Biohazard 3: Last Escape - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Biohazard 3: Last Escape - Strategy Guide (Page 03).
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
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