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Resident Evil 3: Nemesis

Click here for more help   Get more help and discuss this game in the Resident Evil 3 forum.

Note: This game is also titled Biohazard 3: Last Escape.

Skip FMV sequences:
Press Start + Select during most FMV sequences in the game.
Information in this section was contributed by Duke Nukem.

Mercenary mode:
Successfully complete the game one time to unlock mercenary mode and save the "Next Game" file. Start a new game, choose that saved game, then select mercenary mode. This mode involves controlling Carlos, Mikhal, or Nikoli from the train to the starting room with a two minute timer. Killing the various opponents and rescuing civilians during the journey will add more time to the clock. A rank and money will be awarded after the game is completed. The money can be used to purchase better weapons for the next mercenary mode game.
Information in this section was contributed by Paul Ratliff.

Alternate costumes:
Successfully complete the game under the easy difficulty setting with any rank better than F to unlock Jill's costume from the original Resident Evil and Regina's costume from Dino Crisis. To unlock three additional costumes, successfully complete the game under the hard difficulty setting with a rank of A. This will unlock police miniskirt, disco, and biker costumes.
Information in this section was contributed by Paul Ratliff.

Epilogues:
Successfully complete the game under the hard difficulty setting to unlock Epilogues. Epilogues are a short diary description of each character in the entire Resident Evil series which describes what happened with that specific person after their adventure. Getting better ratings can unlock the other epilogues. There are eight total Epilogues that can be unlocked.
Information in this section was contributed by Masenko4.

Jill's diary:
To get Jill's Diary (a file), collect all thirty files in the game in order. Then the first file (Instructions Manual, blue) will become Jill's Diary.
Information in this section was contributed by haslamgrp.

Barry Burton ending:
The only way to see Barry is if ending B is unlocked. To get this ending, jump off the bridge when fighting Nemesis Type B. After the jump off decision, the final area of the game will take a somewhat different path. You will have to fight off Nicholai in a chopper. It is recommended that you bring a Magnum and Grenade Launcher (or Rocket Launcher if it has been found). You can also choose to negotiate with him.
Information in this section was contributed by CHSMiKe2000 and Dixon Hill.

Barry Burton ending 2:
Jump off the bridge. Play until you reach the room with the Radar Tracker. Take it, and try to leave the room using the door you entered. Nicholai will call you. After killing him, Carlos will enter. After talking with him, leave the room (do not use the hatch to the Rail Cannon). Turn around and get in the radar device room again. Carlos and Jill will listen to a radio call from Barry and the game will continue with the final scenes.
Information in this section was contributed by Dixon Hill.

Enhanced Weapons/Ammo:
You can only create enhanced ammo while playing under the hard difficulty setting. When creating ammo with the reloading tool, save enough gunpowder to mix up the same type of ammo eight times. On the eighth time, the game will prompt "Do you want to create the enhanced ammo?". Select "Yes". This ammo is more powerful, may have slightly different effects, and once loaded into a weapon will change it into an "enhanced weapon". You can only create two types of enhanced ammo: 9mm handgun bullets and shot gun shells. The only different effects the new bullets have is that they are far more powerful.
Information in this section was contributed by Robin Statham and Thomas Wilde.

Hint: Saving A.R. ammunition:
When you are low on ammunition, go to a nearby storage system and take out A.S. rounds. Combine it with the A.R. and put the rounds back into storage. You will be restored and still have space for more items.
Information in this section was contributed by LiLBill1188.

Hint: Saving shotgun ammunition:
Wait for a zombie to get close, then aim up and you will shoot him in the head, killing him with one shot.
Information in this section was contributed by LiLBill1188.

Wait for two zombies to line up close to each other. Then, aim up and fire to shoot both their heads off. Note: This may require some practice.
Information in this section was contributed by Knightforgotten.

Hint: Saving ammunition and time:
When fighting the spiders, after you kill one all the little spiders, come out. They will run out of the room and when you come back in, all the small spiders are gone. You will not waste bullets and time shooting them.
Information in this section was contributed by Devilscup114.

Hint: Sneak past monsters:
If you can walk behind a monster, keep tapping Run quickly. Jill will not make any sound of footsteps and seems to "glide". The monsters cannot hear you and subsequently will not turn around and attack. Note: This works best with the Drain Deimos.
Information in this section was contributed by skippy2k10.

Hint: Additional slots:
When you first get to the trolley, Carlos will give you a "fanny" pack. After you finish the game, you will keep those additional two slots in the game.
Information in this section was contributed by DSurma3210.

Hint: Starting the trolley:
The oil additive needed to start the trolley is located in a locked store room inside the sales office. To unlock it, pick up the flashy remote on a desk to turn on a TV. You will see a commercial about some product from Ubrella Corp. Make note of that product (Safsprin, Adravil, Aquacure, etc.). Go to the nearby computer where Carlos just shot his zombied friend. You will be prompted for a password. Type in the name of the product to unlocked the storeroom.
Information in this section was contributed by TheOuterHeaven and Nn10doNerd.

Hint: Sub-Station transformer puzzle:
When you go into the Sub-Station, there are two metal shutters. To open them, go to the only left you can make and press X on the box. Swicth the machine to manual mode. Turn around and go to the other box. Press X on that box. You have four buttons ("Red", "Blue", "Restart", "Cancel"). To open the shutters, press "Red", "Red", "Red", "Blue". Then. press "Red", "Blue", "Blue", "Blue". When you go into the room closest to the shutter, there will be either a Magnum or a Grenade Launcher (whatever you did not get in the police station). When you come out, there will be a few zombies smashing at the door. If you want to continue to work peacefully, increase the electricity output to see zombies meet electricity. If you go out the emergency exit, prepare to fight Nemesis. In the second door, there is the fuse. Note: If you go down by the emergency exit, there are three Gunpowder B.
Information in this section was contributed by Aaron Banschick.

Hint: Fighting Nemesis:
The Nemesis is left-handed and uses that hand to grab you. When fighting him, shoot him two times and run past his right side. Shoot twice and repeat the process. Note: This only works when he does not have his Rocket Launcher and if you are using the handgun.
Information in this section was contributed by Mark Hannan.

To defeat Nemesis in mercenary mode, choose Mikhail. He has the hardest and best weapons. Before you reach the bar, you will hear footsteps and two Nemesis with rocket launchers will appear. Equip your launcher and aim it at Nemesis. The first shot will knock them down, then fire at the second one. You can now do one of things; run (be careful as the first Nemesis will be getting to its feet, or fight it out. If you choose to fight, wait until Nemesis stands and shoot him. You will get 20 seconds when you shoot them the second time.
Information in this section was contributed by Rob.

In easy mode, if Nemesis has a rocket launcher use the assault rifle at him. If he aims at you, quickly avoid him. If he does not have a rocket launcher, use the shotgun. Duck when he tries to catch you. When he is holding you, press all buttons as fast as possible because he will kill you. If his body is shaking while he is lying down, it indicates that he is still alive.
Information in this section was contributed by macapanton.

In hard mode, use the grenade launcher to defeat him. If he is in the ground, look carefully at his body. If it is shaking it indicates that he is still alive. Shoot him while he is lying down. If you are in a small room, go to a bigger room to run or to defeat him in the larger room (for example, the main hall in the police station or before the entrance to the police station).
Information in this section was contributed by macapanton.

If you need some room to fight Nemesis, do the following. When you fight Nemesis in the restaurant/newspaper building, choose to fight him in the restaurant. It is a loss of Carlos' help, but when he appears, hide in the kitchen. After he gets knocked out from the explosion, if in hard mode, take the package(EAGLE Parts B), and run out. After you talk with Carlos, go to the shopping district save point and get ready to fight Nemesis. Bring a handgun. You can now fight him in the area between the city hall gates, newspaper office, and alley. There is a First Aid Spray in the newspaper building and a safe room nearby. You should have enough room to even defeat him with the handgun.
Information in this section was contributed by Aaron Banschick.

When you must fight Nemesis on the train, instead of fighting him, go back through the door you came in. A short intermission sequence will start.
Information in this section was contributed by thomas bonthelius.

Hint: Nemesis Type 2 in mercenary mode and 220 second bonus:
Get to the parking garage, then exit out of the door. If you still have over two minutes left, run to the end of the bus and you will see Nemisis Type 2. He will jump down and come after you. You can run around him to avoid his attacks and save ammo or you can kill him for 220 seconds. Note: This trick best works with Mikhail
Information in this section was contributed by Lawrence Derosiers Jr.

Hint: 78 second bonus in mercenary mode:
As any character, get to the branched zone, directly after the Raven's nest, You will see a barrel with zombies nearing your position. Just shoot the barrel -- it does not matter if you do not kill all of them. However, the more you kill, the more time you receive. This usually results in a 78 second bonus.
Information in this section was contributed by Keith Chan.

Hint: 44 second bonus in mercenary mode:
As Mikhail, go past the city grounds gate and towards the Raccoon City Press. Before you reach the Press building, you will encounter a swarm of zombies. Equip the shotgun and blast away towards the densely occupied areas, thus resulting in a 44 second bonus. If you blast more than that, you will get an additional 22 second bonus. Note: Do not use the 44 second bonus if you are low on ammunition.
Information in this section was contributed by Keith Chan.

Hint: Extra Nemesis fight in mercenary mode:
In the parking lot, there will be some zombies. If you do not kill the last two nearest to the door, when you go out in front of the bus you will have to face Nemesis as you did when you were playing as Carlos in the actual game (with all of his tentacles). If you do not stop running, you probably will not have to face him. Note: He only comes down when you go to the viewpoint in which you can see the top of the bus. Also, it is not smart to fight him because it must be done with a rocket launcher and some zombied friends.
Information in this section was contributed by Aaron Banschick.

Hint: Save ammunition against Nemesis in mercenary mode:
When you face Nemesis in the room after the bus (with the other zombies), try to get a zombie between you and Nemesis. Nemesis will not hesitate to attack the zombie to get to you, which takes less bullets to get past that room.
Information in this section was contributed by Aaron Banschick.

Hint: Kill regular Nemesis for 60 seconds of bonus time:
Knocking him down the first time is worth a 20 second bonus. Knocking him down a second time will cause him to look dead with a pool of blood around him and is worth a 40 second bonus.
Information in this section was contributed by Lawrence Derosiers Jr.

Hint: Destroy Nemesis' Rocket Launcher:
This trick requires a large number of health items and first aid sprays. When you fight the Nemesis with the Rocket Launcher, aim up. If he targets you, run and try to make him waste ammunition. After four to seven shots from him, he will reload, but the rocket launcher will turn red and explode.
Information in this section was contributed by Lawrence Derosiers Jr.

When you hear the reload sound he makes with his launcher and he aims at you, shoot him when he is about to shoot you. Almost always, the launcher will backfire and explode.
Information in this section was contributed by OoaSnxoO.

Hint: Loose parts from Nemesis:
Whenever you kill Nemesis in Hard Mode, you can always pick up a package that he drops, containing gun parts. Once these are assembled, they form the Eagle 6.0 STI. This gun is more convenient than the standard handgun. Once you get close to a zombie, aim directly at its head and fire. If performed correctly, you will shoot its head off just like what a magnum regularly would, and it only consumes regular handgun bullets.
Information in this section was contributed by Keith "The Outcast" Chan.

Hint: Help from Nemesis:
When in Sub Station, after getting the fuse the game prompts for a live selection. Do not do anything. You will have to kill all the Zombies by yourself. When you get outside, a short intermission sequence will happen. Zombies will attack you, and Nemesis will blow them up with his rocket launcher. However, you are his next target.
Information in this section was contributed by Darius Kuizinas.

Hint: Avoiding Nemesis:
To avoid fighting Nemesis, go through the door you need to enter. When you are in S.T.A.R.S., you will need a key. To get it without the card go to the password machine (where you get the blue gem) and enter "4011".
Information in this section was contributed by Guillermo Aponte.

Hint: Fighting a Doggie:
Knock down a Doggie, then aim down and you can fire faster on it. If you do not aim down, you have to wait until the Doggie stands up.
Information in this section was contributed by Dixon Hill.

Hint: Humanoid sighting:
When fighting the Nemesis for the last time in the Rail Gun Room, you will see a figure in the background, similar to Nemesis. Closely observe the creature to see that it is the Humanoid, or the Mutated William Burken from Resident Evil 2. When you press Action, Jill describes it as "One of Umbrella's New Biotech Weapons".
Information in this section was contributed by Keith Chan.

Hint: Alternate meeting with Carlos:
You can meet Carlos at the top floor of the newspaper building instead of the restaurant when you first come out of the area after you fought the first Licker. You will hear Carlos taking out a few zombies. Ignore that and go to Jill's left. Enter the door at that location. You will now be at the alley directly behind the restaurant. From here, make your way to the newspaper office. After meeting Carlos, Nemesis appears. You will get to make a choice to "Jump out the window", or "Hide in the back". Note: To get the green gem, go back to the restaurant and go down the ladder. Then, check the police officer down there. He should have it.
Information in this section was contributed by Lans712781.

Hint: Aqua Hunter caution as Carlos:
When you gain control of Carlos, beware of the Aqua Hunters that are in the Artificial Environment tank. When fighting them, keep firing your weapon as much as possible. When they grab you, tap on the buttons as much as you can or they will eat you whole.
Information in this section was contributed by Keith Chan.

Hint: The Worm:
You actually do not have to fight the Worm the first time you meet him, when you fall into the sewer. After he pops out of the wall the first time, just run to your right and hit the first switch (make sure the worm comes out of the wall). Then, run to the other side of the sewer and hit the second switch (this one may be difficult -- also make sure the worm comes out again). Then, press the button for the ladder and you just saved yourself some life and ammunition.
Information in this section was contributed by Lans712781.

Hint: Defeating the Worm:
Use the following trick to defeat the Worm without wasting good ammunition. Walk slightly into the Worm's little section slowly until the screen starts to shake and he appears. Back up to the wall and shoot him with the handgun. If the worm does reach you, which is not very often, Jill will usually dodge to the right. Repeat until it is defeated. To defeat the second Worm, run around for two minutes and try not to take damage. After that time, the light pole will begin to spark. Use the handgun to shoot in the direction of the two sparking poles and they will fall into a puddle. Stand near (not in) the puddle, then wait for the worm to go into the water and fry to death.
Information in this section was contributed by LionHeart708.

Hint: Custom shotgun:
Play the game under the hard difficulty setting. Defeat Nemesis for the fourth time and pick up the small silver box that he dropped. It will contain M37 Parts A. Defeat Nemesis a fifth time and get the M37 Parts B. Combine these two parts to get a western custom shotgun with six rounds. This gun uses the standard 12 gauge shotgun shells.
Information in this section was contributed by Fritzws007.

Hint: Grenade Launcher or Magnum:
Your timing will determine whether the Grenade Launcher or the Magnum can be found at the S.T.A.R.S. Office. If you go to the cabinet before the radio goes off, when you try to leave you will get the Grenade Launcher. If you go to the cabinet after the radio goes off you will get the Magnum. Whichever weapon is obtained, the other will be found in the power plant.
Information in this section was contributed by bigpimpinyahoe.

Hint: Grenade launcher:
Use the S.T.A.R.S Card in the computer in the main entrance of the Police Station. When you get the S.T.A.R.S Emblem Key, go to the S.T.A.R.S Office. When you are in the office, go to the big locker next to the out-of-commission message receiver. Open the locker and you will get a Grenade Launcher.
Information in this section was contributed by goodb.

There are two different ways to get the Grenade launcher. There is one in the Sub-Station when the game is first played. The other is available after the game has been completed once. Go to the S.T.A.R.S. office and go were the Magnum gun was originally obtained.
Information in this section was contributed by PIKA97115.

Hint: Rocket launcher:
In the dead factory, go to the machine next to the water sample puzzle. Use the facility key where that game states a small plastic card can be inserted. Take the other facility key that is given and go to the steaming room where the small card activated elevator is located .Go down and use the facility key on the door where that game states a small plastic card can be inserted. You will find a rocket launcher with four shots at this location.
Information in this section was contributed by GoDSpDX71.

Hint: STI Eagle handgun:
Kill Nemesis two times under the hard difficulty setting to get the two parts for it. Combine them to get the STI Eagle handgun.
Information in this section was contributed by XxScorepionxX.

Hint: Assault rifle with unlimited ammo (hard mode):
Kill Nemesis seven times in your first game and he will drop the assault rifle. Kill him seven times in your second game he will drop an infinite ammo case.
Information in this section was contributed by footman83.

Hint: Conserve assault rifle ammunition:
Set the mode to "Manual". Every time you shoot, only three rounds will be used and the total percentage of ammo left will decrease by about 1%. Use the assault rifle like this until you can fire it without wasting large amounts of ammunition when it is set to "Auto".
Information in this section was contributed by Shotgunner.

Hint: Quicker Rail Cannon charge up:
When you are fighting the final Nemesis and have all the batteries pushed in to operate the Rail Cannon, while you hear the Rail Cannon charging, press Circle button to go to the menu. Wait until you hear the Rail Cannon when it sounds like it is almost done charging. Do this so that you are not running around while the Cannon is charging and get killed. After you exit the menu, the announcer will start counting down. Make sure that the final "Nemesis" is almost in front of the Rail Cannon when you go into the menu, because he will likely move around a lot when he is directly in front of the Cannon and you will miss. You can keep doing this process to kill him quicker and consume less health.
Information in this section was contributed by Sarah Good.

Hint: Shoot on knee:
This can only be done if you have a pistol out. When you dodge and roll, hold X to stay on your knee and shoot in that position. This may effect the speed of the gunfire.

Hint: Killing multiple zombies with shotgun:
You can easily blast off the heads of multiple zombies with a shotgun. Get some zombies close together. Aim the shotgun up. Get close to the zombies (but not too close). While the shotgun is aimed up, and you are close, fire. Note: This works well for Mikhail in the mercenaries mode.

Hint: Get vaccine:
When playing as Carlos in the Hospital 4F, go to the unlocked Sickroom and look at the corner where the movable cabinet is located. Remember where it is. Read the note on the dead doctor's hands in that room. Use the Sickroom Key on the next room over. In that room, push the cabinet in the opposite corner of where the cabinet in the previous room was found. For example, if the first cabinet is in the upper left corner of the first sickroom, than push the second cabinet into upper right corner of the second sickroom. A painting in the room will slide, revealing a machine holding the vaccine base. Enter the numbers that were on the dead doctor's note in order to obtain the vaccine base.

Hint: Vaccine medium combination:
One of the combinations when making the vaccine medium in the hospital is I, III, and A.
Information in this section was contributed by NMo1243875 and Thomas Wilde.

Hint: Mine Thrower with tracking, enhanced shots:
Either get $9999 in Mercenary mode and buy unlimited ammunition or use the infinite ammo kit obtained from Nemesis on the Mine Thrower. The Mine Thrower will have tracking bullets which will show the directions to the zombies.
Information in this section was contributed by RESIDENTEVIL321.

Hint: Unlimited money and time in mercenaries mode:
Get to the alley that has three dogs and a crate. Kill two of the dogs get on the crate. Continuously dodge the remaining dog for a time and money bonus for dodging.
Information in this section was contributed by Cloud40587.

Hint: Civilian locations in mercenaries mode:
The civilians that must be saved in mercenaries mode may be found at the following locations. Note: You must save them in this order or some of them will die. Also, You must kill all the enemies in the room with the civilians or they will not be saved.
Information in this section was contributed by OLIVER13541.

1. Gas Station
2. Basement of the Restaurant
3. Third Floor of the Raccoon Press Office
4. Sub Station (where you got the fuse)
5. Sales Office
6. The Bar

Hint: Mercenary mode item box:
Once you complete mercenary mode with each character and bought all the weapons you can access the item box, but it only contains a knife.
Information in this section was contributed by Brian Sherrane.

Hint: S rank in mercenary mode:
Get the combat knife, kill many monsters, rescue all civilians, and do not use healing items. Then kill every monster with the knife. You should end up with over an hour and some change.
Information in this section was contributed by Brian Sherrane.

Hint: 330 seconds in mercenary mode:
Go to the part of the mercenary mission with two Nemeses and take out your knife. The Nemeses will kill each other, and you will earn 330 seconds.
Information in this section was contributed by Brian Sherrane.

Hint: Larger reward in mercenary mode:
Try to reach the area near the goal (just after the dimly lit hallway, near the intersection) with more than four minutes remaining on the game clock. Two more of the STARS-killing Nemeses will appear, both armed with makeshift rocket launchers!. This achievement results in a larger reward from the Big Fat Boss.
Information in this section was contributed by Nielsen Caruncho.

Hint: Saving ammunition as Mikhail in mercenary mode:
When in mercenary mode, it is easy to waste ammunition. The following is a list of guns and the enemies they are most effective against when playing as Mikhail.

Magnum: Hunters
Shotgun: Zombie dogs and zombies
Rocket Launcher: Nemesis
Running past: Crows (especially) and most zombies

Note: If you save the civilian in the third floor of the Raccoon City Press, you will get Shotgun Shells. If you save the civilian in the basement of the restaurant (which is just a cleaner Brad from the beginning of the game) you will get Magnum Bullets. Running past zombies is also a good way to save ammo.
Information in this section was contributed by Aaron Banschick.

When in mercenary mode, if you are fast enough, you do not have to shoot any crows at all, which in return saves ammo for any gun.
Information in this section was contributed by Aaron Banschick.

Hint: Identity of the rewarder in mercenary mode:
The identity of the fat man who hands out the reward money in mercenary mode is Brian Irons, the police chief. To confirm this, look at his shirt.
Information in this section was contributed by Phantom Stranger.

Hint: Easy A rank:
To get an easy A rank in hard or easy mode, complete the first game in new mode. After beating the first mode, the game will show "Next Game" 00-00. Go to mercenary mode and earn enough to buy a infinite Rocket Launcher and Assault Rifle. On hard mode, you will unlock four costumes at the boutique shop and epilogue. On easy mode you will unlock the four costumes. To get an A rank, use the assault rifle on zombies, etc. Use the Rocket Launcher on Nemesis. Note this will only work if you shoot all the monsters in your way. Shoot your way all the way through to the trolley. Once you get to the clock tower. save the game at the chapel or living room. However, only once to get the A rank. Bringing health is recommended.
Information in this section was contributed by Shokriag.

Hint: Get the S.T.A.R.S. card faster:
This trick allows you to get the S.T.A.R.S. card faster without having to go further into the police station and wasting ammo for Jill's card for the computer to get the password to the drawer where the S.T.A.R.S. Room Key is located. After Brad is dead near the entrance of the police station, you have choose between fighting the monster or entering the police station. Choose to fight the monster. When you do this, remember that Nemesis is left handed. When he comes at you, run past his right side and you will not get hurt. You should get near Brad's body so you can check it. If completed; you can grab his card case and dodge Nemesis to enter the doors of the police station. When inside, go into the items menu and check on the card case to get his S.T.A.R.S. card. You can use it on computer for the password for the S.T.A.R.S. Room Key.
Information in this section was contributed by Nocturnal Messiah.

Hint: Killing Zombies quicker under the hard difficulty setting:
If you are using shotgun rounds, wait until the zombie is directly in front of you, then aim up to fire. This will blow their head off, killing them immediately and save one round of shotgun ammo per zombie. If you are using handgun rounds, carry your knife, and only shoot them until they fall. Then, finish them off with the knife.
Information in this section was contributed by robin statham.

Hint: Getting Mikhail to kill Zombies with the oil drum:
Get everything except the oil, then go to the trolley. If you destroyed the oil drum, Mikhail will throw a grenade killing the zombies. But if you did not destroy the oil drum, Mikhail will kick it towards the Zombies and shoot it with his gun, killing them.
Information in this section was contributed by lawrence derosiers jr.

Hint: Checking zombies:
To tell if zombies are still active after they are hit, leave the room. If the zombie is still on the floor, he is still active.
Information in this section was contributed by Nn10doNerd.

Walk back and forth in front of their head or enable the auto aim feature and press Aim.
Information in this section was contributed by RESIDENTEVIL321.

If you are not sure if a zombie or a dead body is present, look for a shadow. If there is a shadow under the corpse, it is still alive. When you see no shadow or when it lies in a pile of blood, it is dead.
Information in this section was contributed by Thibaut Hox.

If you are not sure if a zombie is dead, walk up fairly close to it (but not so close that they start chewing your ankles) and simply back up. If the Zombie is alive, the character will do a wary backup move instead of the standard backup done when there is nothing there.
Information in this section was contributed by OctoberWarlock.

Walk past a zombie on the floor. If its head moves to watch you, it is alive.
Information in this section was contributed by WindraStorm.

After you shoot a zombie a couple of times and he falls, check to see if any blood comes from him.
Information in this section was contributed by D. Gosse.

Hint: Detecting enemies:
In order to tell whether or not there is an enemy that you can hear, but cannot see (off screen), turn in the opposite direction of where the enemy may be, and press Aim. If there is an enemy present, your character will turn around and aim in the direction of the enemy. If nothing is there, your character will just aim in the direction you are facing. This also is useful if you are not sure if a taken down zombie is actually dead.
Information in this section was contributed by Joe Colunga.

Hint: Opening the emergency door:
The emergency exit door at the sub-station can not be opened by any means except choosing to open it on the live selection when the zombies attack when you come out of the door.
Information in this section was contributed by Aaron Banschick.

Hint: Run on one foot:
When running, quickly and repeatedly tap Square. Jill will run on one foot, and her other foot will never touch the ground.
Information in this section was contributed by TeMpSFGSK.

Hint: Spinning Jill:
Note: A controller with an auto-fire feature is required for this trick. Turn on the auto-fire, then have Jill walk backwards and press the bvutton to have her turn around. If done correctly, she will spin around on one foot.
Information in this section was contributed by OctoberWarlock.

Hint: Campaign sign:
Go to the end of the hall with the save room behind the restaurant to find political campaign signs. Look closely to will see a sign that says "OTOM for U...S Senat".
Information in this section was contributed by David Kampfman.

Hint: Locker combination:
When entering the Police Station and going into the door in the top left corner, you will reach a room with zombies. After killing them, enter the next room, which contains the lockers. Go to the other side to find a locker with a light on it. The game will prompt for a code. The code (varies by game) is either "0131", "0513", "4011", or "4312".
Information in this section was contributed by Jjirabu.

Hint: Park fountain solution:
When using the water control unit in Raccoon Park to drain the fountain, you have to align the gray and black gears. The gears need to be moved in the following order to correctly align them and drain the fountain. Move the bottom left black gear up. Move the top center gray gear down. Move the top right gray gear to the left. Move the bottom right black gear up. Move the top center gray gear down. Move the top left black gear to the right.
Information in this section was contributed by Jjirabu.

Hint: Water sample solution:
When using the water sample machine in the abandoned Waste Processing Plant (Dead Factory), you have align the three lines of the water sample correctly to process the sample. There are four possible solutions (varies by game): A: 4 Right, B: 2 Right, C: 2 Left. A: 1 Right, B: 1 Right, C: 2 Left. A: 1 Left, B: 2 Left, C: 2 Right. A: 1 Right, B: 3 Right, C: 4 Left. This will unlock half of the lock to the door next to the elevator.
Information in this section was contributed by Jjirabu.

Hint: Sales passwords:
In the sales, the passwords are either "ADRAVIL", "SAFSPRIN", or "AQUACURE".
Information in this section was contributed by dot clare.

Hint: Resident Evil 2 references:
When going to the trolley, look ahead as you climb the boxes. You can see the truck that crashed in Resident Evil 2 in the opening sequence.
Information in this section was contributed by Phantom Stranger.

In the room where you fight Nemesis for the last time (the missile room), go to the wall behind the first battery. Tyrant from Resident Evil 2 is caved into the wall. Jill will describe it as "One of Umbrella's deadly bioweapons".

At the end of the game, look closely when the rail gun is getting ready to fire. You can see Mr. X from Resident Evil 2 under it.

Throughout the game, look at your surroundings. You can see multiple things from Resident Evil 2. In the room where you fight Nemesis the final time you can see Hunk, Mr. X, and the Tyrant. Also, in the street just before the trolley you can see the oil truck that crashed into the police car from Resident Evil 2.
Information in this section was contributed by Aaron Banschick.

Hint: Stranded zombie:
After you put out the fire with the hose (where the first Cerebus dogs appeared) go to the first alley ahead of you. Enter the door and move up so the camera angle changes. To your left will be a row of windows. Look in the first window to see a zombie cop. You cannot shoot him, he cannot attack you, and there is no way into the building that he is in.
Information in this section was contributed by Jamie Weir.

Hint: Hunk:
Look around in the room with the rail gun to find Hunk on the ground by the door you would exit through.
Information in this section was contributed by Cyberborg.

Hint: More background information:
When you face Nicholai with the helicopter, it is better to negotiate with him as you will get more information from the UBCS plans. It is also wiser to talk with him because it wastes ammo and health if you fight him.
Information in this section was contributed by Aaron Banschick.

Hint: Game counter:
Complete the game one time. After you finish the game and restart, save over the old game, and you will get the "Next Game" along with 00-00 (meaning the start of a second game).
Information in this section was contributed by Dave.

Glitch: Two Nemesis with rocket launchers:
Get to the alley behind the bar. Walk out into the alleyway until you see stairs. Nemesis will appear with a rocket launcher, but before he can shoot a second Nemesis will shoot at you but will hit the first Nemesis and knock him down.
Information in this section was contributed by Lawrence Derosiers Jr.

Glitch: Disaster trip on trolley:
Get everything for the trolley and put them in, with the following order. Use the power cable, then leave through the double green door. Then, get the fuse and the mixed oil. Do not put the oil in. When you go to put the fuse in, you will fight the worm. When you go to get the oil, you will see that the floor is a disaster.
Information in this section was contributed by FlipFlop2000.

Glitch: Misspelling:
When you get to the trolley, go to the front and press X at the very front. The text ''It is the contro room'' will appear, with the word "control" missing the last letter.
Information in this section was contributed by FlipFlop2000.


Hint: Defeating Nemesis on the hard difficulty


Strategy: by Alvin C WebCraft
Strategy: by Brett Franklin
Strategy: by Elite Killer
Strategy: by Game Master
Strategy: by Gasparnt
Strategy: by Henry LaPierre
Strategy: by Kenny
Strategy: by Mark Wynn
Strategy: by Mordruk
Strategy: by Stinger 3:16
Strategy: by Undrtakr
Strategy: Espanol: by Manuel Garcia Cabrera
Strategy: Spoiler-free: by Brett Franklin
Strategy: A rank: by Minesweeper
Strategy: Japanese version: by Alvin C WebCraft
Strategy: Japanese version: by Rann Yong
Strategy: Mercenaries mode: by A. Redfield
Strategy: Mercenaries mode: by ROliveira
Strategy: Mikhail Mercenaries mode: by J.R. Kerr
Strategy: Nicholai Mercenaries mode: by J.R. Kerr
Strategy: Carlos Mercenaries mode: by J.R. Kerr
Strategy: Weapons, ammo, and gunpowder: by K. Teoh
Strategy: Mine launcher: by J.Gour
Strategy: Monsters: by A. Redfield
Strategy: Puzzles: by Ultimategamer00
Strategy: Beginners: by ROliveira
Strategy: Speed handgun: by Vincent Merken
Strategy: Jill's Diary: by Thomas Wilde
Strategy guides from GameFAQs


Published strategy guides: Resident Evil 3: Nemesis Official Strategy Guide
Published strategy guides: Resident Evil 3: Nemesis: Prima's Official Strategy Guide


Saved game files


GameShark codes

Extracted Tofu mercenary mission:
Note: This trick requires a GameShark or Pro Action Replay cartridge. Enable the following code in the North American version of the game:

800D3D3E 000F
800D3D54 000F

Originally, Tofu was in mercenary mode. He was unlocked by completing mercenary mode with a S ranking with all the characters. However, he was taken out of the game. After enabling this code and when you rescue civilians, you will get the items he would have received. Also, when you complete his mission, the game will say that you were Tofu.
Information in this section was contributed by Brian Sherrane.

Play as Tofu:
Note: This trick requires a GameShark or Pro Action Replay cartridge. Enable the following code in the North American version of the game: 800D1F86 000F. For the Japanese version, use 300D162E 000F. You will be able to play as Tofu and be able to use all weapons (even though they will be invisible). Tofu floats rather than actually walks, but you can hear footsteps when he moves.
Information in this section was contributed by robin statham.

Glitch: Gun through Carlos' leg:
If you fight Nemesis in the newspaper building instead of the restaurant, you will meet Carlos. He will just regain consciousness. Before you meet him, take out some kind of long gun (shotgun, assault rifle, or rocket launcher). When you meet Carlos, look at the gun. It will keep bobbing through his leg.
Information in this section was contributed by Aaron Banschick.


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