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Monsters Guide by ARedfield

Version: 1.1 | Updated: 12/30/01

Resident Evil 3

Monsters Guide/Survival Manual

Copyright A.Redfield 2002

email: a.redfield@angelfire.com

This FAQ was written and copyrighted by A.Redfield. Therefore this
document is private property of A.Redfield. It may be reproduced
electronically or otherwise as long as it appears completely unaltered
and containing this and the above copyright statements. This FAQ may
not be used for profit.

Resident Evil, Resident Evil 2, Resident Evil 3: Nemesis, Biohazard, and
all related persons, places and entities, fictitious or nonfictitious, are
all copyright Capcom Co., LTD.

1. Forward
2. Basics/Briefing
3. The Weapons
4. The Health and Ammo
5. The Monsters
    Drain Deimos
    Brain Sucker
    Hunter Beta
    Hunter Gamma
    Poison Roach
6. The Bosses
    Nemesis Type 2
    Final Mutation
7. The Nemesis
8. Advanced Tactics
9. Misc. Notes
10. Credit/Thanks

1 - Forward

This is my third Resident Evil FAQ thusfar. I have been writing guides for
those short, action-oriented minigames that is the bane of every RE player's
existence. I have never had the inspiration to write those long-winded FAQs
about the full game; there are already too many of those out there. When
I found Fourth Survivor in RE2 and played it a couple of times, I knew it
was my calling. Since then, I have been carved into a hardcore survivor
by Hunk, Tofu, Mikhail, Carlos and Nicholai. I figured that since I have
been throwing these little tips here and there about "Survival Tactics", 
why not collaborate them? This Survival Manual is the result. Enjoy.

New stuff. Version 1.1, nothing really big. I came back to RE3 after
like 3 years away and I find that it's still fun, and that I played it
way too much back then. All this talk about being "carved into this" and
"survivor that"... blah. Being carved is bad, just ask Tofu and the 
zombies who have been subjected to the Vincent Merken treatment. So the 
most important to do is to have fun with it. And get out more, maybe
visit a real police station or Bar Jack or something. Overplaying
RE tends to make you pale, you know.

Adam Redfield

2 - Basics/Briefing

Before reading this guide, I advise you to have done one of two things:

[1] Played a bit of Resident Evil 3 to know what the fuss is about.
[2] Have read the manual.

Preferably you've done both. Even though this IS basic training, you still
need to have a cursory knowledge of the RE world in order to survive past
your basic undead horror. Naturally, if you are already a battle-hardened
veteran, skip this section by all means. That said and done, here we go.

<> Running and Fighting
   You should know when to fight and when to run. If you are in a wide-open
   space with one zombie wandering aimlessly around, resist the urge to 
   splatter its pitiful brains. Just run from it. Also, if you are in a room
   where you know you won't be coming back to, simply ignore the monsters
   in it. You should always pick running over fighting to conserve health
   and ammo. Don't run, however, if there is not enough space or if you will
   be coming back to this area more than one time.

<> When you have to fight...
   NEVER, I repeat NEVER attempt a war of attrition in RE3. A war of 
   attrition, for those who don't already know, is standing in one place,
   pumping round after round into an oncoming bad dude, hoping to drop him
   before he gets to you. This is a bad idea. For one thing, most of the
   enemies in the game can shrug off anything less than a shotgun shell
   as if it was a mosquito bite. They can take more damage than you.
   Get used to the "stick-and-move" pattern.

<> When you have to run...
   As JR Kerr says, don't run with your nose into a wall. It slows you down
   and increases the chance of the enemy catching up to you. Practice 
   running until you can run ALONG a wall, not with your nose into it. Also
   learn to bob-and-weave while running, avoiding potential obstacles and
   also throwing chasers off your tail. 

<> Aiming correctly
   The auto aim in this game is better than in RE2, but in rooms where 
   there are a lot of enemies you may want to switch to manual. The reason
   is that the auto aim will lock on to the closest enemy; and that enemy
   may not be the most immediate threat. The most useful perk about auto
   aim is targeting an enemy that is immediately behind you.

<> Shooting correctly
   There are three major weapons in the game that are highly range
   dependant: the two shotguns and the grenade launcher. Since part of the
   RE universe is a seemingly persistent lack of ammo, conserving rounds
   is crucial. The shotgun can kill a zombie in one shot at close range.
   Surprisingly, it can also do the same to dogs, Hunters, Drain Deimos...
   etc. Make sure to know which guns are better at close range and which
   are better at long range. The Handgun shouldn't be used as a close range
   weapon, for example.

<> The Dodge
   A new maneuver in RE3, the dodge is done by tapping R1 or R2 one-half of
   a second before the enemy strikes. This is very hard to do at first, but
   once you get the hang of it, it's invaluable against quick monsters such
   as dogs and Brain Suckers. Jill will duck to her left/right, avoiding
   the attack and repositioning herself at a better vantage point.

<> The Emergency Escape
   This was adopted from the game Dino Crisis, and only works on zombies.
   When a zombie is near you and almost upon you, hold R1 and mash every other
   button your fingers can find. Jill ducks and shoves, pushing the zombie(s)
   roughly away and giving you some breathing room. This move is unreliable
   and is not nearly as useful as the dodge, but it can spare you some
   damage in certain situations.

<> Reloading
   NEVER let yourself get caught in a reloading animation. When shooting
   anything, keep count of the rounds left in your gun. As soon as it hits
   zero, tap Circle to access the menu screen to reload. I'm sure all of
   you have at one point pressed X when Jill's got no rounds left, and
   see her digging for the spare clip while the zombie/dog/Hunter/whatever
   is gaining. This is very annoying and often fatal.

<> Herb Economy
   Always use herbs over sprays. Unlike RE2, when at any given time you will 
   have hundreds of green herbs, RE3 gives you just enough to make it 
   through, with little margin for error. In short, don't take unneccesary 
   hits and conserve your herbs. Always use a Red+Green instead of a 

3 - The Weapons

Name : Knife
Score: 1/10
Range: Very Close

There are only three reasons why you would want to use the knife. 

[1] You are completely (COMPLETELY) out of ammo, in which case you are 
    dead anyway.
[2] You like to have the satisfaction of dropping bad dudes with a sharpy.
[3] You are a mad-skills maniac who can stick-move-pop-drop even the
    toughest sacks of crap in the game with but a thought and a thumb motion.

The knife sucks; it can only hit enemies in range of your arm and it has
the least damage in the game. Use only against zombies, crows and worms.
Even rarely at that.

Name : S.T.A.R.S. Custom M92F (Samurai Edge)
Score: 3/10
Range: Mid/Far

The standard sidearm. It's a reliable weapon as long as you're dealing with
zombies/dogs and anything lower in the monster hierarchy. It fires one 
bullet, not scattershot, and is accurate, meaning that none of the monsters
in the game can dodge a shot if you aim right. The damage ratio is still
comparably low, though.

Name : Benelli M3S Shotgun
Score: 5/10
Range: Close/Mid

A pump-action, sawed-off 12-gauge shotgun. In my opinion, the second most
versatile weapon in the game. The shotgun fires spread-shot, covering
a wide area. The ammo scatters as it gets farther from the gun, thus
being able to damage multiple enemies in mid-range. In close range, the
strength of the shell is concentrated enough to deliver a powerful blow,
killing zombies in one shot. Aiming up is useful for increasing the damage.

Name : S&W M629C Magnum
Score: 8/10
Range: All

This looks a lot like the Colt Python .357 from RE1 and plays the part.
The Magnum is the penultimate handgun, being able to kill practically
anything with one shot, regardless of range. The only things that aren't
taken down by a single bullet from this baby are the boss monsters.
You have to be good at aiming to get 100% delivery, because the Magnum
ain't nearly as forgiving as the M92F. You can't expect to fire multiple 
rounds from the Magnum rapidly, because the pistol "jumps" in Jill's hand 
after each shot.

Name : HK-P Grenade Launcher
Score: 9/10
Range: Close/Mid

THE most versatile weapon in the game. Can be loaded with FOUR, not three,
kinds of ammo. Grenades, Flame Rounds, Acid Rounds and the new Freeze
Rounds. Note that these are in ascending order of strength, with regular
Grenades being the weakest and Freeze Rounds the strongest. This is the
weapon you will be using for most boss encounters, since it can adapt
to exploit any weakness the monster possesses. The only gripes I have
with this weapon is it's reload speed and slow-travelling bullets. I have
actually seen Nemesis dodge a grenade before and it's scary. The other
thing is that in RE2, the regular grenades were more powerful.

Name : SIGPRO SP2009 
Score: 3/10
Range: Mid/Far

The plastic alloy pistol has basically the same strengths and weaknesses
of the M92F, and uses the same rounds. This is the sidearm issued to
the UBCS Corps, and Nicholai's main weapon.

Name : M4A1 Assault Rifle
Score: 7/10
Range: All

The first of two automatic weapons in this game. Set on full auto, this
gun can stop anything short of Nemesis in its tracks. It fires a spray
pattern of constant rounds, and burns through the clip rather quickly.
When set on manual, a capacitor is used in the gun, firing in three-shot
bursts. Although this gun shines in its speed of fire and ease of use,
it has two major drawbacks. Spare clips for this gun are nonexistent
(except in Easy Mode; you start with two) and each round does less damage
than a Handgun round, about 2/3. Therefore, 3 AR rounds = 2 Handgun rounds.
It does hold a lot of ammo but it goes by real quick; 100% = 300 bullets.

Name : STI Eagle 6.0
Score: 4/10
Range: All

A specialty gun for competitions. Uses the same ammo as the M92F and SIGPRO
but can use it better. This gun fires quicker, reloads quicker, and has a
5% chance of scoring a "critical hit". Critical hits work only on zombies
and dogs; it kills them in one shot. Basically an upgraded handgun; when 
you get it, use it to replace the old sidearm.

Name : Western Custom M37
Score: 6/10
Range: Close/Mid

I like to call this gun the "Terminator". This is because this was the
shotgun used by the Terminator in the movie T2. Watch Jill go and do
that one-handed reload! Cool! The Western M37 is better than the Benelli
in terms of speed and accuracy. The damage dished out is still the same,
but this lever-action shotgun fires and reloads much quicker than the 
Benelli. The earliest you'll get this is right before the clock tower; use
it to replace your old shotgun.

Name : Gatling Gun
Score: 9/10
Range: All 

This murderous weapon is a three-barrel personal mini-gun; it fires high
caliber bullets at lightning speed. This gun has several drawbacks but can
be noted for it's ability to take down ANYTHING in the game with sustained 
fire. The main fault of this weapon is the fact that, like a real Gatling
Gun, it has to start spinning the barrels for about one second before it
actually starts firing, making it rather risky using on fast enemies. It's
still an extremely fun weapon to use, though.

Name : M66 Rocket Launcher
Score: 10/10
Range: Mid/Far

THE ultimate weapon of RE3. Actually, for any of the RE games. The M66 fires
a single rocket propelled grenade, enough to decimate all in its path. This
baby takes down the toughest bad dude in the game, Nemesis, in two shots. It
takes down anything else in one shot. Actually, there is only ONE drawback 
to this godlike weapon and that is the draw speed and rate of fire. The 
recoil on the M66 is even worse than the Magnum's, and hefting the gun to 
aim it at the bad guy takes another second. Therefore, make sure to let fly 
before your target gets too close. 
Name : Jill's Combat Boot
Score: 11/10!!!
Range: Very Close

THIS IS THE BEST WEAPON IN THE GAME! Okay, so not really. The real score is
around 1 or 2/10, but it still has its uses. Basically, the boot is used 
when a zombie grabs Jill's ankles or when running over small and annoying 
creeps like the Slitherworms. It's pretty friggin wicked when Jill pops a 
zombie in the face, blowing its brains out through the back of its head. 
Also note that you don't have to be running to squash spiders and roaches 
and the like, it's just that Jill's foot has to come down on them.

4 - The Health and Ammo

Ah, herbs and bullets. The two most essential pick-ups in the history of RE. 
Without these, you're toast, so let me outline them.


Name     : Green Herb
Frequency: Common

You find these around the place. Using one is good for restoring 1/3 of your
total health. Mixing two green herbs restores 5/6 of you total health. 
Mixing three green herbs restores all of your health. These are the 
"base herbs".

Name     : Blue Herb
Frequency: Uncommon

These can cure poison. Poison is more abundant in this game, so try to pick 
up a few of these. Mixing a blue herb with any of the above green 
combinations will add curing poison effect.

Name     : Pot of Blue Herbs/"Blue Bush"
Frequency: Rare

Every once in a while you come upon a bunched-up pile of blue leaves in a 
pot. You can't pick these up, but they can be used an infinite amount of 
times tocure poison. Not very useful, actually. There are only three of 
these in the game.

Name     : Red Herb
Frequency: Uncommon

The Red Herbs can be mixed ONLY with a green herb or a blue-green combo. 
Red Herbs triple the effect of green herbs, meaning mixing a single 
red-green combo will heal you completely. Red Herbs cannot be used by 

Name     : First Aid Spray
Frequency: Uncommon

You actually end up with a lot of these in the course of the game. Although 
they heal all of your health, you shouldn't use them. Why? Because using 
them lowers your grade in the end of the game. Use only in dire, near-death 


Name     : Handgun Bullets
Frequency: Common

These are the bullets for the M92F/SIGPRO/STI Eagle. You get them in boxes 
of 15 or 30 rounds. Even though there are much of these, use sparingly.

Name     : Shotgun Shells
Frequency: Uncommon

12-gauge shot shells for the Benelli or Western M37. These get more common 
as you get farther into the game. When you have enough of these to spare, 
use the shotgun as your main weapon.

Name     : Grenade Rounds
Frequency: Uncommon

Explosive shells of the HK-P Grenade Launcher. Use very sparingly, as they 
are few and far between. These are the normal grenades and the weakest of 
the four types.

Name     : Flame Rounds
Frequency: Rare

Grenades loaded with napalm. These are effective against most forms of 
normal enemies. Should be saved for tough encounters i.e. Hunter Beta/

Name     : Acid Rounds
Frequency: Very Rare

Grenades containing acidic substances. The second strongest of all the 
grenade types, and should be saved for bosses. However, they are very 
effective against all forms of enemies.

Name     : Freeze Rounds
Frequency: Very Rare

Grenades with liquid nitrogen warheads. These are the strongest of all the 
grenades available, and should be used exclusively for Nemesis. These are 
quite possibly the best type of ammo other than a rocket.

Name     : M629C .44 Magnum Rounds
Frequency: Very Rare

Ammo for the Magnum. You'll be lucky to find more than one of these in the 
whole game. Very tough ammo, can drop just about anything.

Name     : 5.56mm NATO Rounds
Frequency: Special

Ammo for the M4A1 Assault Rifle. You only get clips of these in Easy Mode. 
Each one contains 100%, or 300 rounds.

Name     : Handgun Bullets E/"Black Taurus"
Frequency: Special

These can only be obtained one way: refining it with the Reloading Tool. To 
get these special rounds, get about 8 Gunpowder A's and refine them all, 
without mixing any. The eighth time you make ammo, you will be asked if you 
want to make Special Rounds. Say yes, and you'll get these. They enhance 
the power of the M92F/SIGPRO Handguns. The sound and kick of the gun 
changes; it does more damage. If you notice, Brad's gun at the beginning of 
the game is loaded with these.

Name     : S.G. Shells E
Frequency: Special

These can only be obtained one way: refining it with the Reloading Tool. To 
get these special rounds, get about 8 Gunpowder B's and refine them all, 
without mixing any. The eighth time you make ammo, you will be asked if you 
want to make Special Rounds. Say yes, and you'll get these. They enhance the 
power of the Benelli/M37. The shells are loaded with explosives and do the 
damage of a Magnum round. Neato!

5 - The Monsters


(L)= Light attack
(M)= Medium attack
(H)= Heavy attack
(D)= Finishing blow
(P)= Poisoning


Attacks: Bite(M), Acid(L), Ankle Bite(L)

<Hits To Kill>
Knife      : 9-13
Handgun    : 6-8
H.Gun E    : 4
Shotgun    : 1~2
S.G. E     : 1
Magnum     : 1
G. Launcher
   Grenades: 1~2
   Flame   : 1
   Acid    : 1
   Freeze  : 1
M4A1 A.R.  : 3%
Western M37: 1
Gatling Gun: 3 secs
R. Launcher: 1

The zombies are your basic monsters, they encompass more than half of the
creatures you meet during the course of the game. Slow and stupid, they're
hardly a threat unless encountered in a large groups and you're caught
without your shotgun. When there are only one or two of them and the leeway
between them and the walls are acceptable, you can evade them rather easily.
They can also be juked easily. Otherwise, a few rounds will put them down.


Attacks: Bite(L)

<Hits To Kill>
Knife      : 7~8
Handgun    : 6-9
H.Gun E    : 4
Shotgun    : 2
S.G. E     : 1
Magnum     : 1
G. Launcher
   Grenades: 1
   Flame   : 1
   Acid    : 1
   Freeze  : 1
M4A1 A.R.  : 4%
Western M37: 2
Gatling Gun: 2 secs
R. Launcher: 1

Ah, cerberus. The hellhound watchdogs of the RE series. They are 
essentially the same; fast and agile but dealing out little damage per hit.
They are almost never encountered alone, there are at least two of them.
The handgun is good enough to take them out but if there are three or four
of them hanging around it's better to whip out your shotgun.


Attacks: Peck(L)

<Hits To Kill>
Knife      : 1
Handgun    : 1
H.Gun E    : 1
Shotgun    : 1
S.G. E     : 1
Magnum     : 1
G. Launcher
   Grenades: 1
   Flame   : 1
   Acid    : 1
   Freeze  : 1
M4A1 A.R.  : 0.3%
Western M37: 1
Gatling Gun: 1
R. Launcher: 1

There are a lotta these in RE3 but it's never necessary to fight them. 
If you can run without snagging they won't be a threat. If they do catch
you, hit all of the buttons like mad to shake them off, because the pecks
that they throw at you are fast and can build up the damage.


Attacks: Claw(L), Grab and Bite(M)

<Hits To Kill>
Knife      : 14-18
Handgun    : 9
H.Gun E    : 5
Shotgun    : 2
S.G. E     : 1
Magnum     : 1
G. Launcher
   Grenades: 2
   Flame   : 1
   Acid    : 1
   Freeze  : 1
M4A1 A.R.  : 6%
Western M37: 2
Gatling Gun: 3 secs
R. Launcher: 1

Drain Deimos replace the Lickers. Personally, I think the Lickers were much
more dangerous, as that the Drains are horribly slow and can only inflict
moderate damage at best. They are only a real threat when they leap at you
or get up on two legs and "run" after you. The leap they only use when you
are too far away and they need to catch up. Sometimes, though, they will
actually jump over you and grab you from behind. Use the shotgun on these.


Attacks: Claw(L), Spawn Roach, Acid(P), Brain Drain(M)

<Hits To Kill>
Knife      : 16-19
Handgun    : 9
H.Gun E    : 5
Shotgun    : 2
S.G. E     : 1
Magnum     : 1
G. Launcher
   Grenades: 2
   Flame   : 1
   Acid    : 1
   Freeze  : 1
M4A1 A.R.  : 6%
Western M37: 2
Gatling Gun: 3 secs
R. Launcher: 1

Basically a spiced-up version of the Drain Deimos. You can see the 
difference between the two; the Brain Suckers are vomit-green and beefier
than the Drains. Also, they have the nasty habit of spitting some nasty
poison mucus at you. Shotgun will do fine in this case. Keep your distance,
and two or three shells will do it.


Attacks: Slash(L), Leaping Slash(M), Claw Swipe(D)

<Hits To Kill>
Knife      : 10
Handgun    : 11
H.Gun E    : 7
Shotgun    : 2
S.G. E     : 1~2
Magnum     : 1
G. Launcher
   Grenades: 2
   Flame   : 2
   Acid    : 1
   Freeze  : 1
M4A1 A.R.  : 6%
Western M37: 2
Gatling Gun: 4 secs
R. Launcher: 1

Ah, the Hunters are back. Remember the Hunter Alphas from RE1? Well, this
is it's smaller, weaker cousin. The Hunters are hunched-over reptilian
monsters with huge rippling arms and claws. Although they look and sound
almost identical to the Hunter Alphas, this time it only takes two shotgun
shells to kill them, not FOUR. Still, they have an instant-death attack,
so use the Magnum or Grenade Launcher.


Attacks: Slash(L), Leaping Slash(M), Claw Swipe(D), Devour(D)

<Hits To Kill>
Knife      : 13
Handgun    : 11
H.Gun E    : 7
Shotgun    : 2
S.G. E     : 2
Magnum     : 1
G. Launcher
   Grenades: 2~3
   Flame   : 1
   Acid    : 1
   Freeze  : 1
M4A1 A.R.  : 6%
Western M37: 2
Gatling Gun: 4 secs
R. Launcher: 1

Shorter and faster than the Betas, the Gammas look like mutated frogs. 
Indeed they are quicker than the Betas because the never walk, they only
run. It takes relatively the same amount of ammo to kill them, but don't
fight them if not necessary, they are extremely dangerous. Hunter Gammas
can eat you whole if you are 'Caution' or worse.


Attacks: Bite(M), Acid(P)

<Hits To Kill>
Knife      : 12
Handgun    : 7
H.Gun E    : 4
Shotgun    : 2
S.G. E     : 1
Magnum     : 1
G. Launcher
   Grenades: 1
   Flame   : 1
   Acid    : 1
   Freeze  : 1
M4A1 A.R.  : 5%
Western M37: 2
Gatling Gun: 3 secs
R. Launcher: 1

Huge, hairy spiders. These have been in every RE game to date, and always
are identical. They either spit poison or bite you, and are actually rather
annoying buggers. You never need to fight them, but if you want to, use
the Shotgun or something better; the Handgun just pisses them off.


Attacks: Blood Drain(L)

<Hits To Kill>

You find these slimy horrors in the sewers. They come in groups of 3 or more
and leap at you in unison. If they connect, they start to drain your blood
until you shake them off by mashing the controls. They can be killed rather
easily but it's a waste of ammo; just run.


Attacks: Bite(L)

<Hits To Kill>

If you kill a Webspinner with anything less than Flame Rounds then these 
mini-spiders pop out of the corpse. They can bite your ankles, and this does
about the same damage as a peck from a Crow. To get rid of them, run them
over with your boot (yeah!) or just leave the room and come back. Spiders
can dodge bullets.


Attacks: Leech(L), Bite(P)

<Hits To Kill>

These only appear when a Brain Sucker or Drain Deimos is around. They look
like mini versions of the Brain Sucker. They have two attacks, they either
latch onto you, causing minor damage, or they do this weird-looking leaping
bite that can poison you. Just squish them flat.

6 - The Bosses

There aren't many bosses in RE3, unlike RE2. This is definitely to equalize
the addition of Nemesis, who is like a boss that chases you throughout the
game. Still, there are those humongoid-monster encounters that eat up a
major portion of you ammo and herbs. These I like to call boss fights.


Attacks: Gore(M), Head Ram(L), Grab and Thrash(H), Eat(D)

<Hits To Kill>
Knife      : 80+
Handgun    : 49-53
H.Gun E    : 31
Shotgun    : 21
S.G. E     : 17
Magnum     : 13
G. Launcher
   Grenades: 24
   Flame   : 22
   Acid    : 11
   Freeze  : 15
M4A1 A.R.  : 34%
Western M37: 19
Gatling Gun: 6-8 secs
R. Launcher: 3

You'll know it when you see it. It's a huge worm with four mandibles that
charge you for some of the worst damage anything in the game can dish out.
You'll meet this nightmare twice: once on the way back to the Trolley after
collecting all of the necessary items and once in the Raccoon City Park.
The first encounter, he comes out of the holes on the walls and it only
takes one-half the amount of ammo listed to take him down. 

The second time, he pops out of the ground (look for the trailing dirt) and
attempts to thrash you into a pulp. Try to lure him into the center area
by the puddle and don't get yourself cornered. After he pops up, hit him
with a barrage of ammo and he'll go back underground. Continue this
pattern until he dies or until you get a little cut-scene where you see
the lamp posts get loosened. Then, use R2 to shoot out the lamp posts and
lure him into the electrified water.

N E M E S I S  T Y P E  II

Attacks: Whiplash(M), Ankle Whip(L), Backlash(L), Grab and Slam(H)

<Hits To Kill>
Knife      : 70+
Handgun    : 49-56
H.Gun E    : 37
Shotgun    : 23
S.G. E     : 19
Magnum     : 17
G. Launcher
   Grenades: 15
   Flame   : 14
   Acid    : 12
   Freeze  : 12
M4A1 A.R.  : 46%
Western M37: 22
Gatling Gun: 8 secs
R. Launcher: 4 

You fight the mutated, horribly weakened Nemesis in the garbage dumping
room. He's wounded pretty bad and can only limp slowly after you, but
he's still dangerous. This battle is timed, but the clock shouldn't be your
worry. The trick is to run past him on his right just as he is trying his 
tentacle whip. As he is delayed from the attack, launch a round into his 
back and run past him again. Keep repeating this and you will have him down
in less than a minute. Preferably use the Grenade Launcher with Acid Rounds.

If he does land a hit on you it could be bad; this is a confined space and
he can get multiple hits after knocking you down. The pattern seems to be:
Whiplash/Ankle Whip/Backlash. He repeats this as long as he keeps you in a
corner. If you actually stand up he'll likely use the Grab and Slam which
will kill you if you are in Caution. Rule of thumb: Stay as far away as

NOTE: You can kill him very quickly by using the molten sludge pipes, 
because they deliver an unholy amount of damage. The problem is positioning
Nemesis right and then hitting the valve. Give it a shot!

F I N A L  M U T A T I O N

Attacks: Acid Scatter(L), Acid Shot(M), Head Ram(L), Bite(M), 
         Tentacle Whip(L), Chew and Throw(H), Reverse Bone Spike(D)

<Hits To Kill>
Knife      : 140+
Handgun    : 97-109
H.Gun E    : 60+
Shotgun    : 41-49
S.G. E     : 34
Magnum     : 21
G. Launcher
   Grenades: 38
   Flame   : 36
   Acid    : 24
   Freeze  : 22
M4A1 A.R.  : ~70%
Western M37: 39-47
Gatling Gun: 7 secs
R. Launcher: 5

The final boss of RE3, he can take much much more than he can dish out. 
Basically all you have to do is keep your distance and continue pumping
him full of rounds until he drops. At medium to far range most of his 
attacks can be avoided easily, since the boss itself moves slowly. There
is a catch to this battle, though, he never can really be "killed" by
normal means, you have to power up the rail cannon in the room in order
to finish him off.

The chamber is a huge room with a stack of machinery in the center and
the rail cannon off to the right. There are three battery cartridges in
the room, one right where you came in (1), one on the farthest wall from the 
entryway (2) and one adjacent to the rail cannon (3). You have to activate
the batteries in THAT ORDER for the rail gun to start up. Remember, the 
batteries are not switches, you have to push them in. Once you push in
battery #1, the Final Mutation appears. Run a safe distance and fire off
a few shots. Run over to battery #2 and push it in. Stick and move, lure
the boss away from battery #3 and keep shooting while avoiding the acid.
When you gain enough distance, push in battery #3. Now the rail gun will 
start firing it's huge laser at ten second intervals. You have to shoot
the boss continuously, trying to lure it into the path of the rail cannon
shots. Once it takes one of those, kiss goodbye! 


The Nemesis is the ultimate creation of the Umbrella Corporation. A 
relentless pursuer with an armored hide and lethal tentacle weapons. You
can think of him as a Mr. X who has eaten about a couple hundred pounds of 
steroids. He's fast, strong and doesn't let up. You encounter him about
7 or 8 times in the game, not including the final fights. This chapter is
included to help you evade, or when the need arises, to take down this


Attacks: Left-Arm Throw(M), Left-Arm Punch(M), Right-Arm Clothesline(L),
         Rushing Punch(M), Face Spike(D)

<Hits To Kill>
Knife      : 51.48
Handgun    : 44.28
H.Gun E    : 25.19
Shotgun    : 16.10
S.G. E     : 12.7
Magnum     : 11.6
G. Launcher
   Grenades: 12.12
   Flame   : 12.11
   Acid    : 9.6
   Freeze  : 9.6
M4A1 A.R.  : 27%.22%
Western M37: 15.9
Gatling Gun: 7 secs
R. Launcher: 1.1

The first number before the period is the shots it takes to drop him 
temporarily. The number after the period is the shots it takes to "kill"

This is the Nemesis you encounter before and during the Clock Tower event.
You know, big dude wearing a black raincoat and gloves. He is actually more
dangerous in this form than in any other, as that only in this form does
he possess his instant death attack, the Viral Spike. You see him use it
on Brad in the RPD Building FMV. Anyway, he walks slowly usually, but get
too far away from him and he starts dashing. When dashing he can use two
attacks; the Throw or the Rushing Punch. Generally you should try to keep
him from running by staying mildly close to him. He is ALWAYS faster than
you can no matter how much you weave he can track you. Keep at medium
range and pump him full of hot lead.

The pattern when fighting Nemesis goes like this:

1. Get 4 footfalls ahead of him and depress R1. Jill turns around.
2. Fire for a 1.5 second duration.
3. Watch him start to swing and move past him on his RIGHT side.
4. Repeat.

After this pattern goes by three times, and if you have done it each time
correctly, Nemesis gets pissed and starts running. Simply evade his rushes
for about three seconds and he gives up. Start the pattern again.

If Nemesis ever catches you, this is what happens:

1. He grabs you and looks at you. He goes "Mrrraahh" and throws you down.
2. You mash the Square and X buttons frantically to get Jill to her feet.
3. If you succeed Nemesis begins walking slowly after you.
4. If Jill is still on the ground, Nemesis grabs her and spikes her. D'oh!

However, during step 4 if Jill is in yellow Caution or better, you can break
free of his killing blow by rapidly tapping all the buttons at once. If you
don't resist, it is a sure death.

If you knock Nemesis down, the fight ain't over yet. Walk over to him and
aim down. Pump rounds into his brain until he gets up. He does that 
frustration roar that we all know and love. He then attacks you with more
gusto than before. You need to be more careful this time, because his 
patterns are erratic and you never know when he starts running. Use your
most powerful weapon to take him down quickly. You know he's dead when he
goes "Ooorrggh..." and holds his right arm with blood gushing out of his
shoulder, after which he falls to the ground in defeat. Purple blood gathers
around his putrid corpse. Collect any briefcases he dropped and move on.

The MINIMUM requirement for these Nemesis fights is a M92F-E or the Eagle. 
Only risk using the normal Handgun when you have lots of space to work with. 
After practicing Nemesis fights for a few days, you'll be able to drop this 
bad boy with an STI Eagle, sixty rounds and a single green herb.


You can tell how much Nemesis is hurt by his varying growls:

"Ruh!"   = That tickles (H.Gun or AR shot)
"Urgh!   = That pinches (Shotgun)
"Ughuh!" = That hurts!  (Magnum round)

Try it yourself! Hear and recognize these sounds!


Attacks: Rocket(H), Rushing Club(H), Knee Club(M)

<Hits To Kill>
Knife      : 51.48
Handgun    : 44.28
H.Gun E    : 25.19
Shotgun    : 16.10
S.G. E     : 12.7
Magnum     : 11.6
G. Launcher
   Grenades: 12.12
   Flame   : 12.11
   Acid    : 9.6
   Freeze  : 9.6
M4A1 A.R.  : 27%.22%
Western M37: 15.9
Gatling Gun: 7 secs
R. Launcher: 1.1

Okay, so this isn't really a different form of Nemesis. Three out of the
8 times you encounter the Nemesis he is carrying the Rocket Launcher
featured in RE2. Now, instead of running after you, he fires these
projectiles homed in on your position.

His Rocket Launcher holds five shots, and your main strategy should be to
get him firing until he exhausts his ammo. Once his rockets are gone, he
throws away the empty weapon and comes after you bare-handed. To get him
to fire a rocket and successfully evade it, follow this:

1. Run ahead of Nemesis. You will hear his "Mrrraahh" meaning he has readied
   the Launcher. Stop.
2. Turn to Jill's right/left by ninety degrees. Stop.
3. You hear the *rachack* of a rocket being loaded. Count one second and run
   two steps forward, while you hear the *whoosh* of the missile.
4. The rocket misses Jill over her shoulder. Press Square+Down.
5. You hear another *rachack*. Count one second and run two steps forward.
6. The second rocket misses the other way. Nemesis is running at you now.

So you see, Nemesis will usually only fire two rockets in succession. He
will run after you and try to club you to death and then start releasing
rockets once more. After you get him to exhaust his ammo, use the strategy
for the regular Nemesis Type Alpha.


Attacks: Left-Arm Throw(M), Left-Arm Punch(M), Right-Arm Clothesline(L),
         Rushing Punch(M), Viral Lance(M), Face Spike(D)

<Hits To Kill>
Knife      : 51.48
Handgun    : 44.28
H.Gun E    : 25.19
Shotgun    : 16.10
S.G. E     : 12.7
Magnum     : 11.6
G. Launcher
   Grenades: 12.12
   Flame   : 12.11
   Acid    : 9.6
   Freeze  : 9.6
M4A1 A.R.  : 27%.22%
Western M37: 15.9
Gatling Gun: 7 secs
R. Launcher: 1.1

You only fight this Nemesis under some special conditions. If in the 
Cable Car Live Decision you chose "Use The Emergency Brake", AND if Carlos
appears at the beginning of the fight, then you will have to battle
Nemesis "1.5".

At the beginning of the fight Carlos jumps out from some nearby debris and
begins launching his attack on Nemesis. After a few seconds the Assault 
Rifle causes Nemesis' Rocket Launcher to backfire and blow up. Nemesis is
knocked down temporarily, and Carlos passes out. Then the unstoppable
monster comes back, half-singed by the flame and very very angry.
Basically, this is Nemesis Alpha with a single new weapon: the Viral Lance.
Now, if he chooses to, Nemesis can stick out his right hand and throw a
tentacle out at Jill. He does this quite often, too. To avoid it, give 
yourself a wide berth and run a loop around Nemesis on his right side. He
will usually miss. However, the new attack is very quick and sometimes 
he'll hit you anyway.

Use the same basic attack pattern as for Nemesis Alpha; and use Flame 
Rounds. Why Flame and not Acid? For some reason Flame rounds can take him
out in 8 shots, provided you can shoot straight.


Attacks: Whiplash(M), Ankle Whip(L), Double Lashing(M), Grab and Slam(H)
         Backlash(L), Tentacle Stab(M), Rush Combo(H), 
         Left-Arm Clothesline(L)

<Hits To Kill>
Knife      : 64.49
Handgun    : 57.42
H.Gun E    : 36.28
Shotgun    : 23.17
S.G. E     : 19.11
Magnum     : 15.8
G. Launcher
   Grenades: 18.13
   Flame   : 18.12
   Acid    : 11.7
   Freeze  : 11.6
M4A1 A.R.  : 35%.28%
Western M37: 21.15
Gatling Gun: 7 secs
R. Launcher: 3.1

After Nemesis takes that fire bath in the Clock Tower battle, he comes back
even more mutated and pissed off than before. The flames seemed to have
burned off most of his clothing save his pants (whew!) and his boots. What
was under that blackish coat? A mass of writhing tentacles, as it seems.
He uses these new appendages against you and with them he has much more

There are the upsides and downsides of Nemesis Type II. Firstly, he doesn't
have the ability to kill you in one hit anymore, which is a definite plus.
He cannot move or strike as fast, though he can still run. He also can't
use the Rocket Launcher any more. The bad news? His new tentacle-attacks
are more varied and once they hit he can likely score enough damage to put
you in Danger. He doesn't have to be close to you to hit you; those 
tendrils can reach across half the friggin' room to knock Jill down. He
uses the same pattern of attacks, usually: Ankle Whip, Whiplash, Grab and 
Slam. If he connects with this entire chain you will probably get killed.
If he gets you in that Grab and Slam lock you can break out of it by
tapping Square+X like before.

As with the original boss, don't stray too far from him or he will dash. 
Keep medium distance and fill his fleshy hide with metal:

1. Nemesis is walking toward you. You see him stop and begin pulling his
   right arm back, with that "schlook" noise.
2. You run past him on his LEFT side. He won't grab you.
3. He has struck with his tentacle where you used to be. Meanwhile you are
   3 or 4 footfalls behind him.
4. Depress R1 and fire a grenade/bullet/shell/whatever.
5. He was delayed by the tentacles retracting so that the round hit him in
   the back.
6. Repeat. 

Nemesis Type II has more vulnerabilities than before as well. For example,
if you hit him with a specific kind of rounds enough times in succession, 
you can knock a part of his body off. Unfortunately, he can grow it back
the next hime he meets you.

AMMO TYPE     ------>  Severed Body Part 
---------              -----------------
Flame Rounds           Tentacle
Acid Rounds            Tentacle
Freeze Rounds          Left Arm
M.T. Round             Arm/Tentacle

Note that these do not happen often and when they do it only happens after
you knock him down the first time. It can impede his ability to use certain
attacks such as the Clothesline.

8 - Advanced Survival Tactics

These are for seasoned players that want to add a bit of edge to their game.
Note that these tactics aren't perfect and can use a little tweaking in
individual cases. Have fun with it!

<> Arm Wrestling
   If you notice, when you get grabbed by a zombie/Drain Deimos/whatever,
   they keep hurting you for a good while before your character shakes them
   off automatically. The thing is, you can shake them off FASTER if you
   "arm wrestle" with them. By this I mean mashing the D-Pad. The truth is,
   I know that the manual and a lot of the printed guides say to press
   "all the buttons to break free", the only buttons that help you are
   the directionals, Square and X. In truth, you are wasting valuable time
   tapping Triangle, Circle and the shoulder buttons. If you fight with
   D-pad+Square+X, the results are:

   Attack Type                     Fighting Result
   -----------                     ---------------
   Zombie Bite                     Avoid second bite, damage reduced by 1/3
   Crow Peck                       Throw off crows, damage reduced by 1/4
   Drain Deimos Grab               Throw off grab, damage reduced by 1/4
   Brain Sucker Grab               Throw off grab, damage reduced by 1/4
   Slitherworm Bite                Remove worm, mobility returns quicker
   Nemesis Throw                   Get up faster, avoid second grab
   Nemesis Face Spike              Avoid Face Spike
   Nemesis II Grab and Slam        Released before third/fourth/fifth slam
   Nemesis II Ankle Whip           Get up faster

<> The Combat Roll
   Much like the Dodge but more complicated, the Combat Roll is performed by
   pressing R1+X+Down when the attack is coming from above Jill. She drops
   into a crouch and rolls a short distance away, coming up in a kneel. The
   timing is the same as the Dodge; a half-second before the attack 
   connects. From Jill's kneeling position, she can fire the Handguns and
   the Magnum much faster than normal. This maneuver is invaluable for those
   enemies that just won't go down and require tons of ammo to stop 
   (i.e. Gravedigger). 

<> The Push/Elbow Shove
   With enemies that CANNOT grab you (Dogs, Hunters etc.) you can sort of
   "push" them out of your way, with some practice. While running at them,
   allow Jill's arm to touch them. The target just sort of slides across the
   ground and makes way for Jill to pass. Why? It probably has something 
   or other to do with the game's collision detection. When attempting
   this, only let Jill's arm brush the enemy's weak side.

<> Ground-to-Air Fighting
   This skill is used solely for the Hunters and Drain Deimos/Brain Sucker, 
   who have that annoying ability to do a flying leap over you. Remember 
   this: If you knock them down with a powerful blow, like from the Shotgun,
   and if you are not right next to them when they get up they ALWAYS do
   a leaping attack. They also leap at you if you gain enough distance. 
   Aiming up and knocking the Hunter/Drain/Brain out of the air with another
   round doubles the damage. With some practice, this can really save you 
   health and ammo. For example, a Hunter usually takes two grenades to kill
   but if you hit him in the air, it takes only ONE.

<> Weak Spots
   Every enemy, and I mean EVERY enemy has a weak spot. Usually it's the
   head, but in some cases it's not. If you score a hit in the weak area,
   damage is increased by one-third. To hit heads, you usually have to aim
   up, in the exception of the STI Eagle.

   Enemy             Weak Point
   -----             ----------
   Zombie            Head
   Cerberus          Head
   Drain Deimos      Head
   Brain Sucker      Upper Torso
   Hunter Beta       Lower Torso
   Hunter Gamma      Lower Torso
   Webspinner        Midsection
   Gravedigger       Head
   Nemesis           Head
   Final Boss        Upper Back

   To really test out this theory, I used the Mine Thrower and Shotgun. 
   When the Mine struck an enemy in a certain area, it blew it to kingdom
   come while it took two explosions in another spot.

<> Shooting and Dodging
   Something crucial that every RE3 gamer should know, you CANNOT dodge 
   while Jill is pumping the lever or grip on the shotgun/grenade launcher.
   You CAN, however, dodge during the recoil animation of the Magnum or 
   other weapons. Therefore, you can wait until the target is very close,
   pull the trigger then tap X quickly to shoot-dodge. This maximizes 
   damage and prevents you from getting caught in an awkward recoil.
   The timing is such that the enemy should be TWO footfalls away and
   taking the step when you fire. Then, the bullet connects as their 
   foot is touching the ground and they are ready to swipe.

<> Circle-Strafing
   You can only circle-strafe Nemesis. And even then, only in a wide open
   area. However, someone who can circle-strafe well can actually drop
   the bad boy with no damage sustained. This is the abridged version of
   the process:

   1. Nemesis is here. You make sure you have a good-sized "arena" and you
      are not near any walls.
   2. Let Nemesis come at you. You are carrying the STI Eagle 6.0 OR 
   3. Nemesis is two steps away. Let him have two rounds. 
   4. He is ready to swing. Tap R1 lightly to evade the punch, immediately
      after which you tap R1+X to put one round into his side.
   5. He turns and is ready to swing. Tap R1 to evade his punch. Now you
      depress Square+Up/Right on the D-pad for the briefest second.
   6. Now you are standing back where you started. Put two rounds into him.
   7. Repeat, CAREFULLY.

<> Usable Background Weapons
   Okay, before we get started, one thing... DO NOT stand too close to a
   drum/bomb when you shoot it! It will hurt you BADLY! Now that that's 
   out of the way, there are different ways to make full use of the 
   explosives in the game. The most obvious are the red oil drums or the
   packs of C4 nailed to the walls. There are also more diverse forms, 
   as well:

   Name                 Found At:
   ----                 ---------
   Oil Drum             All over the place
   Bomb                 All over the place
   Hanging Crate        Downtown Construction Site
   Gas Canister         Restaurant (Live Decision)
   Voltage Generator    Substation (Live Decision)
   Steam Pipes          Sales Office
   Oil Lamps            Park Central Courtyard
   Electric Lights      Gravedigger 2nd Battle
   Toxic Waste Pipes    Dead Factory Dumping Room
   Some are harder to use than others. Also, in the case of the exploding
   drums/bombs, the minimum safe distance is 6 walking steps from the
   blast point. The minimum damage range is half that distance. So, if you
   want the explosion to hurt every monster in the area, make sure they're
   at least 4 steps from the drum/bomb.

<> Juking
   Ever since RE1, juking has been essential to my playing through the game.
   Juking is effectively playing on the monster's attack pattern to fake it
   out and evade it when there's not enough room to run normally.

   Juking Zombies: Wait on one side or a corridor/hall until the zombie
                   is almost grabbing you. Immediately dash to the other
                   side and go around him. He won't have time to react.
   Juking Dogs   : As they are chasing you wait for them to get close and 
                   spring at you. At this point make a sharp turn and the 
                   dog will miss. Now as the dog lands it will try to U-turn
                   to make another pass. AS its turning flank the dog {so 
                   that it can't get to you} until the path is clear and 
                   keep running.
   Juking Drain/
   Brain Deimos  : Bit trickier here. Their attack pattern is erratic but
                   here is one strategy that works most of the time. 
                   Run toward them, and when you're about a step and a 
                   half away, stop. They have noticed you. Press Square+
                   Down. Run forward until they decide to jump. While they
                   are airborne, tap Square+Down and run past them. Most
                   of the time you can just "push" them, though. 
   Juking Hunters: The right side seems to be their weak side, so when you
                   run past them favor their right arm. Otherwise, if
                   you run at a Hunter and play a game of "chicken", you
                   can trick it to jump over you. Run in a beeline 
                   towards the lizard freak and about two feet away from
                   collision, bank left/towards the Hunter's right. For
                   some reason if you do this the Hunter will ALWAYS try
                   it's jump slash and miss.
   Juking Web-
   Spinners      : Run to one side of the hall/room. They will swivel their
                   heads toward you and rush you. Dash to the other side.
                   They can't quick-turn; they have to stop and swivel. So
                   take this time to run past them, making sure to stay
                   away from their heads so they can't bite or spit.

9 - Miscellaneous Notes

During the final fight...

If the Final Mutation ever jumps down from the stack of machinery and
you end up standing behind it, MOVE! I've seen this crazy move where
the boss flips over backwards onto Jill and kills her with those ribs
protruding from its back. This only seems to happen after it jumps down
from the machinery.

Cheap Hunter kills...

Read JR Kerr's Nicholai FAQ... you'll notice that he points out,
truthfully, that Hunter Betas can't do 180 turns. Poor babies. Use
this to your advantage; trick them into jumping over you and force
them into a corner with your player. The Hunter will keep trying
to jump backwards, but with Jill/Carlos as an obstacle, it can't.
Feel free to peashoot/knife them to death.


-> You can make Flame/Acid/Freeze rounds by simply adding the corresponding
   Gunpowder to the regular Grenades. You don't even need the Reloading
   Grenade Rounds + Gunpowder A = Flame Rounds
   Grenade Rounds + Gunpowder B = Acid Rounds
   Grenade Rounds + Gunpowder C = Freeze Rounds

   This is better Gunpowder economy and it saves inventory space in a pinch.
   BTW, thanks KTeoh!

-> To save ammo early on the game or when you've depleted too much, the
   Handgun becomes a valuable asset. Zombies can be killed in six bullets
   guaranteed, as can dogs. For zombies, shoot them four times to knock them
   down then immediately run over to the corpse and put two rounds into it
   aiming down. For dogs, the first shot should connect as they jump,
   knocking them out of the air. Then keep them down with low shots.

-> F. Aid Sprays do not penalize you as much in this game. You can use 
   up to 3 without getting a grade dropped. Using four or more will start
   dropping your grade severely, so make sure to keep packing those herbs.

10 - Credit/Thanks


For general corrections and input. For the Killing-Prone-Enemies tip


For information found in his Weapons and Ammo guide. Great work, so check
that out... it has more detailed stuff on the Gunpowder and weapon location.


For the input on the Drum/Bomb locations and the Gravedigger Hits-To-Kill.


For his Resident Evil 3 Walkthrough. Helped me locate the things I may
have missed due to chronology of the game.


For all the work on FAQs and guides and whatnot


For the great job on the game, once again.


Justin, Bryan, David all fellow Survivor Horror-ists.


"It was Raccoon City's last chance, and my last chance. My last escape..."

                    |=RESIDENT EVIL III: NEMESIS=|
                       All likenesses, including
                    all persons, places and entities
                     copyright Capcom Co. LTD 1999

                               E  N  D


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