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  • Nemesis-T Type/gameplay
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  • Nemesis is encountered many times throughout the game. When confronted, the player can either exit the area to run away from it or do enough damage to it to temporary bring it down. However, it can follow the player from some areas to other areas, but it cannot go into save rooms. If the player does enter a save room while they are being chased by Nemesis, he will appear outside, waiting for the player. The Nemesis will always outrun the player given enough distance. Strong weapons like Grenade Launchers will only sometimes stagger it.
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dbkwik:resident-evil/property/wikiPageUsesTemplate
dbkwik:residentevil/property/wikiPageUsesTemplate
abstract
  • Nemesis is encountered many times throughout the game. When confronted, the player can either exit the area to run away from it or do enough damage to it to temporary bring it down. However, it can follow the player from some areas to other areas, but it cannot go into save rooms. If the player does enter a save room while they are being chased by Nemesis, he will appear outside, waiting for the player. The Nemesis is encountered eleven times throughout the game. The Nemesis wields and uses a Rocket Launcher at three specific times: the encounter inside of the RPD; when the player is outside of the Umbrella sales office or outside of the substation (depending on player progression), and outside the Clock Tower after contacting the helicopter (if the player decided to jump out the window). From his eleven encounters, the player can run away on eight. However three of them must be fought: after he takes down the UBCS helicopter, and the last two encounters in the P-12A plant. If the player decides to run away from him, special music will start playing. This means that the Nemesis could appear anywhere, anytime. Also, whenever he's chasing you and you enter in a Save Room, the music will change. When this "stalking" music ends, the Nemesis has stopped chasing the player, and will not appear until the next scheduled encounter. The fight in the cable car is completely optional as trying to escape or trying to fight leads to the same outcome cutscene. Also, of all other optional fights, the Nemesis will never follow you during the City Hall encounter - he will always remain in that area, no matter which room you escape to. Note that Nemesis' first priority is Jill even when fighting him as Carlos. The Nemesis can disengage Carlos and run to finish off Jill. If the Nemesis kills Carlos when playing as Jill, or breaks down the door to Jill when playing as Carlos it's game over. The Nemesis will always outrun the player given enough distance. Strong weapons like Grenade Launchers will only sometimes stagger it. Nemesis will drop items during optional encounters if given enough damage. It will not drop items inside the Cable car, in the Clock Tower's courtyard, Waste Disposal and final battles. The items dropped by the Nemesis on hard mode are, in order of defeats: * EAGLE Parts A * EAGLE Parts B * First Aid Spray Case (comes with three first aid sprays, takes up one item slot) * M37 Parts A * M37 Parts B * First Aid Spray Case * Infinite Ammunition for one weapon / Assault rifle (if you have not already completed the main game once) Interestingly, Nemesis can be lured to areas where other enemies are still present. If the zombies or other creatures are in his way to reaching Jill, he will attack them instead before going for Jill. He cannot attack zombies that are crawling, however. In the Operation: Mad Jackal minigame, two Nemesis can be encountered in the alley behind Jack's Bar.