along just
          fine. You see, these carriages were made in 1968, and then
          imported from Europe. Sometimes they get rickety, but they still
          work because they are simple, stubborn and strong. We can always
          depend on them. If they have a bad day and are malfunctioning,
          you'll need to take a good look at their circuits for any
          trouble. Once you discover what's wrong, you'll be able to fix
          it easily. I'm sure that you'll be able to avoid those nasty
          little malfunctions if you check the parts every day. These old
          trains will surely have problems if you don't remember to check
          them out. Just remember that if you need to replace anything, you
          have to choose a suitable part. When I say suitable, I mean that
          even if you can't find another original part, you'd better find
          something that works good enough. Even with regard to oil, you
          must always prepare good quality oil for these trains. Never
          forget Kevin that a man may betray others, but a machine won't.
    
      14. Manager's Report:
          Before you begin your new position, please allow me to give 
          you some advise. Some of the medicines in the storage room are
          unstable and their quality will deteriorate under changing
          temperatures or humidity. Therefore, you must remember to keep
          the temperature the same in the storage room at all times. You
          should personally check it everyday. Although the computer checks
          it around the clock, a machine is not perfect. Try and remember
          that a machine is no more than a tool to be used by people. You
          must check all personnel coming and going to the storage room.
          Many dangerous drugs are stored there, if any of them are 
          missing you have a serious problem on your hands. The door to
          the storage room is always locked, but when you let personnel
          into it, you will need to have them hand in their documents. And
          above all else, remember that if you find anything suspicious,
          contact your boss immediately. If you forget the password to lock
          the door, try and remember that it is a word that everyone is
          familiar with. Don't forget that once a new product is shipped,
          the password will be updated again. You can always enter the
          password from the terminal of the PC for administration.
          
      15. Business Fax:
          "Order Sheet", The liquid medicine named VT-J98 is suitable to
          cultivate the NE-T type virus. Therefore, we will need to order
          additional quantities of it.
          U.E. Sixth Laboratory
    
      16. Dario's Memo:
          I can't help but wonder if anyone will read these words, but
          writing them will help me maintain my sanity if nothing else.
          After I've become a meal for those undead monsters, will the
          G.I.'s responsible for sealing off the town laugh upon 
          discovering my corpse? So is this how it's supposed to end?
          I don't want to die. I'm just not ready... My wife, daughter,
          mother... My entire family has been killed. But none of that
          matters anymore. Right now, my life is the only important
          thing. That's all that matters. I never would have pictured my
          end to be like this. I had so much left to do. Rather than
          becoming a salesman, I should have tried my hand at being a
          novelist. It's what I've always wanted, but my mother would only
          tell me you have a long way to go. Why did I ever listen to her?
          But this looks like the end for the great Dario Rosso, novelist
          extraordinaire. Cut down before his prime...
    
      17. Operation Instruction:
          Order for UBCS Echo Team:
          Wipe out the downtown area of the infestation and then evacuate
          the remaining citizens to the clock tower. Among the civilians,
          remember to give priority to the employees of Umbrella's 
          affiliates. Remember to stay alert because the infected have a
          high endurance rate and will strike without hesitation.
          Evacuation Procedure:
          1. Once the mission is complete, or when it becomes too 
          impossible to accomplish, evacuate immediately.
          2. We'll deploy a helicopter that is waiting in the suburbs, to
          the yard in front of the clock tower.
          3. When you are ready for evacuation, ring the bell of the clock
          tower to signal the helicopter.
    
      18. Art Picture Postcard:
          A picture postcard of antique clocks. The following verse is
          printed. "Give your soul to the goddess. Put your hands together
          to pray before her."
    
      19. Mercenary's Pocketbook:
          September 26th, It's only been three hours since the mission
          started, but the team is down to me and Campbell. The number of
          the zombies is far greater than we expected. There is no hope
          left for this city. We have already injected the antibody for
          the virus, but I'm not sure that it will work. I don't know if
          I will survive... 
    
          September 27th, We managed to reach the clock tower. Out of
          desperation we robbed some wounded members of their weapons and
          used the surviving citizens as decoys. We are taught to do this
          in order to survive in the battle field, but I never enjoyed it.
          However, a girl showed up at the clock tower before me. She is
          one of the survivors. She looks just like my sister before she
          starved to death...
    
          September 28th, I wanted to evacuate as soon as possible, but the
          girl didn't. Her father insisted that he wouldn't leave the city
          where his beloved wife rests in peace. I really wanted to save the
          girl, but Campbell said, "All I care about is our lives." That's
          how I felt before, but now... The clock tower has become a 
          dangerous place and I don't want to make anymore mistakes...
    
      20. Director's Diary:
          September 10th, These patients suffer from gangrene and
          congestion of their blood at first. Then their mind slowly
          deteriorates. In the end, there is nothing left of their mind.
          When that happens even mercy killing seems pointless. After all,
          they are already dead... This disease is unlike anything I have
          ever witnessed. Once the patient's mind is gone, they become
          flesh hunger monsters and act like wild animals who are on some
          type of bloodlust. 
    
          September 18th, Another patient has been admitted to the
          hospital. He is showing symptoms of the first stages of the
          disease at this point, but... I haven't been able to sleep at all
          these past few days. I refuse to let these patients become
          "zombies." I am not just an ordinary citizen. I am a doctor. Even
          if I die, my clinical charts will contribute to finding a cure.
    
          September 26th, We lost most of the doctors and staff during the
          battle against the "zombie" patients. It's impossible to maintain
          the hospital under these conditions. And, I know that it's too
          late for me. I am beginning to feel that same itchy and hungry
          desire that all of my patients felt. It's too late for me...
    
      21. Photo D:
          The zombies are walking. It says, "The effect of the T-virus"
          on the backside.
    
      22. Medical Instruction Manual:
          Umbrella Medical Service, North American Division, Douglas Rover
          In order to activate the synthesizer to cultivate the vaccine,
          please follow the procedure as detailed below:
          1. Supply enough energy to the system.
          2. Set the medium base to the device.
          When the device is ready, you can start mixing the vaccine
          medium. To mix the vaccine, you will need to control the five
          levers. This will cause the two gauges to increase or decrease.
          If you adjust the two gauges so that they stop at the center,
          the vaccine medium will then be produced automatically.
    
      23. Photo E:
          The zombies are attacking. 
    
      24. Written Order To The Supervisors:
          Mission Requirements: Bravo 16
          1. Obtain and secure sample of all the information pertaining to
          this case. Observe and record combat data on the UBCS.
          2. Destroy all the evidence including the medical facility that
          has the medical treatment data.
          3. Check the guinea pig's ability to accomplish the mission.
          Once your mission is complete, evacuate the area. Remember that
          you must not help anyone who is not a supervisor, nor bring 
          anything back that might be traced to where it belongs.
    
      25. Supervisor's Report:
          The endurance ability of the contaminated guinea pigs is truly
          incredible. Even when shot in a vital area, they can sometimes
          survive for several days without taking care of the wound. 
          However, after prolonged exposure to the virus, the guinea pigs'
          intelligence level decreases to that of an insect. Even though
          reviving the dead seems too disgusting, the virus may still be
          of use. If we inject the virus into out POWs and release them,
          they would return to their units and then turn into zombies. 
          This plan may work well for us in the future. In certain areas,
          the virus seems to have caused the mutation of animals and 
          plants. It may be difficult, but it'll make a good sample for
          the bio weapon development. I've heard that there is a giant
          alligator, but I have only encountered a giant creature moving
          under ground. I don't even want to imagine what creature spawned
          that monster. I encountered "NEMESIS." If I didn't know about it,
          I'd have been contaminated and would have become one of them by
          now. If it is still walking around in the city, it's mission is
          not yet over. S.T.A.R.S. members must be very tough, since they
          have survived until this point. However, they cannot hold out
          forever... 
    
      26. Fax From The H.Q.:
          Attention. The Raccoon City project has been abandoned. Our
          political maneuvering in the senate to delay their plans are
          now futile. All supervisors should evacuate immediately. The
          US army is going to execute their plan tomorrow morning. The
          city will be obliterated at daybreak for sure.
    
      27. Manager's Diary:
          April 25th, Today is my 30th birthday. I was transferred to this
          facility today. I am very happy because the work environment is
          very different from life in the university.
    
          May 14th, The disposal system has been completed. Using a special
          kind of gas, it can decompose the cells of the guinea pigs. We
          have to try this out before beginning practical usage of the
          system, since it is not 100% stable yet.
    
          May 20th, While I was checking the Treatment Room, the door shut
          and I was locked inside. I couldn't get out for one hour. I
          guess even if you have the key card, it's useless when you are
          locked inside.
    
          June 7th, The guinea pigs we have to dispose of are increasing.
          The system is not working smoothly. The laboratory staff doesn't
          listen to my opinions and I am getting extremely frustrated.
    
          July 16th, We can't dispose of all the bodies and the quality
          of the liquid medicine is not good enough, either...
    
          July 29th, Though the function of the system decreases, the 
          number of the bodies we have to dispose doesn't. The infection
          level has increased and the antibodies we are using are no match
          for the new mutation of the virus. Some of the workers have been
          infected by the disease. I have continued to work, but I always
          keep a gun with me. I must remember to save one bullet for me. 
          I want to weep. I swear that I'll lose my mind if I imagine how
          painful the death will be...
    
      28. Security Manual:
          "Security of the Plant", Since this plant is a facility under the
          disguise of a deserted factory, civilians will sometimes enter.
          If this should occur, do not hesitate to shoot them. If they
          choose to surrender, arrest and then transfer them to the
          laboratory as new guinea pigs. You will be rewarded.
          "Maintenance of the Device", This entire plant is controlled by
          an epidemic prevention system. When contamination is detected in
          the treatment room or decomposed specimen pool, the plant will
          automatically be locked down for isolation. In that case, you
          must follow the manual to unlock it. If the contamination is over
          the limit, the whole system will automatically lockdown. Then,
          you must remain in the plant and wait for subsequent orders.
          Those who leave the facility without permission will suffer
          extreme consequences.
    
      29. Incinerator Manual:
          This incinerator plant is one of the facilities that burns the
          disposable items which are sent from the laboratory. The 
          incinerator burns the waste materials that cannot be decomposed
          at the treatment room. It also supplies electricity to the
          facility by a thermal power electricity generator. Part of the
          electricity is stored in the big battery installed in the
          facility's underground area. The electricity is used as an
          auxiliary power source. The auxiliary power circuit will be
          activated once the three "auxiliary circuit units" are properly
          placed in their sockets. In case the circuits are not connected
          automatically, a person can connect them manually to activate
          the system.
    
      30. Classified Photo File:
          In my opinion, I feel that it's too early to use this, 
          "Paracelsus' Sword" in actual fighting. However, in order to
          acquire the G-virus that Umbrella has developed, it will be a
          great help to us. The power of the "Rail Cannon" is satisfactory,
          but please note that it is still having a few remaining problems.
          Technology Division Colonel, Franklin Hart
    
      31. Jill's Diary:
          August 7th, Two weeks have passed since that day. My wounds have
          been healed, but I just can't forget it. For most people, it's
          history now. But for me, whenever I close my eyes, it all comes
          back clearly. Zombies eating people's flesh and the screams of my
          teammates dying. No, the wounds in my heart are not healed yet...
    
          August 13th, Chris has been causing a lot of trouble recently.
          What's with him? He seldom talks to the other police members and
          is constantly irritated. The other day, he punched Elran of the
          Boy's Crime department just for accidentally splashing Chris's
          face with coffee. I immediately stopped Chris, but when he saw
          me he just gave me a wink and walked away. I wonder what happened
          to him...
    
          August 15th, Midnight. Chris, who has been on a leave of absence
          for a "vacation," called me so I visited his apartment. As soon
          as I walked into his room, he showed me a couple of pieces of
          paper. They were part of a virus research report entitled as
          simply as "G". Then Chris told me that, "The nightmare still
          continues." He went on to say that, "It's not over yet." Ever
          since that day, he has been fighting all by himself without rest,
          without even telling me...
    
          August 24th, Chris left the town today to go to Europe. Barry
          told me that he would send his family to Canada and then he
          would follow Chris. I decided to remain in Raccoon City for a
          while because I know that the research facility in this city
          will be very important to this entire case. In a month or so,
          I'll be joining with them somewhere in Europe. That's when my
          real battle begins...
    
    
    Differences Between The Japanese And American Versions:
    
      1. Name changes
      2. Different controller configuration
      3. Different cover art for manual and disc itself
      4. Japanese version has color manual, including Raccoon City timeline
      5. The Japanese version has the item's picture icons on the left when
           accessing the storage boxes, while the US version has them on the
           right side.
      6. The US version has a 3-5 second lag on skipping cinemas
      7. The US version has a bug whereby it gives the screen the appearance
           of pausing and unpausing very quickly (stuttering). This happened
           to me in Mercenaries Mode, when I reached Fisson Street (near the
           Police Station). I've seen this problem mentioned by a few others
           online at other locations in the game as well, but overall it is
           not common.
      8. The head kicking has been changed. In the Japanese version, if Jill
           was bitten by a zombie lying on the ground, she would kick it's
           head off, sending it bouncing across the floor/pavement with a
           bloody splat. In the US version, she still kicks, but the head
           does not leave the body.
      9. The US version is riddled with improper word usage and spelling.
    
    
    Timeline Of Raccoon City:
    
      July 24th:       S.T.A.R.S. Bravo Team travels by helicopter to a 
                         disturbance in the Arclay Mountains. Contact is
                         lost with them, and S.T.A.R.S. Alpha Team is
                         dispatched to investigate. What they find is
                         documented in Biohazard/Resident Evil 1.
    
      July 25th:       Chris, Jill, Barry, Rebecca and Brad are the only
                         five S.T.A.R.S. members to return to Raccoon City.
    
      August 8th:      Chris is shunned by his superiors when he tries to
                         incriminate the Umbrella Corporation.
    
      Mid-August:      Chris calls Jill to his apartment to show her a
                         section of a report on the G-Virus.
    
      August 24th:     Chris leaves for Europe. Barry, fearing for the 
                         safety of his family, sends them to Canada. He
                         then heads to Europe after Chris. Jill decides
                         to remain in Raccoon City for the time being and
                         try to uncover more information on the G-Virus.
    
      Mid-September:   G-Virus... Umbrella... Spy...
    
      September 23rd:  T-Virus is created. Rats carrying the virus infect
                         Raccoon City.
    
      September 26th:  Zombies run rampant through Raccoon City.
    
      September 28th:  Jill and Carlos attempt to escape Raccoon City.
                         Their story is told through the first half of
                         Biohazard/Resident Evil 3.
    
      September 29th:  Leon Kennedy and Claire Redfield arrive in Raccoon
                         City. The events that await them unfold in 
                         Biohazard/Resident Evil 2.
    
      September 30th:  Leon Kennedy, Claire Redfield and Sherry Birkin
                         escape from Raccoon City. Ada Wong is listed as
                         missing.
    
    
    ------------------------------------------------------------------------
    Section 5, The Secrets:
    ------------------------------------------------------------------------
    
    Rankings/Hidden Secrets:
    
      Once completed, the game gives you one of six possible rankings. The
        rankings are, from best to worst, A, B, C, D, E and F. These ranks
        are based on how many saves you used while playing, how long it 
        took you to complete the game, and how many First Aid Sprays or 
        Healing Herbs you used. These rankings are what determines your
        final bonus.
    
      The rankings are tabulated in the following manner. You are given 
        a score of between 0 and 100 points in each of three categories, 
        saves, time to complete, and health items used. These next three
        charts show how each category's point total is arrived at:
    
          Saves Used:
    
            0:          100 points
            1:           90 points
            2:           80 points
            3:           70 points
            4-5:         60 points
            6-8:         50 points
            9-12:        40 points
            13-17:       30 points
            18-23:       20 points
            24-30:       10 points
            31 and over:  0 points
    
          Time To Complete:
    
            0hr - 2hr 30min:        100 points
            2hr 30min - 2hr 40min:   90 points
            2hr 40min - 3 hr:        80 points
            3hr - 3hr 30min:         70 points
            3hr 30min - 4hr 10min:   60 points
            4hr 10min - 5hr:         50 points
            5hr - 6hr:               40 points
            6hr - 7hr 10min:         30 points
            7hr 10min - 8hr 30min:   20 points
            8hr 30min - 10hr:        10 points
            Above 10hr:               0 points
    
          Health Item Values Used:           Health Items Value Key:
    
            1500 or less:    100 points      First Aid Spray:        200
            1501 - 1700:      90 points      Green+Red Herb:         200
            1701 - 1900:      80 points      Green+Green+Green Herb: 200
            1901 - 2100:      70 points      Green+Green Herb:       100
            2101 - 2300:      60 points      Green Herb:              50
            2301 - 2500:      50 points
            2501 - 2700:      40 points
            2701 - 2900:      30 points
            2901 - 3100:      20 points
            3101 - 3300:      10 points
            3301 and over:     0 points
    
      These three point totals are then added together to give you a final
        score of between 0 and 300. The higher your score, the better your
        ranking will be. The point totals to ranking chart below shows the
        points needed to achieve each particular ranking.
    
          A:  270 - 300
          B:  230 - 269
          C:  180 - 229
          D:  120 - 179
          E:   50 - 119
          F:    0 -  49
    
      The bonuses given out for each particular ranking are as follows:
    
        A: Mercenaries Mode + Boutique Key + 5 Costumes
        B: Mercenaries Mode + Boutique Key + 4 Costumes
        C: Mercenaries Mode + Boutique Key + 3 Costumes
        D: Mercenaries Mode + Boutique Key + 2 Costumes
        E: Mercenaries Mode + Boutique Key + 1 Costume
        F: Mercenaries Mode 
    
      The Mercenaries Mode is an extra mini-game which allows you to use
        the three Umbrella Biohazard Counter-Measure Force members in an
        attempt to rescue survivors and reach a location within a set time
        period. You are given a reward based on enemies killed (various
        amounts based on enemy), survivors rescued, injuries sustained,
        and time left when you return to the Uptown Warehouse Office (your
        reward will be cut in half if you are killed before returning to 
        the Warehouse). Your rank is then based on your reward as shown 
        below (note, you do not need to rescue all 6 survivors to earn the
        A Ranking):
    
          Returned To Warehouse:          Died Before Warehouse:    
    
          A: $1701 - above                A: $851 - above
          B: $1301 - $1700                B: $651 - $850
          C:  $901 - $1300                C: $451 - $650
          D:  $601 - $900                 D: $301 - $450
          E:  $301 - $600                 E: $151 - $300
          F:    $0 - $300                 F:   $0 - $150
    
          My record is 9:53, A, $2127 with Mikhail
    
      The Boutique Key will allow you to enter the Boutique (the Boutique
        is next door to Bar Jack) and use it's changing booths to have
        Jill put on one of five possible alternate costumes. The costumes
        you can earn are:
    
          Regina from Dino Crisis
          Leather outfit with boots
          Gray pantsuit with red blouse
          Police mini-skirt uniform
          Jill's Biohazard 1 costume
    
      Also, each time you complete the game on Hard Mode, you get an 
        epilogue from a different character from the Biohazard/Resident
        Evil series. You must play your subsequent games from the same
        save file for them to accumulate.
    
    
    Epilogue Files:
    
      01. Jill Valentine
    
          After escaping the city, Jill set out to join Chris Redfield.
          However, all she found was an empty hideout of Chris's. On the
          floor was Chris's knife. Jill left without hesitation because
          she firmly believes that Chris is still alive. She will search
          for him until she finds him. Then they can go and put an end to
          Umbrella...
    
      02. Chris Redfield
    
          "Please forgive me Claire." Chris Redfield has just finished this
          letter with his signature phrase. As he removes his sunglasses, a
          lady walks by him with light steps. "She looks about the same age
          as Claire," he thinks. A short time later, Chris discovered that
          his sister was looking for him, but was caught... 
    
      03. Barry Burton
    
          Barry Burton looks at his young daughters and says, "I'm sorry
          but my comrades are waiting for me." He knows that he must repay
          his teammates for forgiving his betrayal. Even if that means
          leaving his family for now. His wife tries to hide her fear, so
          she smiles and says, "Don't worry. We'll be OK..."
    
      04. Leon Kennedy
    
          Leon Scott Kennedy is confronted by a man who claims to be a
          U.S. government agent. Leon says, "Leave Sherry alone. She is
          innocent." "She knows too much," the man replies. He looks at
          Leon and says, "But you have value. This is a good deal. Make
          your choice." Without regret or hesitation, Leon closes his
          eyes and then sharply responds...
    
      05. Claire Redfield
    
          "Leave us alone." Claire Redfield couldn't believe Leon's words.
          Leon continued, "You're looking for your brother, right? Just
          go!" Claire knew that Leon and Sherry needed immediate medical
          attention, but she could not waste anymore time. "I... I'll be
          back. I promise!" She said as she disappeared into the wilderness
          alone...
    
      06. Sherry Birkin
    
          "Do you have any relatives?" When the army officer asked her,
          Sherry Birkin did not respond for she has no immediate relatives.
          Her father and mother died because of the G-virus. And so, this 
          little girl holds herself with her arms and bites her lip tight.
          She thinks, "I'm sure she will come back. She won't forget about
          me..."
    
      07. Ada Wong
    
          A woman looks at herself in the mirror. She used to be called
          Ada Wong... But this morning she will say good-bye to the name.
          "I'm not Ada Wong anymore..." She feels her ab and thinks, "This
          is Ada's scar, not mine." And as she says good-bye to Ada Wong,
          she can't stop her tears. However, there isn't much time left
          before her next mission...
    
      08. Hunk, the 4th Survivor
    
          "Once again, only you survived, Mr. Death," the chopper pilot
          speaks with a cold bitterness. "Always, only you, survive, Mr.
          Death," the pilot continues. But Hunk does not respond to the
          pilot. He doesn't care. "The Death cannot die...," the survivor
          thinks to himself with a warm smile...
    
    
    Mercenaries Mode, Operation Mad-Jackal:
    
      This mode earns you money with which you can buy special weapons with
        unlimited ammunition to use in the main game. They are:
    
          Unlimited Assault Rifle    $2000
          Unlimited Gatling Gun      $3000
          Unlimited Rocket Launcher  $4000
          Unlimited Ammunition       $9999
    
          To find the items that you've purchased (except for the Unlimited
            Ammunition, that is in effect from the start of the next game.
            Also note that the Unlimited Ammunition changes the Mine Thrower
            from the standard version, to that of the Mine Thrower E), first
            choose "Restart" from the menu you're given after loading your
            completed game save, then look inside the Storage Boxes to find
            the weapons themselves.
         
    
      These men have lost their edge.
      They have forgotten what fear and survival mean.
      It's time for them to remember...
    
      Welcome...
      The rules are simple...
      In order to dispose of the bomb implanted in your body, you must 
      reach the target point. Keep in mind that there will be various 
      obstacles in your way. So do not be afraid to use whatever means
      necessary to reach your goal.
      Good luck...
      Hahahahahaha...
    
    
    Weapon/Items Start In Mercenaries Mode:
    
    Carlos:
    
      M4A1 (Assault Rifle, 100%)
      Eagle 6.0 (Handgun, 15 bullets)
      Handgun Bullets (90 bullets)
      Mixed Herb (red/green/blue)
      Mixed Herb (red/green/blue)
      Mixed Herb (red/green/blue)
    
    Mikhail:
    
      Benelli M3S (Shotgun, 7 shells)
      M629C (Magnum, 6 bullets)
      Rocket Launcher (8 rockets)
      Shotgun Shells (21 shells)
      Magnum Bullets (18 bullets)
      Mixed Herb (red/green/blue)
    
    Nicholai:
    
      SigPro SP2009 (Handgun, 15 bullets)
      Knife
      Blue Herb
      First Aid Spray
      First Aid Spray
      First Aid Spray
    
    
    Bonus Times In Mercenaries Mode:
    
      Knife Kill:            Time bonus x's 8
      Zombie Kill:           3   Seconds
      Subsequent Kill (2nd): 4   Seconds
      Subsequent Kill (3rd): 7   Seconds  (+10 for 4th and higher)
      Crows Kill:            1   Second
      Subsequent Kill (3rd): 2   Seconds
      Zombie Dog Kill:       4   Seconds
      Subsequent Kill (2nd): 6   Seconds
      Subsequent Kill (3rd): 10  Seconds
      Drain Deimos Kill:     5   Seconds
      Subsequent Kill (2nd): 7   Seconds
      Subsequent Kill (3rd): 12  Seconds
      Brain Sucker Kill:     6   Seconds
      Subsequent Kill (2nd): 9   Seconds 
      Hunter Beta Kill:      6   Seconds
      Subsequent Kill (2nd): 9   Seconds
      Subsequent Kill (3rd): 15  Seconds
      Hunter Gamma Kill:     6   Seconds
      Subsequent Kill (2nd): 9   Seconds 
      Subsequent Kill (3rd): 15  Seconds
      Giant Spider Kill:     4   Seconds
      Subsequent Kill (2nd): 6   Seconds
      Subsequent Kill (3rd): 10  Seconds   
      Sliding Worm Kill:     1   Second per group (not always)
      Nemesis Knockdown:     10  Seconds
      Nemesis Kill:          20  Seconds
      Subsequent Kill (2nd): 30  Seconds
      Mutated Nemesis Kill:  120 Seconds (appears on bus if 2 minutes left)
      Dodge:                 1   Second (doubles with multiple dodges)
      Dodge then Kill:       1   Second per dodge, + see above for kill
      Drum Blast Kill:       Various depending on amount of enemies killed
    
    
      These locations, when searched, give you a bonus time of two seconds.
        The bonus times received double with each one you find (+2, +4, +8,
        +16... all the way to 64 seconds for the last one if you find them
        all).
     
          +2 Seconds for checking the trash at the end of the alley next to 
               the Raccoon Press Building
          +2 Seconds for checking the ala' cart table at the rear of the 
               Grille 13 Restaurant's front dining area
          +2 Seconds for checking the control panel in the Low Voltage
               Control Room of the Electrical Substation
          +2 Seconds for checking the water hydrant at the end of the Alley
               South of the crashed number 33 Midtown Bus
          +2 Seconds for checking the dead policeman at the end of the
               street where Jill lit the rope on fire with the Lighter
          +2 Seconds for checking the dead guard in the Basement Bottle 
               Storage Room, where you found the Shotgun and Lighter Oil
    
      Survivor Rescued:
    
        Survivor                                            Bonus Time
    
        Dario at the Stagla Gas Station:                    20 seconds 
        Woman in the 3rd floor Raccoon Press Office:        20 seconds
        Brad Vickers in the Restaurant Basement:            20 seconds
        Officer Branagh at the Electrical Substation:       20 seconds
        UBCS agent at Pharmaceutical Sales Company Office:  20 seconds
        UBCS agent inside Bar Jack:                         20 seconds
    
    
    Reward Values Of Enemies:
    
      For each enemy you kill in this mode, you earn a set amount of money.
        These earnings are halved if you are killed before you reach your
        final objective, the Warehouse (rounded down in the case of change
        on the dollar). As with the time bonuses, the money you earn is
        increased if you kill multiple enemies in a row (before the bonus
        time indicator disappears). Also, if you kill something with the
        Knife equipped, or by a Drum (Barrel) explosion, the money that you
        earn will be doubled for that particular enemy or group of enemies,
        whereas if you kill something with the Rocket Launcher, your reward
        for that kill/kills is divided by roughly four and a half (this
        does not apply to enemies that are killed by the Nemesis' Rocket
        Launcher attack). A final note before getting to the reward totals,
        dodging is worth one dollar per dodge, and does not get doubled if
        you have the Knife equipped when you perform it.
    
          Zombie:                 $5
          Crow:                   $2
          Zombie Dog:             $6
          Drain Deimos:           $8
          Brain Sucker:          $10
          Hunter Beta:           $10
          Hunter Gamma:          $10
          Giant Spider:           $7
          Nemesis Knockdown:     $10 (not lowered with Rocket Launcher)
          Nemesis:               $40 
          Mutated Nemesis:      $250
     
    
    Bonus Items For Rescuing Survivors In Mercenaries Mode:
    
      In order to rescue survivors, you must kill all the enemies within 
        the same room/area. You must also get to each survivor's location
        before a set time (slightly random) is reached.
    
    Survivor location    Carlos           Mikhail            Nicholai
    
    Stagla Gas Station:  60 bullets       14 shells         60 bullets
    Raccoon Press:       First Aid Spray  14 shells         60 HG.E Bullets
    Restaurant Basement: 60 bullets       12 bullets        60 bullets
    El. Substation:      60 bullets       First Aid Spray   60 bullets
    PH. Sales Office:    60 bullets       First Aid Spray   60 HG.E Bullets
    Bar Jack:            First Aid Spray  14 S.G. Shells E  60 bullets
    
    
    Enemy Locations Listing for Mercenaries Mode:
    
      Central Station Trolley Platform: 
        3 Zombies just outside Trolley, 3 Zombies beyond palette stack
    
      Lonsdale Yard: 
        2 Zombies on path, 1 Zombie on ground, 2 Zombies around corner
    
      Alley between Lonsdale Yard and City Hall Grounds: 
        9 Crows
    
      City Hall Grounds: 
        1 Zombie just after entering, 3 Zombies on fork to Stagla Gas 
        Station, 4 Zombies in main corridor, 1 Drum at fork
    
      Stagla Gas Station lot: 
        3 Zombie dogs
    
      Stagla Gas Station: 
        1 Zombie near door, 1 Zombie on floor behind counter, 3 Zombies in
        garage bay, 1 Survivor (Dario)
    
      Road in front of Raccoon Press Building: 
        8 Zombies
    
      Raccoon Press Building, 1st Floor: 
        1 Hunter Beta in lobby, 1 Hunter Beta on stairs
    
      Raccoon Press Building, 3rd Floor: 
        1 Zombie at end of hall, 4 Zombies in office, Survivor (Woman)
    
      Shopping District Alleys: 
        3 Zombie Dogs
    
      Grille 13 Restaurant: 
        2 Hunter Betas in kitchen, 1 Hunter Beta in front dining section
    
      Grille 13 Restaurant Basement: 
        1 Zombie near ladder, 5 Zombies near freezer, 1 Survivor (Brad 
        Vickers)
    
      Street in front of Grille 13 Restaurant: 
        4 Zombies and 1 Drum on main section of street, 4 Zombies in alley
    
      Construction Site: 
        1 Nemesis
    
      Flower Street, in front of the Electrical Substation: 
        3 Giant Spiders
    
      Front Entryway of the Electrical Substation: 
        2 Drain Deimos
    
      Electrical Substation: 
        7 Rotting Zombies, 1 Survivor (Officer Marvin Branagh)
    
      Fox Street (between Construction Site and the Garage):
        3 Hunter Betas
    
      Garage Office:
        5 Zombies on floor
    
      Garage:
        2 Zombies near Garage Office, 6 Zombies and 1 Drum in rear
    
      Warren Street (crashed number 33 Midtown Bus):
        1 Mutated Nemesis (if 2 minutes or more are left on the clock when
        you arrive at this location), 3 Drums at various spots in this area
    
      Alley South of crashed number 33 Midtown Bus:
        1 Nemesis, 4 Zombies
    
      Alley leading to Fisson Street:
        3 Drain Deimos
    
      Fisson Street, near Police Station on Ennerdale Street:
        9 Crows
    
      Back Lane (where Jill put out the fire):
        3 Zombies on fork leading to Pharmaceutical Sales Company Office,
        1 Drum at fork, 5 Zombies on fork leading towards Bar Jack
    
      Alley between Back Lane and Pharmaceutical Sales Company Office:
        9 Sliding Worms
    
      Lane in front of Pharmaceutical Sales Company Office:
        2 Brain Suckers
    
      Pharmaceutical Sales Company Office:
        1 Zombie in entryway, 7 Zombies in office, 3 Hunter Gammas in
          rear storeroom, 1 Survivor in rear storeroom (UBCS agent)
    
      Street where policemen were slain (where Jill lit rope on fire):
        3 Zombie Dogs
    
      Alleys behind Bar Jack:
        2 Nemesis, 1 Drum in Courtyard Garbage Dump behind Bar Jack
    
      Bar Jack:
        6 Zombies, 1 Survivor (UBCS agent)
    
      Street in front of Bar Jack:
        3 Hunter Betas
    
      Bottle Storage Room Alleys:
        9 Zombies
    
      Fisson Street and street in front of the Warehouse:
        3 Hunter Betas
    
      Alley leading to the Warehouse:
        9 Crows
    
      Warehouse:
        1 Zombies, 1 Drum next to stairs in the lower area
    
    
    ------------------------------------------------------------------------
    Section 6, The Nemesis Appearances:
    ------------------------------------------------------------------------
    
    Nemesis Appearances:
    
      1.  Upon Reaching the Police Station for the first time and choosing
            to fight the monster
    
      2.  Upon going downstairs in the Police Station after leaving the
            S.T.A.R.S. Office for the first time
    
      3a. At the entrance to the Basement in the Restaurant, once you use
            the Fire Hook on the entry grate (you must do this before going
            to the 3rd floor Raccoon Press Office)
    
      3b. In the 3rd floor Raccoon Press Office, after choosing to hide 
            in the back (you must go here before attempting to enter the
            Basement of the Restaurant)
    
      4.  On the road in front of the entrance gate to the Raccoon City
            Hall upon coming to it through the Shopping District alleys.
            You must have first encountered the Nemesis at the Raccoon
            Press Office, and either have not finished him off, or have
            chosen to jump out the window
    
      5a. On the road in front of the Electrical Substation, after having
            chosen to run out the emergency exit (you must go to the
            Electrical Substation before going to the Pharmaceutical
            Company Sales Office for the Nemesis to appear here)
    
      5b. Upon trying to pass through the gate that leads back towards the
            Police Station (where you used the Fire Hose) after getting the
            Oil Additive (you must either complete the Pharmaceutical
            Company Sales Office before going to the Electrical Substation,
            or have chosen to increase the electricity when the zombies
            attacked at the Electrical Substation, for the Nemesis to
            appear here)
    
      6.  Upon re-entering the fork in the walkway at the City Hall Grounds
            after getting all four of the items needed to start the Trolley
    
      7.  In the rear of the Trolley, after starting it (just return to
            the front car once you have control of Jill, as even if you
            knock the Nemesis down, a cinema kicks in, preventing you
            from receiving an item)
    
      8.  Upon trying to return inside the Clock Tower for the first time
            from the 2nd floor outer balcony (where the searchlights are). 
            Choose to use the cord to try to electrocute him, and he'll be
            knocked out. Be careful, as he gets up again after being
            knocked down by the electricity, and will chase you from room
            to room if you try to run
    
      9.  After you start the Clock Tower's bell ringing. No item to be
            had here though, as the Nemesis goes down and you leave the
            area in a cut scene 
    
      10. Once you enter the Atrium in St. Michael's Clock Tower with
            Carlos, after having completed the Hospital
            
      11. In either the Dance Room (he comes running through the broken
            window next to the Dining Room, or crashing through the Dining
            Room door) or the Atrium (he jumps down from the 2nd floor) in
            St. Michael's Clock Tower while controlling Jill after giving
            her the Vaccine (after you've used Carlos)
    
      12. In the Treatment Room of the Waste Processing Plant (the Dead
            Factory). Shoot the flow valves to spray him with toxic waste,
            thereby damaging him faster.
    
    
    ------------------------------------------------------------------------
    Section 7, The Choices:
    ------------------------------------------------------------------------
    
    Choices (note that the selections I recommend are so that you will
      have a chance at receiving an item from the Nemesis where possible,
      so choose the opposites if you do not want to fight the Nemesis. 
      Also, if you do not make a selection within the allotted time period,
      as some do not require you to select one or the other choice, you
      will remain where you were when the choice presented itself. IE, if
      you were in front of the Nemesis and had the choice to run or to kill
      him, yet you made no choice, you would then be forced to fight him
      yourself):
    
      1.  Upon first reaching the Police Station
    
            A. Fight with the monster
            B. Enter the Police Station
    
              Choose "A", Fight with the monster, to check Brad, as he has
                his S.T.A.R.S. ID Badge on him. Use the "Inspect" command
                on this item to take his S.T.A.R.S. Card out
    
      2a. If you attempt to enter the Basement beneath the Restaurant
            before going to the Raccoon Press Building
    
            A. Run into the Basement
            B. Hide inside the kitchen
    
              Choose "B", Hide inside the kitchen, to stay your ground.
                Jill will then dispose of the Nemesis in a cut scene. After
                re-emerging from the basement (if you explore it after the
                cut scene), the Nemesis will have risen and will attack
                you. Beware that if Carlos is killed by the Nemesis, it's
                game over 
    
      2b. If you attempt to enter 3rd floor Raccoon Press Office before
            going to the Basement beneath the Restaurant
    
            A. Jump out of the window
            B. Hide in the back
    
              Choose "B", Hide in the back, as the Nemesis will be knocked
                out by an explosion in a neighboring room. If you don't
                leave the building quickly after this happens, the Nemesis
                will regain consciousness and you will have to fight him
                here (no item, as he dropped one when he was knocked out
                in the explosion). Beware that if Carlos is killed by the
                Nemesis, it's game over
    
      3.  Upon exiting either of the two small rooms in the Electrical
            Substation after finding the item inside
           
            A. Head to the emergency exit
            B. Increase electricity output
    
              Choose "A", Head to the emergency exit, as the Nemesis
                will make an appearance once you pass through the short
                hallway and emerge back out on the road in front of the
                Electrical Substation
    
      4.  Upon trying to cross back through the Garage after completing
            the Pharmaceutical Company Sales Office
    
            A. Climb up
            B. Jump off
    
              Choose "A", Climb up, and Jill will automatically dodge the
                two boxes that slide down the ramp towards her
    
      5.  Upon returning to the front car after Mikhail attempts to stop
            the Nemesis in the rear car of the Trolley
    
            A. Jump out of the window
            B. Use the emergency brake
    
              Choose either, it doesn't make any difference except for
                which section of Saint Michael's Clock Tower you start
                in, and whether Carlos gives you a container of Freeze
                Rounds (Jump out of the window)
                
    
      6.  Upon trying to return inside the Clock Tower for the first time
            from the 2nd floor outer balcony (where the searchlights are)
    
            A. Use the light
            B. Use the cord
    
              Choose "B" to toss the electrical cord into the water at his
                feet, as this will knock him down in a cut scene (he gets
                up again after getting knocked down by the electricity)
    
      7.  Upon trying to cross the wooden bridge leading from the Raccoon
            Park to the abandoned Waste Processing Plant (Dead Factory)
    
            A. Push him off
            B. Jump off
    
              Choose "B" to dive into the river from the bridge, as this
                triggers a later scene where you attempt to stop Nicholai
                from leaving in the helicopter
    
      8.  Upon heading towards the door after picking up the Radar in the
            Control Tower Room of the Waste Processing Plant (you must have
            previously chosen to jump off the Bridge into the river for
            this choice to arise)
    
            A. Negotiate with Nicholai
            B. Return fire to the chopper
    
              Choose "B" to battle the helicopter. Why let Nicholai escape?
                You'll feel a whole lot better knowing you took him out (if
                you don't destroy the helicopter within a set amount of time,
                Nicholai bids you farewell and escapes)
    
      9.  Upon trying to take the final elevator to the Scrap Site after 
            seemingly destroying the Nemesis with the Rail Cannon
    
            A. Exterminate the monster
            B. Ignore it and evacuate
    
              Choose "A" to finish off the Nemesis. Why not, he's made
                your life a living hell recently, and now it's time for
                a little payback
    
    
    ------------------------------------------------------------------------
    Section 8, Random Notes:
    ------------------------------------------------------------------------
    
    Notes:
    
    The "Dodge" feature can be more of a hindrance than a help. Since it
      can be accomplished by both the "Draw Weapon" button, and the "Fire"
      button, more often than not, when you're close to an enemy and trying
      to shoot it, you'll mistakenly dodge away. Often times, right into
      the waiting arms of another enemy. The "Dodge" command should have
      been assigned to it's own specific button to, in my opinion work
      effectively. Too many times was I passed around from enemy to enemy
      through no fault of my own. Try fighting the Grave Digger and you'll
      see what I mean about dodging without wanting to.
    
    You cannot dodge when you are severely injured.
    
    250 is the maximum number of rounds of ammunition you can combine.
    
    When an item is no longer needed, you are asked if you'd like to 
      discard it.
    
    The numbers next to your save file represent the amount of saves you've
      used so far in your current game, followed by the amount of times
      you've completely played through the game on that save.
    
    A lot of the "Files" you find in this game are the same as some of the
      EX Files you find in the Nintendo 64 version of Resident Evil 2.
    
    
    ------------------------------------------------------------------------
    Section 9, The Credits/Disclaimers/Copyright:
    ------------------------------------------------------------------------
    
    Thanks to:
    
      Capcom Japan, for making the best Biohazard/Resident Evil yet
    
      The Nemesis for spicing up the genre'
    
      Joe at Tronix, because you can never thank him enough
    
      Tom Rossi, cause he's a swell guy :)
    
      Pup, The original inspiration for the Nemesis
    
      Bandit, the Cornelius persona of Tyler Durden ;)
    
      Famicon Tsushin for the weapon statistics
    
      John George, for sucking at KoF' 94, 95, 96, 97, 98, 99... :D
    
      And Scott Deyesso... His name was Robert Paulson...  0_o
                                                 
    
    Please do not use this faq on your website without asking me for
    permission first. Permission is NOT granted to reprint this summary in 
    a for-profit magazine or publication without my prior consent. Nor is it
    granted for this document to be used as any type of "source material" for
    for-profit magazines to use in any way, be it basing their own articles
    from, reading prior to get ideas, or outright copying. I do not write
    these walkthroughs so some hack writers can sit back and get paid for it.
    I also forbid this, or any of my walkthroughs to be used as, or turned
    into issues or mailings for RPG or other newsletters, be they free or
    for profit. In no way do I wish this faq to be cut up into sections or
    altered in any way. Nor do I wish for import game dealers to use this or
    any of my works to sway people into buying the game from them, when
    without a walkthrough or translation, they wouldn't have purchased the
    game(ring any bells Game cave? I heard you try to charge extra for faqs,
    and I don't write them to make you money). It is to remain in it's
    original state and in one piece if used on websites. Permission is not
    granted for anyone to "update" or "alter" any of my work, be it changing
    names so an import walkthrough better fits an American release(if I
    write an import walkthrough, I will update it myself), or add things to
    an already existing walkthrough. That should cover just about everything.
    I realize it seems like a lot, but you'd be surprised how many people
    who are out there just to screw you over.
    
    A specific note to Game Cave, I adamantly deny your use of this faq in 
    any way. Do not give it away free, do not sell it, do not give it away as
    a "free" gift to those who buy your smaller guides, do not give it to 
    those who buy the game from you, do not tell people that you will give it
    to them if they purchase the game from you, do not put it on your 
    website................................................. Get the picture? 
    You are not authorized to use this faq in any way, shape or form...PERIOD!
    
    This walkthrough was written by Henry LaPierre,
    freeza@ix.netcom.com. Feel free to E-mail me with any questions you may
    have on the game, and I'll do my best to try and help you out :)
    Thanks for reading :)
    
    This faq is copyright (c) 1999, Henry LaPierre
    All rights reserved