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: psxcodez.com cheatcodes.com cheatcc.com gamefaqs.com game-revolution.com If you see it anywhere (I mean, anywhere) else, contact me at RodrCar08@hotmail.com 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 MERCENARIES. 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 difficult. Section Four: Briefing Name: Carlos Oliveira DIFFICULTY LEVEL: Kinda hard 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) WEAPONS EVALUATION 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 lethal. 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 restaurant. 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 hatch. 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 door. 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 CANNOT BELIEVE HOW MANY TIMES I DIED IN THIS ROOM TRYING TO GET IT JUST RIGHT. But 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. EVALUATION: 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.