Resident Evil 3: Nemesis Hints for dreamcast
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You can decapitate zombies for a quicker kill. This works best with the Shotgun (the Magnum does it too, but you'll want to save your Magnum for boss battles). When a zombie comes after you, let them get close, and then point your Shotgun up and fire. This should decapitate them. However, the Shotgun does a good job at decapitating from a distance, too, which is what you should try to do if you are facing groups of zombies. Only use the pointing up method for lone zombies that you need to kill.
There are three types of healing herb found in the game - Green, Red and Blue. The below chart will list the the possible combinations and effects of each:
Green - Restores 25 percent of health
Green + Green - Restores 50 percent of health
Green + Green + Green - Fully restores health
Red - No effect alone
Green + Red - Fully restores health
Blue - Cures poison
Green + Blue - Restores 25 percent of health and cures poison
Green + Green + Blue - Restores 50 percent of health and cures poison
Green + Red + Blue - Fully restores health and cures poison
Note - No more than three herbs can be combined together. Therefore, it is not possible to combine three Green herbs and a Blue herb. Also, Blue herbs cannot combine with Red alone.
Note 2 - First Aid Sprays, the only other healing item found in the game, fully restores health.
There are two areas in the city in The Mercenaries where there are hordes of zombies shuffling around near a red barrel. If you can shoot the red barrel when they're all close enough, you'll gain well over a minute (maybe even two) added to your time. From then on, you should have enough time to run past most of the remaining enemies and make it to the warehouse, although you can use the time to rescue the hostages at a slightly more relaxed pace.
Here are the locations:
Y-Shaped passage. This is the passage next to City Hall. At the Y-shaped point, there's a red barrel. There are 10+ zombies in this area, and you can usually kill all but one or two in the blast when you shoot the barrel.
Courtyard outside of the Raccoon Press Office. Most of the zombies (8+) are in range of the red barrel, so when you shoot it, the blast should take out the entire group, save for one or two wandering outside the entrance to the Press Office (which you should enter, if you want to save a hostage. See my other Hint for more details on the hostages).
This is extremely useful to remember when playing The Mercenaries, especially if you're playing as Nicholai.
It's possible to prevent the Nemesis from chasing you around the Raccoon Press. If you're not playing on Hard mode or if you want to avoid him, this is useful for grabbing everything in the office on the top floor of the building without him chasing you around it.
Firstly, meet Carlos in the Restaurant. After the conversation, the Nemesis will appear. Choose to escape through the basement (note that you must have opened to manhole first, although I think that's necessary in order to initiate conversation with Carlos anyway). Run to the end of the passage and escape through the air vent.
You should now be in he shopping arcade. After Carlos runs off, head to the save room, and then exit (save if you like). The Nemesis will be outside once you leave. Run past him (if he's in front of you) and exit the arcade into the area outside the Raccoon Press building. The Nemesis will chase you around here, so quickly run to the Raccoon Press building and enter.
Provided you have done what I have told you, the Nemesis will not follow you inside for the time being (if you hear him mutter 'S.T.A.R.S.', then it's confirmation that you have). Run up the narrow staircases until you reach the top, and enter the door. Once inside, follow the passage and then go into the office. The Nemesis will not be in here. Grab the Green Jewel and everything else you want (don't miss the Reporter's Memo) and leave. The Nemesis will suddenly appear just outside of the office without the sounds of any door opening. Just run past him and exit. He will not follow you into the staircase hall, and probably won't chase you outside of the Raccoon Press office either.
To unlock the Boutique key, complete the game (on any difficulty) and choose to save over your game once you have done so. Start a new game on the save file and Jill will have the Boutique key. Enter the Boutique that is located in the Uptown area. Jill will be able to change her outfit from a variety of outfits. You can unlock more outfits by getting better ranks on each difficulty. To unlock all of them, just get an A rank on the Hard difficulty.
Keep in mind that you can return here anytime during the first half of the game to change your outfit. However, once you board the Tram in the Downtown area and leave the Downtown, you can no longer return to the Boutique to change your outfit.
Ending A - When confronted by Nemesis on the bridge between Raccoon Park and the Dead Factory, choose to push Nemesis off the bridge.
Ending B - When confronted by Nemesis on the bridge between Raccoon Park and the Dead Factory, choose to jump off the bridge. When later confronted by Nicholai on his chopper, choose to negotiate with him.
Ending C - When confronted by Nemesis on the bridge between Raccoon Park and the Dead Factory, choose to jump off the bridge. When later confronted by Nicholai on his chopper, choose to shoot his chopper down.
Note - In Ending A, Carlos will be flying the rescue chopper. In Endings B and C, Barry Burton from the first Resident Evil will be flying the rescue chopper to pick up Jill and Carlos.
On the path leading to the Sales Office in the Uptown you will find a Square Crank lying on the floor. Now head back to the back alley where you saw Brad shooting at a few zombies before running off earlier on in the game. Next to the discarded toy boxes is a shutter that's been pulled down. Use the Square Crank in the device next to the shutter to open it, revealing three lots of 12 Grenade Rounds.
There's only point in doing this if you grabbed the Grenade Launcher from the S.T.A.R.S. Office. If you forgot it, or haven't been there yet, then be sure to grab it!
Inside the Dead Factory resting room, you should find a Facility Key. This key cannot currently be used. When you head down to the room with the water check puzzle, look to the right of the puzzle and examine the machine. You can rewrite your Facility Key with it. Do so.
Once you have the Red Card Key (obtained after defeating Nemesis in the disposal room) head to the steam pipe room and use the Red Card Key to go down the elevator. Head through the corridor until you reach the lockers at the end. Use your upgraded Facility Key on the right locker, and inside will be a Rocket Launcher, loaded with four rockets. If you're worried about the timed escape from Raccoon City before the missile hits it, use all four rockets on the Nemesis when you fight him for the final time in the car disposal building.
It's possible to obtain Brad's S.T.A.R.S. Card to use on the PC terminal in the R.P.D. Main hall. This saves you the trouble of travelling to the meeting room in order to obtain Jill's S.T.A.R.S. Card.
In order to obtain it, you have to choose to 'Fight With the Monster' during the live-action scene that takes place after the cut-scene where the Nemesis kills Brad. Once you have selected this option, immediately use the dodge button to avoid the Nemesis' attack, and then run over to and examine Brad's body. Once you do, you should obtain a Card Case item. In the menu screen, examine te Card Case and you will obtain Brad's S.T.A.R.S. Card.
Handgun - Available from the beginning.
Assualt Rifle - Available from the beginning.
Shotgun - Found in the cellar in the Uptown area. You see Brad running out of it, and it is the same place where you find the lighter oil. A dead police officer is holding the Shotgun.
Grenade Launcher - Found in the large locker in the S.T.A.R.S. Office in the R.P.D. This is the same locker that Claire finds the Grenade Launcher inside in Resident Evil 2.
Magnum - Inside one of the rooms in the Substation in the Downtown area. You need to alter the voltage supply to open the room.
Rocket Launcher - Inside the lockers in the Dead Factory. You need the Red Card Key to access the locker room and the Facility Key with overwritten data to open the locker.
Eagle 6.0 Handgun - Combine the two Handgun Parts together and then combine them with the Handgun. Available in Hard mode only.
Western Shotgun - Combine the two Shotgun Parts together and then combine them with the Shotgun. Available in Hard mode only.
Note - In Easy mode, the Shotgun and the Magnum are available from the beginning of the game.
A total of six 'hostages' (people in trouble would be a better way to describe them) appear in The Mercenaries: Operation Mad Jackal. Saving them will give you access to additional ammo and healing items, as well as extra time being added to the countdown. They are as follows:
1. The first is Dario, the fat man from the beginning of the game. He is located in the gas station, trapped by a few zombies.
2. The second is the woman from the Umbrella video in the sales office. She is located inside the Raccoon Press newspaper office, trapped by a few zombies.
3. The third is Brad Vickers. He is located in the basement of the restaurant, trapped by several zombie R.P.D. Officers.
4. The fourth is Marvin Branagh. He is located in the emergency exit room at the substation, trapped by spiders and brain deimoses.
5. The fifth will be Carlos, Nicholai or Mikhail (it depends on which character you are using). He is located inside the sales office.
6. The sixth will be Carlos, Nicholai or Mikhail (it depends on which character you are using). He is located inside Bar Jack.
You do not have to rescue the hostages in order, but this order is by far the quickest.