Lethal Pursuer
The Nemesis
An unrelenting Killer, capable of attacking at mid-range with his tentacle, while receiving support from Zombies roaming the area. His personal perks, Lethal Pursuer, Hysteria, and Eruption, allow him to quickly ambush Survivors, while sowing confusion and fear when injuring and hooking them.
"A virus that causes extreme mutations and can be transferred to others. Its effects heighten aggression and strength within The Nemesis." SPECIAL ABILITY: T-VIRUS The power of The Nemesis expands as his Mutation Rate grows. Mutation Rate 1 has no special benefits for The Nemesis: • A Tentacle Strike is unable to break Breakable Walls and dropped Pallets. • A Tentacle Strike has a range of 5 metres. • Reduces his Movement speed wile charging a Tentacle Strike to 3.8 m/s. Mutation Rate 2 is reached at 5 Contamination Points and has the following benefits for The Nemesis: • Grants the ability for a Tentacle Strike to break Breakable Walls and dropped Pallets. Mutation Rate 3 is reached at 9 Contamination Points and has the following additional benefits for The Nemesis: • Increases the range of the Tentacle Strike to 6.5 metres. • Increases his Movement speed wile charging a Tentacle Strike to 4.0 m/s. SPECIAL ATTACK: TENTACLE STRIKE Press and hold the Power button to charge a Tentacle Strike, then press the Attack button to unleash it. Survivors hit with a Tentacle Strike grant The Nemesis Contamination Points towards his Mutation Rate and become afflicted by Contamination: • Grants +3 Points for hitting Survivors not yet afflicted with Contamination. • This also causes the hit Survivor to suffer from a -20 % Hindered Status Effect for 2 seconds. • Grants +1 Point for hitting Survivors already afflicted with Contamination. The Tentacle Strike has a Cool-down time of 2.25 seconds. SPECIAL AFFLICTION: CONTAMINATION Survivors suffering from Contamination are susceptible to damage from being either by a Tentacle Strike or by a Zombie. Contaminated Survivors occasionally cough, potentially betraying their location. SPECIAL ENEMY: ZOMBIES During the Trial, 2 Zombies spawn and roam randomly through the environment. Both of their Auras are revealed to The Nemesis at all times. Zombies can track nearby Survivors and are attracted to Loud Noise Notifications. They can attack Survivors coming too close to them and abide by the same rules as a Tentacle Strike doing so. Destroying Zombies will cause them to respawn after 12 seconds from below a random Hook. Doing so with a Tentacle Strike as The Nemesis will also grant +1 Point towards Mutation Rate. Survivors have limited means to counter Zombies: • Using Flashlight, Firecrackers, or Flash Grenades on them blinds and stuns them in place for 15 seconds. • Stunning them with a Pallet or Head On destroys them and causes them to respawn after 45 seconds. SPECIAL ITEM: VACCINE Survivors can cure themselves or other Survivors from Contamination by locating a Supply Case and searching it for a Vaccine: • A total of 4 Supply Cases spawn in random locations in the environment. • The Auras of Supply Cases are revealed to Contaminated Survivors at all times. • Each Supply Case contains 1 single-use Vaccine. • Using the Vaccine triggers Killer Instinct for 3 seconds. Power Trivia[] Movement Speeds: Main Article • Charging/Holding Tentacle Strike while in MR1/MR2: 3.8 m/s • Charging/Holding Tentacle Strike while in MR3: 4.0 m/s • Tentacle Strike cool-down: 4.2 m/s • This applies to cancelling the attack. Tentacle Strike: • Charge time: 0.35 seconds • Charge and hold Movement speed: 3.8 m/s • Cancellation Cool-down time: 1.5 seconds • Cool-down Movement speed: 4.2 m/s • Attack ranges: • Mutation Rates 1 & 2: 5 metres • Mutation Rate 3: 6.5 metres • Attack Open time: 0.25 seconds • Attack Hit time: 0.333 seconds • Attack Cool-down: 2.25 seconds Mutation Rate: • Thresholds: • MR1 to MR2: 5 Contamination Points • MR2 to MR3: 9 Contamination Points • MR Total Requirement: 14 Contamination Points • The total requirement refers to how many Contamination points are required to reach MR3 from MR1. • Contamination Points: • Contaminating Survivors with a Tentacle Strike: +3 Contamination Points • Hitting contaminated Survivors with a Tentacle Strike: +1 Contamination Point • Destroying Zombies with a Tentacle Strike: +1 Contamination Point • Destroying Zombies any other way: 0 Contamination Points Contamination: • Hindered strength: -20 % • Hindered duration: 2 seconds • Killer Instinct duration: 3 seconds • Vaccination duration: 3 seconds • Supply Crate Opening time: 4 seconds • Supply Crate Closing timer: 15 seconds • This refers to how long a Supply Crate remains open if the Vaccine is not retrieved from it. Zombie Behaviour: Main Article: Zombies • Zombies spawn out of the ground beneath a randomly chosen Hook. • Zombies will react to all sorts of noises produced by Survivors, e.g. rushed actions, Generator Repairs, Chest Unlocks, etc. • Zombies shrink their collision hitbox when blinded, allowing Survivors to pass by them. • Initial Spawn delay: 12 seconds • This refers to how long it takes after loading into a Trial for the Zombies to spawn. • Destruction animation: 3 seconds • Spawn animation: 3 seconds • Blind Stun timer: 15 seconds • Fall height threshold: 0.5 metres • This refers to how far a Zombie must drop to be considered falling. • Fall Stun timer: 3.43 seconds • Idle timer: 1.5 seconds • This refers to how long Zombies idle before starting to patrol after (re-)spawning. Zombie Attack: • Attack Open time: 0.2 seconds • Attack Hit time: 1.3 seconds • Attack Cool-down time: 0.5 seconds Zombie Statistics: Zombie Detection Radius and Angles visualised. • Walking speed: 1 m/s • Detection range: 14 metres • This refers to the range within which a Zombie will start chasing a Survivor, if the Survivor is in its Field of View. • Detection half-angle: 95 ° • This refers to how far to the left or right a Zombie can spot Survivors in their Field of View from an imagined centre line. • Detection boundary: 20 metres • This refers to the distance a Survivor must be from a Zombie for the Zombie to stop chasing them. • Audio Detection range: 6 metres Pitch: This refers to the maximum vertical viewing angle The Nemesis is allowed from the horizon (0 °) while charging and holding Tentacle Strike: • Maximum Pitch: +20 ° • Minimum Pitch: -32 °
The Nemesis
The Nemesis
The Nemesis
Designed by Umbrella Corporation, The Nemesis is a nearly unstoppable super soldier fixated on pursuing and eliminating its targets. Part of the Tyrant T-103 series, this specimen has increased intelligence and awareness due to the NE-α parasite implanted within it. Its first mission unleashed it upon Raccoon City, where it had a singular objective: exterminate S.T.A.R.S. members. Rampaging through the city, The Nemesis faced off against Jill Valentine multiple times, and though she managed to escape, he was never far behind. He nearly had his target, when a strange fog descended upon them, mixing with the smoke of a city in chaos. The phenomenon meant nothing to him—the frigid cold and decreased oxygen never posing a threat. All that mattered was soldiering on into the fog, continuing the mission: find S.T.A.R.S., exterminate S.T.A.R.S., and kill anyone who gets in the way.
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