Mikhail Survival Guide - Guide for Resident Evil 3: Nemesis
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The Mercenaries Mikhail Survival Guide (PS Version) By SoliAnt08 1. Legal Stuff 2. What Is The Mercenaries Game? 3. FAQs 4. Weapons Evaluation 5. Briefing 6. Walkthrough 7. Enemy Chart 8. Other stuff and silly things 9. General Tips 10. What do I get? 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 [email protected] (Note) When I said this FAQ may only appear at those sites, I meant that you could copy & submit my FAQs to those sites without having to ask me, so you can go ahead and submit my FAQs of Mega Man X4, Resident Evil 2, Resident Evil Survivor, Resident Evil 3, and Tomb Raider to those sites I've listed above. For any other site, you must ask me first before putting them there. My other FAQs are currently at cheatcodes.com (I'm a member). One thing: DO NOT CLAIM IT AS YOUR OWN FAQ!!!! Section 2: 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 3: 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. 4. 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. 5. Briefing Name: Mikhail Victor DIFFICULTY LEVEL: Not so hard Age: 45 Blood Type: A Height: 5'8" Weight: 216lb Equipment: a lot (does the carry the launcher in his pockets?) Vitality : tougher than Jill Speed : chubby and clunky Equipment: Benelli M3S Shotgun (7) Shotgun Shells (21) S&W M629C Magnum (6) Magnum Bullets (18) M66 Rocket Launcher (8) Mixed Herb (1) Area 1: Trolley Enemies: none Nothin' here. Hit the door. Area 2: Street Outside Trolley Enemies: 7 zombies Immediately run to Mikhail's right and jump aboard the box. Jump down and run in between the two zombies. Ignore the third and hit the door. Area 3: Descrepit Alley Enemies: 4 zombies, 1 sleeper zombie Run forward and switch screens once. Aim up and decap the first zombie. Quickly decap fat boy for 7 seconds. Run, hugging the corner to avoid sleeper and fire immediately with the shotgun. If you're lucky, one shot kills both zombies, if not, just shoot again. Exit. Area 4: Alley Behind Residence Enemies: ?? Crows Ignore the birdies and hit the door. Area 5: Forked Path Enemies: 8 zombies Run forward and decap the cop with a headshot. 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 79-89 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 aim up and decap zombie #1 with a head shot. Dequip all weapons and let sleeper boy bite you. After crushing his head, equip the shotgun and run to the entrance of the garage. Auto aim and fire to kill 1 zombie. Run inside and find the other two. Kill them. Rescue Dario for 20 seconds and 14 Shotgun Shells. Exit from where you came in. 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 2-4 shells left in your gun and 28 spare shotgun rounds. Between 2'20" and 2'45" left. Area 8: Street Enemies: 8 zombies Reload your Benelli if it ain't full and run toward the crowd of undead. Fire twice to kill 5 or 6 of them. Pick off the remaining few with head shots. You should gain a lot of time here. Head for the Newspaper complex, equipping your Magnum. Area 9: Newspaper Bldg. 1F Enemies: 2 Hunter Betas Auto aim and fire once to kill Hunter. Run to the stairs. Hunter #2 is on the first landing. To ensure safety, this must be done. Run like mad up the stairs until you and Hunter are face-to-face. QUICKLY aim and fire to kill him while he is readying to jump-slash. Switch to the shotgun and go to 2F. Area 10: Newspaper Bldg. 2F Enemies: 5 zombies Run forward and kill the zombie hiding in the alcove near the door. Wait in the doorway, using the window to view approaching zombies and cap 'em. Enter the room when safe, kill remaining zombies and save the girl. You get 23 seconds and 14 Shotgun Shells. Go back to Area 8, 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 Run forward to the T-intersection and make a hard right, running along the far wall. When past the cerberus, immediately spin-fire your shotgun. This will hit all 3 dogs and possibly kill one. When they get up, fire again to finish them. Load up your Magnum and enter the restaurant. Area 12: Grille 13 Enemies: 3 Hunter Betas One of the Hunters you don't need to worry about. As soon as you get in, Auto-aim and fire to kill one hunter. Now QUICKLY bank left and enter the basement hatch. You should get inside just as hunter #2 leaps. Area 13: Restaurant Basement Enemies: 5 zombies See a zombie cop. Load up your shotgun and cap 'im. Turn around and run forward; cap the next two that turn the corner. If you wanna be safe, fire a precautionary shot around the corner to stop/kill the next two zombies and then finish them off. Rescue Brad Vickers to get 20 seconds and a set of 12 Magnum Bullets. You might have gotten hurt here due to the terrible camera angles but one bite is still okay. Head up through the ladder. 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. Load up your Rocket Launcher and head into the nearest door. Area 15: Industrial Hallway Enemies: 1 Nemesis QUICKLY descend the short stairway, auto-aim, and fire a rocket. If you don't get a +10 second bonus, wait a split second and fire again. This means you have KO'd Nemesis. Get behind him, draw aim on his position and blow him away when he gets up. Load up your Magnum and take the elevator down. Area 16: Underground Enemies: 3 Webspinners Hurry up and shoot the first spider with the Magnum. Evade the next two and hit the gate. Area 17: Short Alley Enemies: 2 Drain Deimos Kill the Drain Deimos with one shot from the Magnum. Ignore the second one and hit the gate. Area 18: Substation Enemies: 7 zombies QUICKLY equip your shotgun and 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 few shots. Enter the cell area and kill the two zombies guarding Marvin Branagh. Save him for 20 seconds and F.Aid Spray. 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 Magnum. [STATUS CHECK 002] HALF-WAY THROUGH THE MISSION Shotgun is about half-loaded. 15-21 unloaded shells. Magnum has been used (maybe 1-2 bullets left in it) but not reloaded. Rocket Launcher has 5-6 rockets left in it. You are preferably in 'Fine' but might be in 'Caution' by now if you are not quite used to this. If in 'Caution' status, should be yellow not orange. Between 2'10" and 2'40" left. Reload all guns. Area 19: Fox Street Enemies: 3 Hunter Betas Immediately kill the first Hunter with one shot from your gun. Descend the steps quickly and bank left ever-so-slightly to make Hunter #2 jump and miss. It is critical here that you don't get hit by Hunter #3 because if it does happen, you will get severely jacked up by both Hunters. Simply run a sweeping arc around him and hit the door. 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 shotgun and blow them all away with three to four shots. Up to you. 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) In the event that you have to fight the Nemesis (it's a good thing) arm your M66 and shoot him as he jumps down from the bus. Blast him again to make him stand up and a third shot will finish him. You will get a 120 second time bonus. Equip your shotgun and leave. Area 23: Firehose Alley Enemies: 4 zombies, 1 Nemesis Immediately run forward and cap the zombie with your shotgun. Equip your Rocket Launcher and change 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 your Rocket Launcher. He will fall to the ground. Equip the Magnum, tap R1 to auto aim and fire, capping one zombie. Tap L1 to switch targets and cap another one. Re-equip the Rocket Launcher and finish off the Nemesis as he stands up. Hit 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 right fork and hit the door. Area 27: Dry Clean Alley Enemies: ?? Sliding Worms Run down the alley in zigzag patterns to avoid the worms and get to the door. Area 28: Street In Front Of Sales Office Enemies: 2 Brain Suckers Equip the Magnum. One shot each (close range) for each of the Brain Suckers will finish them. Equip the shotgun and enter the Sales Office. Area 29: Sales Office Main Room Enemies: 8 zombies Cap the zombie in front of you. Feel free to vent your frustrations here and kill anything between you and the door to the storage room. Area 30: Sales Office Storage Room Enemies: 3 Hunter Gammas You may get hurt here. Equip the Magnum, auto aim and fire ONCE to kill the first hunter. Run to the corner, spin 180 and run back to lure the next hunter/s to you. Kill them both with the Magnum. Rescue Nicholai for 20 seconds and a F.Aid Spray. Backtrack to Fire Spigot Alley. [STATUS CHECK 003] You could possibly be messed up right now (actually, it's likely) but unless in orange "Caution" or "Danger", don't use an herb yet. If better than orange Caution you can still sustain significant damage. You should have (AT LEAST) one reload of Shotgun Shells, 4 Magnum Rounds and one healing item remaining. These are minimums (you should actually have more than these figures). Near the end now. Area 26: Fire Spigot Alley Enemies: 3-4 zombies Take the other fork this time (the left one) and kill the remaining zombies with headshots from your shotgun. Open the gate. 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, fire a few shots with the M3S 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 Mikhail's right and you will hear a Nemesis growl. Stall for ONE SECOND at the staircase railing and run down the steps. Nemesis #2 should fire and miss over your shoulder. Nemesis #1 was going to shoot when you stalled but changed his mind (because you moved) and 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 Immediately aim up and fire to cap one zombie. Take one step forward, auto aim at the advancing crowd of dead boys and fire twice with the shotgun to kill 'em all. The last zombie is probably still meandering towards you so kill him too. Save Carlos for 20 seconds and 14 S.G. Shells E. Arm your Magnum. Leave through the front door. Area 34: Street Enemies: 3 Hunter Betas Aim as you get in and kill the Hunter next to you. Go up the stairs and run very quickly to Mikhail's left up the street and hit the door at the end. Area 35: Hobo Alley Enemies: 9 zombies Equip the Benelli. 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 for the bunched-up crowd of zombies to step into view and pick them off slowly. You may be out of normal shells by now, or at least into your last reload. Anyway, head up into the background and hit the door there. Equip your Magnum. Area 36: Blocked-Off Road Enemies: 3 Hunter Betas This room is scary but simple. Auto-aim when you get in and fire. One down. Tap L1 and fire. Two down. Tap L1 again and fire. Room clear. Hit the nearest door. Area 37: Warehouse Back Alley Enemies: ?? Crows Ignore them and just run to the door at the end. Area 38: Warehouse Enemies: 10 zombies Equip the Magnum if you have at least 12 rounds left. If not, use the Benelli with S.G. Shells E. Anyway, kill them all with the remainder of your ammo (you should have more than enough) and try to gain as much time as possible here. It's easier with the Magnum since it offers instant kills no matter the distance, but whatever. After they are all dead, go up the stairs and into the Safe Room. 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: 1:12-5:06 (my own min/max) Possible Grade: A or B (depending on how much you got hurt) Possible Cash : $600 - $2400 7. 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. 8. Other stuff and silly things #1: Time Checks I've found that certain locations, when "examined", give you extra seconds. When you find the first one, it's +2 seconds, then each consecutive check you get double (i.e. +4, +8, +16...) I believe there are more than those I have found, I have found five: Check 1: Garbage Alley next to the Raccoon Press Bldg. (+2) Check 2: A la Carte tray at the Restaurant (+4) Check 3: Auto/Manual Panel at Substation. (+8) Check 4: Fire Hose at the end of Area 23. (+16) Check 5: Dead Policemen at the near end of the Barricaded Alley. (+32) Check 6: Dead Policemen where Jill found the shotgun. #2: Survivors These are the various survivors at the locations; it's very interesting to try and find where they show up in the regular game. I will tell you where Jill have met these persons. Stagla Gas Station: Dario Rosso (beginning of the game) Raccoon Press Bldg: Reporter (on the TV at the Sales Office) Grille 13 : Brad Vickers (in the Bar Jack) Substation : Marvin Branagh (in the RPD) Sales Office : UBCS Soldier (Trolley) Bar Jack : UBCS Soldier (Trolley) #3: The Very Impressive Super-Juke Trick! This can net you loads of points and time but is very dangerous. It can really impress your friends if you do it right though! [As any Mercenary] Travel to the Industrial Hallway where you see the first Nemesis. Stay still so he won't charge you. When he is about to hit you, mash the R1 and R2 buttons like mad to avoid his punch. Then tap the same buttons quickly to get double- triple bonuses for your dodge. Repeat this, making sure you don't back into a wall. #4: The Impressive Super-Juke Trick! This will get you the same effect as above, but takes more patience and ammo, and is much easier. [As Carlos] Travel to the Barricaded Alley. Run to the end with the dead cops and begin pelting the dogs with your Eagle. Make sure to know when 2 of them are dead (the third may be severely wounded). Let the third one run at you and juke him. Run to the stack of plywood and climb upon it. Now the dog will be at one end of the stack, jumping futilely at you. Get Carlos in range of the dog and dodge. Get the bonuses for your dodge, and then start dodging again. Repeat. #5: Nemesis vs Nemesis. This is just a really awesome trick that is fun to watch. [As any Mercenary] Travel to the Double-Nemesis alleyway. Perform the move outlined in the walkthrough, but make sure Nemesis #1 is almost upon you when you run past Nemesis #2. Now Nemesis #1 will club and hit the second one. #2 gets pissed and starts fighting back. Stand at a safe distance and don't do anything. Soon one of the Nemesis will kill the other, and the remaining one is so weak you can finish him with a couple shots. #6: Look At My Gun A cool tactic that works with all players. [As and Mercenary] If there is a Hunter/Drain Deimos/Brain Sucker that you cannot see and want to take out, there's something to be done. It is impossible to kill certain enemies without getting hurt due to their awkward starting position. In these cases, get within "range" of the monster's sight. Tap R1~R2 quickly. This will present a "threat" to the CPU and the monster will advance, giving you an easy shot. 9. General Tips If you've played the RE2 equivalent of the Mercenaries (4th Survivor) you will be better prepared for this. Arguably, playing as the Umbrella Special Forces Agent Hunk is three times as difficult as Mikhail, about twice as difficult as Carlos, and about on par with Nicholai. As Tofu, forget it; that mission is insanely hard (Waiting Room!). But, as with other types of games, "Survival Horror" games all have skills that can help you succeed no matter what game you're playing. I have tested my mettle on Hunk and Tofu, that's how these survival tactics came about: 1. When playing as Mikhail, always always always wait until the last second before firing the shotgun. This unholy weapon CAN kill almost anything in the mission save Nemesis in one~two shots. The shotgun can be relied on to take out hordes of zombies with but three shells. 2. No matter what weapon you're using, if the enemy gets too close for comfort, AIM UP. This tactic works for anything except spiders and Drain Deimos/Brain Sucker. The reason is that damage is increased when you hit a zombie/Nemesis in the head and a dog/Hunter in mid-leap. 3. When using Carlos, NEVER keep your thumb depressed on the X button for over 1.5 seconds. It works like a capacitor for the Assault Rifle; firing in short bursts means you can pinpoint the bullet that kills. 4. Master "juking". I mention it a lot in this guide, and it means faking out the bad guy with a one-two step. There are different juking methods for different enemies: 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 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. 5. Master Knife-Fighting if you like Nicholai. I have seen too many of my friends try a "war of attrition", standing idle, taking zombie bites and trying to put the deadhead down before they die. This is the wrong way to knife-fight! Get comfortable with the stab-retreat-stab- retreat pattern. Never stab more than twice without moving to make sure the zombie can't get to you. 6. Popping Dogs: You can get 32 seconds off a dog if you "pop" him with the knife. It's a bit tricky and it looks weird but you can do it. Get a dog to run at you and ready the knife. When he gets ready to spring (you'll get used to determining the range), stab straight forward with the knife. You will knock it out of the air if timed right. As it falls, press R1+Down and tap X so you get a free hit. The dog will get up and charge you again, so stab him in mid-air once again. From this point on, each knife stab will gain a cumulative chance of "popping" the dog into little pieces. Don't attempt this with more than two dogs. 10. What do I get? Here's what you get for each survivor you rescue: 1) Dario : 14 Shells 2) Sales Office Girl : 14 Shells 3) Brad : 12 Magnum Rounds 4) Marvin : FAS 5) Nicholai : FAS