Carlos Survival Guide - Guide for Resident Evil 3: Nemesis

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The Mercenaries 
Carlos Survival Guide
By SoliAnt08
1. Legal Stuff
2. What Is The Mercenaries Game? 
3. FAQs 
4. Briefing 
5. Walkthrough
6. Enemy Chart 
Section One: Legal Stuff
This FAQ may only (I repeat, only) appear at the following sites:
If you see it anywhere (I mean, anywhere) else, contact me at  
[email protected]

Section Two: What Is The Mercenaries Game?
The Mercenaries is an extra part of RE3, much like the Hunk and Tofu scenarios in 
RE2. Basically, it's a short timed mission, all action and no puzzle solving. It 
requires you to run from the Trolley back to the Warehouse, killing pretty much 
everything in your way and trying to survive until the end. You come with a lot of 
ammo/herbs but it's harder than it sounds. You get to play as one of the UBCS 
soldiers you meet during the course of the main game; Carlos, Mikhail and Nicholai. 
There are varying difficulty levels depending on who you choose. 

Section Three: FAQs 
Question: How do I access the Mercenaries Game? 
Answer: Finish the main game (any mode). Seem too easy? Well, at first the limit was 
supposed to be 7 hours and 30 saves but that was changed. 
Question: Now that I've got it, how do I play it? 
Answer: After you finish the main game, the CPU asks you to create another save 
file, titled "Next Game 00-01". Load this from title screen and choose THE 
Question: What is the point of playing? 
Answer: Each time you play, you will get a certain amount of cash, which is saved 
onto your memory card. Once you build up enough money, you can buy cool bonus items 
for RE3, like an Infinite Rocket Launcher. 
Question: How does the Merc Ranking System work? 
Answer: You are graded on the time remaining when you finish, the number of hostages 
saved, the number of enemies killed, and the amount of damage sustained. 
Question: Who has the easiest mission? 
Answer : Mikhail, by far. Carlos' mission is a bit harder due to his lack of "quick 
kill" weapons, so when playing as him, time always seems to be an issue. With 
Nicholai, there is a serious lack of weaponry, and his mission is the most 

Section Four: Briefing 
Name: Carlos Oliveira 
Blood Type: O 
Height: 5'9" 
Weight: 108lb 
Equipment: enough to work with 
Vitality : tougher than Jill 
Speed : skinny and fast 
M4A1 Assault Rifle (100%) , STI Eagle (15), Hand Gun Bullets (90) , Mixed Herb (3)

Name : Combat Knife 
Score: 1/10 A dagger intended for self-defense when all forms of arms and ammo have 
been depleted. It cannot be nearly as effective as a firearm. 
Name : SIGPRO SP2009 9mm Handgun 
Score: 5/10 The SIGPRO is the standard mercenary handgun, and therefore reliable. It 
is lightweight and very accurate but fires comparably slow. 
Name : STI Eagle 6.0 
Score: 6/10 The Eagle is a custom handgun made for competitions. It has 
counterweights that reduce the recoil of the weapon along with a scope to increase 
accuracy. Fires very fast, and the Eagle has the ability to deliver critical hits 
and kill a zombie in one shot. This happens 5% of the time. 
Name : Benelli M3S Shotgun 
Score: 8/10 A very handy weapon. The Benelli is a sawed-off shotgun that fires shot 
shells, capable of damaging multiple targets at once. At close range, the gun is 
Name : Smith & Wesson M629C Magnum 
Score: 9/10 The M629C fires .365 Magnum rounds which are large-caliber slugs that 
create a tremendous impact. It is one of the most powerful handguns available, being 
able to kill most things in one shot. The recoil is horrendous, though, and slows 
the firing speed considerably. 
Name : M4A1 Assault Rifle 
Score: 7/10 Although the A.R. fires very quickly and has a nearly endless magazine, 
that can be its downfall. Ammo for this gun is hard to come by and it runs out much 
too fast. The damage ratio is low, but it can hit multiple targets with its wide-
pattern spray. An above-average weapon. 
Name : M66 Personal Rocket Launcher Score: 
9/10 The M66 fire the penultimate of all rounds; a single rocket-propelled grenade 
intended for major property damage. Aimed at a living target, and it can wipe it off 
the map. It can hold 8 rockets. It takes a moment to heft and aim, and it cannot be 
aimed up or down. The rocket travels slowly compared to small-caliber fire and can 
be avoided by some. 

Section Five: Walkthrough

Area 1: Trolley 
Enemies: none 
Nothin' here. Hit the door. 

Area 2: Street Outside Trolley 
Enemies: 7 zombies 
Equip the Eagle. Jump on top of the stacked boxes to your right and get off the 
other side. Run between the zombies and go for the exit. 

Area 3: Descrepit Alley 
Enemies: 4 zombies, 1 sleeper zombie 
Run forward and switch screens once. Proceed to pelt the zombies with Handgun 
rounds. If you're lucky you'll decap one or both of them. Go around the bend, 
hugging the corner tightly to avoid sleeper. Pelt the next few zombies with your gun 
until they are dead/clear. Leave. 

Area 4: Alley Behind Residence 
Enemies: ?? Crows 
Ignore the birdies and hit the door. 

Area 5: Forked Path 
Enemies: 8 zombies 
Run forward and pop a few caps into that zombie. Change screens twice to see the 
barrel. Aim with R2 and wait until you see at least 6 zombies within range of the 
barrel. Fire and gain 69-89 seconds. Reload your gun. Take the other fork, toward 
the Gas Station. 

Area 6: Stagla Gas Station 
Enemies: 3 cerberus 
Hug the lefthand wall to avoid dog #1. Stall for a split second at the gas pump and 
dog #2 will jump and miss. While 3rd dog is collecting his wits, enter the station. 

Area 7: Machine Shop Enemies: 
4 zombies, 1 sleeper zombie 
Immediately kill the nearest zombie with your gun. Let the crawling one bite you and 
crush his brains. Enter the machine shop and AR sweep the room stop when you get +14 
seconds, means all 3 zombies are far gone. Rescue Dario Rosso for 20 seconds and 60 
Handgun Rounds. 

Area 6: Stagla Gas Station 
Enemies: 3 cerberus 
Run forward-left and the charging dog will overcompensate. Hug the gas pump tightly 
to avoid the sitting-down dog and head to the door. No problem, right? 

Area 5: Forked Path 
Enemies: none Leave through the green double doors, south. 
[STATUS CHECK 001] You should be in near-perfect health (Fine) have a few bullets 
left in your gun and 90+ spare handgun rounds. Between 2'00" and 2'45" left. 

Area 8: Street 
Enemies: 8 zombies 
Load up your AR and sweep the street. This is the biggest chunk of ammo you will use 
in a single room, possibly 15-25%. When you are sure all of the zombies are dead, 
head for the newspaper building. 

Area 9: Newspaper Bldg. 1F 
Enemies: 2 Hunter Betas 
Bank left HARD to give yourself enough leeway between you and the Hunter. When you 
get to the stairs, tap R1 and release to "warn" the Hunter. When you see him blazing 
down at you, swerve left/right and he will jump. Dash up the stairs and with some 
luck he'll miss. If you get hit, ignore it and keep going. 

Area 10: Newspaper Bldg. 2F 
Enemies: 5 zombies 
Start firing as soon as you get in. When you hear the "ka-ching" of time, run 
forward. Stop at the doorway and begin using the auto-aim to clean the room with 
your Eagle. You'll know when it's safe when you get 2-3 time bonuses. Head inside 
and finish any stragglers, rescue the girl for 20 seconds. You'll get First Aid 
Spray. Head back to the street. 

Area 8: Street 
Enemies: none Try not to waste too much time here. Hit the door leading to the 

Area 11: Alley Behind Grille 13 
Enemies: 3 cerberus 
It's up to you if you wanna save Brad. I don't recommend it, but I include the next 
few parts anyway. One thing that should be noted; saving Brad may very well kill you 
in the end from not enough time. Also, if you save Brad I recommend skipping Officer 
Branagh. Run down to the intersection and turn right, hugging the far wall. Run past 
the dog, "bumping" him with your leg. About five feet from the dog, stop, turn 
around and begin firing with the Eagle. Determine the death yelps (count 3 of 'em) 
and proceed into the restaurant. 

Area 12: Grille 13 
Enemies: 3 Hunter Betas 
Now, usually shooting anything other than dog/zombie with the Eagle is stupid, but 
this is an exception. When you get in, use the nearby counter as cover and begin 
shooting the Hunter as fast as you can muster with the Eagle. He'll advance toward 
you, and possibly get close enough to hurt you but he will miss the first one or two 
swipes because of the counter. Kill him quickly and enter the basement through the 

Area 13: Restaurant Basement 
Enemies: 5 zombies 
There's a trick that seems to work here 90% of the time. See that first zombie? Walk 
up slowly behind him, aim up with the Eagle and fire two consecutive shots. Instant 
death. Go figure. Anyway, head to the corner, equip the AR and drop the zombies one 
by one. Rescue Brad for 20 seconds and 60 Handgun Rounds. 

Area 12: Grille 13 
Enemies: 2 Hunter Betas 
Ignore them and exit from where you came (the back door). 

Area 11: Alley Behind Grille 13 
Enemies: none 
Dogs should be dead. Take the straight path into the road. 

Area 14: Construction Road 
Enemies: 7 zombies 
Ignore them all because they pose no immediate threat. Get your thumb ready for some 
serious abuse and head for the nearest door. 

Area 15: Industrial Hallway 
Enemies: 1 Nemesis 
QUICKLY descend the short stairway, run past Nemesis on his right. It's too much to 
hope for if he wastes a second swinging at you, so just dash like mad up the stairs. 
Bob and weave to increase the chance of confusing Nemesis, as he is most definitely 
on your tail. Get to the elevator. 

Area 16: Underground 
Enemies: 3 Webspinners 
Running past spiders is easy, especially as Carlos. Evade the three of them and hit 
the gate. 

Area 17: Short Alley 
Enemies: 2 Drain Deimos Wait one second until you see the Drain Deimos begin 
its "swivel" animation. Run behind it near the wall and enter the gate. 
Area 18: Substation 
Enemies: 7 zombies 
QUICKLY equip your Eagle drop/decap the two zombies in the room adjacent to your 
entrance. Run forward toward the panel and kill the three zombies hiding out there 
with a hail of fire. Enter the cell area and kill the two zombies guarding Marvin 
Branagh. Save him for 20 seconds and 60 rounds. Backtrack carefully to the 
Industrial Hall. 

Area 15: Industrial Hallway 
Enemies: none 
This time take the other path back to the street between your position and the 
Parking Lot. Equip the AR. 
[STATUS CHECK 002] HALF-WAY THROUGH THE MISSION You have 70+% of AR ammo, and maybe 
60+ Handgun Bullets in total. You are in FINE condition on your ECG, most 
preferably. It's okay to give yourself a little slack here, and allow yourself to be 
in CAUTION, but heal NOW. My best stats at this point are 3 hostages saved, Fine, 
75+ Handgun Rounds and 81% AR Clip. If you are doing better, congrats!

Area 19: Fox Street 
Enemies: 3 Hunter Betas 
Blast the first Hunter into kingdom come with the AR. Face the next Hunter, and when 
he gets to medium range, tap R1 and release. He will almost always leap at you. Run 
underneath him and evade the third Hunter. 

Area 20: Parking Lot Office 
Enemies: 5 sleeper zombies, 2 completely dead decoys 
You have two options here. Either de-equip all weapons and let three sleepers bite 
you (you will probably be hurt down one level) and get some decent time bonus, or 
equip the Eagle and blow away the ones in your path with six to twelve shots. 

Area 21: Parking Lot 
Enemies: 7 zombies 
Avoid the immediate two zombies, they're no threat. Run forward until you can see 
the barrel and tap R2 to aim. Fire to blow up 2-3 zombies for 20 seconds. Run around 
the last few deadheads (or kill them, it doesn't really matter) and hit the door. 

Area 22: Crashed Midtown 33 
Enemies: 1 Mutant Nemesis (IF you have +2'00" left) You might encounter Nemesis 
here, as unlikely as it is. The best choice is to run like hell to the exit and 
leave, but you may want the challenge. In the event that you want to fight the 
Nemesis (it's possible) arm your Eagle. This will be a TOUGH AS NAILS fight. When he 
is busy turning around, run behind him and get next to the barrel near the exit. 
When you detect the "thump-thump-thump" of him rushing you, run like a madman past 
his right side RIGHT BEFORE he swings. While he is stalled at the spot, tap and hold 
R2 and press X. He will be injured severely by the oil drum. Repeat for the other 
two drums. Unfortunately, unless you were painfully accurate, he won't be dead. 
Finish him with the Eagle (do NOT under any circumstances use up your AR!). 

Area 23: Firehose Alley 
Enemies: 4 zombies, 1 Nemesis
Immediately run forward and behind the zombie, changing screens once. You should see 
the Nemesis. He is trying to get to you but there is a zombie in his way; he will 
club it to death (+3 seconds) and at this point fire one shot with his Rocket 
Launcher. Run back and forth the width of the alley, approaching him and ducking his 
shots. Tapping R1+R2 can let you evade rockets, BTW. Get past him and get to the 

Area 24: Dead Merc Alley 
Enemies: 3 Drain Deimos Run through the entire hall. If you're fast enough, you'll 
make it to the end without any of the Deimos descending from the walls. 

Area 25: Street In Front Of The RPD 
Enemies: ?? Crows 
Ignore the crows and run for the forked alley where you first met the dogs. 

Area 26: Fire Spigot Alley 
Enemies: 8 zombies 
Run down the left fork and stop-spin-180 as soon as you see the zombies. Run back to 
the fork, get in safe range and wait until at least five zombies are in range of the 
barrel. Aim with R2 and fire to kill them all. Take the left fork and hit the door. 

[STATUS CHECK 003] You NEED to have at least 55% AR ammo remaining or you will 
likely not make it under my circumstances. You may have anywhere from 45 to 75 
Handgun rounds left. You may be in CAUTION if you did NOT use an herb earlier. If 
you did, you should be FINE. Between 1'40" and 2'20" and Equip the Eagle. 

Area 31: Barricaded Alley 
Enemies: 3 cerberus Two ways to do this room. The easiest and most logical way to to 
bob and weave past the dogs and go for the door. It's rather easy to juke them if 
you don't get snagged on the paint cans or the stack of planks. The other way is to 
head for the north end of the alley (with the dead cops) while avoiding one dog. 
With your back to the wall, pelt a few clips of the Eagle and they're gone. 

Area 32: Garbage Dump 
Enemies: 2 Nemesis 
TOUGH ROOM HERE! Listen carefully: run straight forward until you hit the fork. Take 
the turn to Carlos' right and you will hear a Nemesis growl. Stall for ONE SECOND at 
the staircase railing. Make out two "click"s from the Nemesis bazookas and run down 
the steps. Both Nemesis should fire and miss over your shoulder. Nemesis #1 is 
running now. Run past Nemesis #2 (who is blocking the back door to the bar)on his 
right side. He may or may not swing at you but will likely miss. You should clear 
him just as Nemesis #1 is ready to club you. Run to the door! 

Area 33: Bar Jack 
Enemies: 7 zombies 
AR sweep the group of zombies behind the bar because the Eagle's just not fast 
enough. Use the Eagle on the last dude wandering aimlessly near the entrance to the 
bar. Save Mikhail for 20 seconds and a First Aid Spray. 

Area 34: Street 
Enemies: 3 Hunter Betas 
Run up the short stoop and Hunter #1 will do a leaping slash that misses you by an 
inch. Take the corner fast and hit the door. 

Area 35: Hobo Alley 
Enemies: 9 zombies 
Equip the AR. Go up the stairs, auto aim and fire to gain some breathing room. At 
the camera angle at the first corner, auto-aim-shoot can kill two zombies. Run up 
the alley and stop at the intersection. Wait patiently until the zombies all come 
into view and spray them into oblivion with the AR. THIS is what you needed that 55% 
for. You will most likely be dry or near-dry on AR ammo by now, so equip the Eagle 
and prepare for final judgment. 

Area 36: Blocked-Off Road 
Enemies: 3 Hunter Betas 
I did it, anyway. When you get in the room, turn 90 degrees to Carlos' left very 
carefully. Wait. When Hunter #1 raises his foot to take a step, rush forward, edging 
your thumb over to the right side of the D-pad. The fact that you stalled one second 
means that Hunters #2 and #3 have not been "awakened" yet. You will run a smooth 
loop over to the door. LEAVE! 

Area 37: Warehouse Back Alley 
Enemies: ?? Crows 
Ignore them and just run to the door at the end. 

Area 38: Warehouse 
Enemies: 10 zombies 
This is it. Use whatever you've got left. If you've been following my guide 
carefully, you still have enough ammo in total to take them all down and have a few 
bullets to spare. If you have a fast thumb you'll get multiple decaps with the Eagle 
shots and clear them all out pretty fast. You can gain over 40 seconds in this room 
so make each shot count. 

Final Room "Well, that was impressive. You have earned your reward... and your 
freedom." You will get a silver briefcase emblazoned with the Umbrella Logo. Inside 
is your money. 

Possible Times: 0:33-3:42 (my own min/max) 
Possible Grade: A to C: There were a lot of variables in this mission but mainly it 
was just how many hostages you saved and how quickly. 
Possible Cash : $300 - $2400 

Enemy Chart:
Zombie = 3 sec.
Cerberus = 4 sec.
Hunter Beta/Gamma = 6 sec. 
Drain Demo = 4 sec. 
Brain Sucker = 6 sec.
Spider = 4 sec.
Nemesis Type 1 = 10 sec. (knockdown) ,20 sec. (kill)
Mutated Nemesis = 120 sec.
Crow/Worm = 1 sec.
Survivor (Rescue) = 20 sec.

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