Chase the Express (PlayStation) - RetroAchievements/guides GitHub Wiki

Chase the Express, or Covert Ops: Nuclear Dawn in the US, is a 2000 fixed camera third person shooter game. Taking influence from Resident Evil and Metal Gear Solid and other classic movies. It has a plenty of replay-value from different branchings, endings and NG+ exclusive elements.
This guide isn't a 100% walkthrough, it's just to clarify a few things and to give some tips.
If you never played this game, I recommend to start on Normal difficulty as a casual run and/or while getting as many achievements as possible while learning the ropes. Especially since Expert difficulty has less resources and you'll have to learn who to skip and who to kill to get their drops which is a bit of a trial and error. The Expert difficulty increases the number of enemies, changes to supplies and enemy drops, some different enemy iframes depending on the weapon you're using, and differences to damage values.
The set covers the Normal difficulty's NG and S Scenario (NG+) and Expert difficulty's NG, S Scenario and Special Stage (NG++). The leaderboards are strictly for Normal difficulty or higher unless specified otherwise.
- You can access NG+ (S Scenario) by achieving A rank on your first playthrough, any other ranking will just end the game normally. It isn't available on Rookie difficulty and will instead skip you into NG++
- You can access NG++ (Special Stage) by achieving the same on S Scenario, S rank replaces A rank but has the same requirements
- Special Stage is similar to NG except that you get the stronger weapon early on with infinite ammunition
- Achievements that are meant for first playthrough are locked out from NG+
- Some achievements that aren't affected by your weaponry are allowed on Special Stage, like the collectibles and the F~B Scenario ranks. So you can leave your endings grind to this mode if you want to
- After Explosive Escape Denied, you won't be able to access most of the train since you're close to the end. In case you want to go back and pick up a file you forgot
CQC Basics [5]
Defeat the first 3 enemies before going down the hatch without using any weapons
To use the unarmed combat is to know the range of your strikes and to back up before the enemy counterattacks. Alternatively, you can tap in a rythme of a single punch to keep them stunlocked or you can do a one-two but have to do it again as soon as the reticle shows up again. But these methods aren't consistent elsewhere with some other enemies so beware!
Quick Picking [3]
Take the Unit and leave Car 10 without being seen
For this and the other 2 similar achievements, if you're spotted, you can leave the room to try again. You're not allowed to kill the non-respawnable enemies before resetting or taking any concerned item. And for this one specifically, "Quick Picking", if you go up the second floor of the car and come back the enemy will despawn, what you need to do is go back to the previous car instead.
Get Off My Train [10]
[No Special Stage] Defeat all of the enemies in Car 14 without getting hit more than once
One thing I want to mention here is that if you keep staying still hiding behind the box, the enemies will come to you. They won't get near you keep showing yourself, shoot them or, if you roll back and forth every once in a while behind cover (towards the back, not towards outside cover). How you choose to proceed is up to you.
I Can Do This All Day [10]
[S Scenario] Kill Andrei Mikhalov and all of his underlings without healing, and without using a gun during the boss fight
The trick with this version of the boss is to go up to his face, he'll miss every shot and follow him whenever he moves or until he "stops".
Det. Jack Morton [10]
Collect all of the files in the Blue Harvest
Files can change depending on which Scenario you're in, but only their contents change, they stay in the same place except for a couple that might appear or disappear. But the achievement itself is achievable on all Scenario ranks except for F Scenario.
| File | Location |
|---|---|
| List of Artwork | Car 15, 1F |
| Armored Car Specs | Car 15, 1F |
| Guard's Letter | Car 13, 1F |
| NCO File 1 | Car 13, 1F |
| NCO File 2 | Car 13, 2F |
| Officer's Note | Car 13, 2F |
| BH Train Info | Car 13, 2F |
| NCO's Diary | Car 12, 1F |
| Billy's Diary | Car 12, 1F |
| Warnings | Car 12, 1F |
| Ambassador's Schedule | Car 12, 2F |
| Wanted Terrorists | Car 12, 2F |
| Communication Scrap 2 | Car 12, 2F |
| Chef's Memo | Car 11, 1F |
| Communication Scrap 1 | Car 11, 2F |
| Passengers in VIP Car | Car 11, 2F |
| Cook's Diary | Car 10, 1F |
| Request to Ambassador | Car 10, 2F |
| Ambassador's Note 1/2 | Car 10, 1F |
| BH Performance Chart | Car 8, 2F |
| Missile Specifications | Car 8, 2F |
| Domo & Sherry | Car 7, 1F |
| Treatment Unit Report | Car 6, 2F |
| Experiment Diary | Car 6, 2F |
| Laboratory Warnings | Car 6, 2F |
| Emergency Manual 1 | Car 4, 2F |
| Desk Note | Car 4, 2F |
| Equipment Record | Car 3, 1F |
| Power Reactor Note | Car 2, 1F |
| Emergency Manual 2 / Driving Manual | Car 1, 1F |
| Infrared Room Records / Infrared Room Guard List | Car 5, 2F |
| Coded Message A | Freight Train, Car 1 |
| Coded Message B / Bug Report | Car 4, 1F |
| Decoding Table A / Radiation Suit Manual / Philip's Memo | Car 3, 2F |
| Decoding Table B | Car 15, 1F |
| Synthetic Blood FCB Info | Car 6, 2F |
| Maintenance Hatch Info | Car 4, 1F |
| Microfilm A | A boss drops this |
| Microfilm B | A boss drops this |
| Microfilm C | A boss drops this |
Scenario D or lower:
| File | Location |
|---|---|
| Cargo Transport Manual / Car 2 Completion Plans | Car 2, 1F |
| Coded Message C | Car 3, 1F |
I'm Kind of Busy Here, Sir [10]
Listen to every radio contact from Deputy Commander Eric Ludow
I'll give a hint where you might hear them, there are 3:
- Sometime after locating the Ambassador for the first time
- Sometime during the missles launch threat
- Sometime around saving Billy a second time
Gunslinger [3]
Combine the two Handguns
Panther Edge [3]
Upgrade the Handgun with the Long Magazine
Getting one or the other depends on whether Billy is alive or not.
Note: In case people won't notice this, you can switch back to the single version after combining the two handguns.
Handyman's Secret Weapon [3]
Upgrade the Machine Gun with the Twin Magazine
Loaded for Bear [3]
Upgrade the Machine Gun with the Custom Barrel
Getting one or the other depends on whether you shot down less than 5 helicopters during the Anti-Aircraft Gun Minigame or you shot down 5 or more.
Gun Survivor [50]
[No Special Stage] Finish the game without picking up the machine gun or the assault rifle
You're allowed to use anything, as long as you don't pick those weapons mentioned.
Thankfully, during my deep search into this game landed me on a very obscure link about this game's branching which spared me from drawing one, so I'll use that instead in the following point (source)
| N° | Choice Made | Consequence | Note |
|---|---|---|---|
| 1 | Stopping Missile Launch in Car 8 | n/a | There's a hidden timer that's pretty long, so if you fail then it's most likely delibirate |
| 2 | Number of Helicopters Taken Down During the Anti-Aircraft Gun Minigame | Machine Gun's Twin Magazine or Custom Barrel | If you shot less than 5, you'll get the Machine Gun Twin Magazine. If you shot 5 or more, you'll get the Machine Gun Custom Barrel |
| 3 | Rescue Billy in the Infirmary | Story Branching and the Handgun's Upgrade | n/a |
| 4 and 5 | n/a | S Scenario Change | n/a |
| 6 | Give Billy the Bullet-Proof Vest Billy to Survive in Car 12 | Story Branching and the Handgun's Upgrade | Have to be done after rescuing him in the infirmary |
| 7 | Take Disc A | Story Branching | n/a |
| 8 | Hand Over the Real or Fake Disk | Story Branching | n/a |
| 9 | Detach Car 1 | Story Branching | n/a |
| 10 | Spend More than 8 Minutes on the Bombs Defusal | Story Branching | n/a |
| 11 and 12 | Take Disc A | Story Branching | n/a |
For those who like to see details, you probably noticed the landscape changing during the story, you probably will see nearly all of them naturally. But, in case you want to pay attention to them, here's a list of regions and their related locations:
| Region N° | Related Locations |
|---|---|
| 1 | St. Petersburg, Novgorod, Smolensk - Russia |
| 2 | Minsk, Baranavichy, Brest - BelarusWarsaw, Lublin, Wroclaw, Poznan - Poland |
| 3 | Slutsk - Belarus |
| 4 | Prague - Czech RepublicNuremburg - Germany |
| 5 | Munich - Germany |
| 6 | Innsbruck - AustriaStuttgart - Germany |
| 7 | Vaduz - LiechtensteinVienna - AustriaBudapest - HungaryZurich - Switzerland |
| 8 | Berlin, Leipzig, Hannover, Dresden - Germany |
| 9 | Frankfurt - Germany |
| 10 | Geneva - SwitzerlandLyon - France |
| 11 | Amsterdam - Netherlands |
| 12 | Paris, Avignon - FranceMilan - Italy |
These files are either unused or they're replacements in lower Scenarios and missed them:
| File | Content |
|---|---|
| SP Rook's Memo | n/a |
| Rail Gun Instructions | *Using an electro-magnetic linear rail within the gun body, it can fire 10mm bullets at 2 miles/sec. Due to miniaturization of the high-output dynamo this can be carried by a single individual. Thank you for purchasing our product. <Midguard Designs> |
| Plan Document Folder | Scrooge Design Bureau This is a report of the major changes to the BH power engine. Development of the diesel engine unit was abandoned due to the team's inability to achieve the desired performance. Currently a new engine with much greater power output than the diesel one is being developed. Please carry out changes to the car design. <Engine Development Engineer: Bradinov> |
