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Resident Evil 3 - Beginners Guide
Written By: Renato Henrique

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      RESIDENT EVIL (BIO HAZARD) 3 BEGINNERS/MISC GUIDE - ver. 1.11a
      by ROliveira  - 05/03/2000

 INDEX:

 1  - Legal Stuff
 2  - Intro
    2.1 - About me
    2.2 - History Review
 3  - About the Game
    3.1 - New Features
    3.2 - Differences Between Light and Heavy
    3.3 - Ranking & Secrets
 4  - About Mercenaries Subgame
 5  - How to Play
    5.1 - Command Conventions
    5.2 - The Use Button
    5.3 - Inventory, Chest & Items
    5.4 - The Use Mode
    5.5 - The Status
    5.6 - Using the Map
    5.7 - Firing the Weapons
 6  - Stuff Profile
    6.1 - Weapons & Ammo
    6.2 - Powders Usage
    6.3 - Healing Items
    6.4 - Supply Items
    6.5 - Game Items
    6.6 - Nemesis Items
 7  - Enemies Profile
 8  - Acknowledgements 


                          1 - Legal Stuff

       Resident Evil (Bio Hazard), Dino Crisis, Street
 Fighter and all related stuff are properties of Capcom Corp., Japan.
 KOF and all related stuff are properties of SNK Corp., Japan.
 Any other trademarks not mentioned here are still acknowledged.
 Everything else that isn't of my own will be in "Acknowledgements".
      If you think you have any credits, please e-mail me. I really
 apologize for anyone I forgot, so contact me for proper credit.
      THIS GUIDE IS FREE FOR ALL PURPOSES. YOU CAN DO ANYTHING YOU
 WANT WITH IT, EXCEPT FOR MAKING PROFIT - but I don't think you
 can make profit with such a scrub guide, anyway. :)
      For those Game magazines (coughEGMcough) and Games centers
 (coughGameCavecough) who have used stuff from GameFAQs to make money
 with them, beware: YOU CANNOT USE ANYTHING FROM THIS FAQ. I did not
 spend my time to give you any profit, direct or indirect. Access to
 this FAQ must be 100% free: no passwords, charges, conditions, etc.
 of any form.
       To mirror this FAQ, let it 100% original, even the bugs, and
 contact me FIRST, not after you put it...
      If you wanna use it for anything other than reading - for
 example, in your own FAQ or web site - please give-me the rightful
 credit and tell me before. This disclaimer must appear. FAQ auhtors
 listed in "Acknowledgements", you are free to use anything written
 here at any time, just give me credit and no profit.
      This is the 1st, unreleased version of the FAQ.
 Best viewed with WordPad and/or simmilars, 640x480 or greater.
      P.S.: I don't know everything. Don't blame ME if anything here
 is wrong! If you have any add-ons, suggestions, etc., E-MAIL me at
 renatohm99@yahoo.com

                              2 - Intro

                            2.1 - About me

      I am Brazilian, male, born 08/19/1979. Please excuse the errors,
 this is my 2nd FAQ and my English is very bad.
      My 1st FAQ was named "GUIDE FOR OROCHI YASHIRO in KOF' 98",
 and is available in the same place this FAQ is: GameFAQs


      Resident Evil (in the U.S, or Bio Hazard, in Japan) is one  of
 the very best games available. It's not as hard as other adventure
 games (like Dino Crisis), or so stupid as some others who have
 tried, w/out success, to achieve the same overall level of RE
 (coughTombRaidercough), and is VERY cool to play. This is possibly my
 favorite series of games and the 2nd best of the series - Code:
 Veronica is unbelievable!! I just playesd it once, but I wanna beat
 it ASAP (and maybe write something about it) :).

      Why a beginner's FAQ? Because with good direction, you can beat
 this excellent game quite easily. Unlike previous RE games, this one
 REALLY has a difficulty level suited for true newbies to the game.

      This FAQ is the "twin brother" of the "WALKTHROUGH FOR
 MERCENARIES SUBGAME IN RE3" FAQ.
      Say NO to drugs and to Tomb Raider series :(
      Say yes to Resident Evil series! :D


                            2.2 - History Review

 0.00a - 10/27/1999 - First version, unreleased. Sent to SomaAddict
                      and FireLite for review.
 0.99  - 11/03/1999 - Updated version, unreleased. Sent to
                      Henry LaPierre & Rann Yong for review.
 1.00  - 11/08/1999 - Updated version, unreleased. Removed some
                      unauthorized data - that is why Copyright
                      exists!!
 1.00a - 02/25/2000 - 1st release.
 1.10a - 03/20/2000 - Small review, unreleased. Thank you readers!
 1.11a - 05/03/2000 - 2nd release.

                             3 - About the game

      Resident Evil 3: Nemesis (RE3) is possibly the very best
 adventure game ever released. As in previous RE games, you can get a
 secret key, to change your costumes (there is even the Dino Crisis
 and RE1 costumes!!). Also, there is a secret game, the Mercenaries
 (subject of the other FAQ). Secret subgames are available in RE
 series since the venerable RE1: Director's Cut.
 S.T.A.R.S. - Special Tactics And Rescue Service
 U.B.C.S. - Umbrella Biohazard Countermeasure Service


                          3.1 - New Features of RE3

      There are several differences from other RE games, and from
 pretty much any other adventure game at all:
      * Items placement and puzzle solutions are random! That gives
 a boost in challenge (RE2 was far too easy) ;)
      * You don't have to press any button to move in stairs any
 more! This increases playability; however, all monsters can also
 move in stairs now! And, as you are VERY slow in stairs, even
 Zombies can reach you!! However, you can use this to your advantage.
 Be wise! :)
      * New enemies! Hunters are back :(, Lickers and Plants are
 gone :), but 2 new enemies replaced 'em : Drain Deimos and Brain
 Sucker. Tyrant, Mr. X, Birkin and the like are absent, but Nemesis
 and Grave Digger will surely make you miss them... All enemies,
 however were tuned down A LOT, if you compare with RE2 and RE1. But
 as they come in large numbers, you'd better not underestimate them,
 or else you will die. Gremlins, from RE1, are definitely gone. :D
      * New weapons! 2 new ShotGuns :D, 2 new HandGuns :), a new
 Magnum :|, an Assault Rifle :D, and a new Grenade Launcher :D (with
 a new type of ammo :D ). There is also a brand new weapon, the Mine
 Thrower, that's very cool. The Gatling gun from RE2 is back and very
 improved :D; the RE1 rocket launcher is back, but was tuned down A
 LOT :(. The Beretta M92F pistol from RE1 and EX Battle subgame of
 RE2 is back but unchanged. SMG, Grenade Launcher, Spark Shot, Bow
 Gun, Rocket Launcher and VP70 HandGun from RE2 and the RE1's Bazooka
 are gone, as are Flame-Throwers, ShotGuns and Magnums from both RE1
 and RE2 :(. The availability of ammo, Ink Ribbons, Sprays and Herbs
 is huge. There is also a new device, Spray Bag, that carries up to 3
 Sprays at a time! This makes your life easier (but still much harder
 than RE2).
      * Choose your path! This feature is similar to Parasite Eve's.
 The game ending depends of your choices!
      * Powders! When passed in a Mixing Tool, powders and their
 combinations will turn into nearly all type of ammo to your weapons!
      * Interactive scenarios! There are various devices, like
 explosives, acid and steam, that can be used to your advantage - or
 destruction, if you aren't careful... Just shoot 'em!
      * Playability was very improved! The map changed: by pressing
 Select in the map, you can now select which area map you will use.
 You can now push your enemies, roll away from them...  Jill is also
 MUCH more resistant to damage, but she'll not carry the lockpick
 with her anymore. :(
      * Last, but not least, sound and graphics are far superior to
 previous RE games.


                  3.2 - Differences Between Light and Heavy


      There are 2 difficulty levels, or Modes, with several
 differences between them:

      In Light Mode, you start with: AR (100%), Mixing Tool, Play
 Manual A, Play Manual B, Spray Bag (3 Sprays); in the Chest, you
 will find: Ink Ribbon (infinite), M629C (6 Rounds), Magnum Rouds
 (24), M3S (7 Shells), ShotGun Shells (56), M92F (15 Bullets),
 HandGun Bullets (250) 2x AR Clip (100%) and C.Knife.
      Carlos starts with: AR (100%), Spray Bag (3 Sprays), SigPro
 (15 Bullets) and HandGun Bullets (90); in the Chest, there are:
 Ink Ribbons (infinite) and C. Knife. I'm not sure if he has or not
 AR Clips (I never played Light Mode...). ;P It's very VERY boring
 to do it, not only due to this enormous amount of stuff you start
 with. You also start with a 10-item capability in your Inventory,
 your enemies are also easier to kill. However, this is much more
 suited to newbies than the easy mode in RE2, for example. For one
 who has ever beaten ANY of the RE games, it's far too easy - maybe
 easier than RE2 Dual Shock Version with infinite ammo... 

      In Heavy Mode you start with: M92F (15 Bullets), Mixing Tool,
 Play Manual A and Play Manual B. In the Chest, there is only the
 C.Knife.
      Carlos starts with: AR (100%) and a SigPro (15 Bullets); 3 Ink
 Ribbons and the useless C.Knife in Chest.
 All enemies are harder to kill, and your initial capability in
 Inventory is 8. However, when you knock a non-boss Nemesis down, you
 may get items for him: Eagle 6.0 parts A and B, M37 parts A and B,
 Spray Bag (twice) and Infinite Ammo. This MUST be the Mode of play
 of serious RE players (although the game isn't that hard anyway). ;)

       In this FAQ, I will give more info for Heavy. 2 reasons: 1) I
 don't play Light, so I cannot give accurate data :) and 2) if you
 manage to finish the game in Heavy, Light will become no more than a
 training. Also, in Light you cannot get the Nemesis Items (see
 section 6.6), that are cool.


                          3.3 - Ranking & Secrets

      Rankings/Hidden Secrets:

      You get a Score (not shown) whenever you beat the game. The
 total points you'll get depends on three categories, Herbs (Green,
 Red, Blue), Sprays, and Time Limit used to complete the game. Each
 of the categories has maximum points of 100, which will be total up
 in order to determine the rank/grade. To get the Mercenaries:
 Operation Mad Jackal subgame, you only have to beat the game. The
 Special Key is used to open the Boutique (the closed door near the
 Bar Jack).
      Also, each time you complete the game, you get an epilogue from
 a different character from the RE series. You must play your
 subsequent games from the same save file for this to occur. Rankings
 in parenthesis are for BH3. Unlike RE2, using special weapons and/or
 infinite ammo does not alter your ranking. I'm not sure if number of
 saves has any influence.


    A (S): Mercenaries + Special Key + 5 Costumes - 270+ pts.
    B (A): Mercenaries + Special Key + 4 Costumes - 230 - 260 pts.
    C (B): Mercenaries + Special Key + 3 Costumes - 180 - 220 pts.
    D (C): Mercenaries + Special Key + 2 Costumes - 120 - 170 pts.
    E (D): Mercenaries + Special Key + 1 Costume  -  50 - 110 pts
    F (E): Mercenaries only                       -  50- pts.

      The costumes you can earn (* - blerghh!; ***** - meowrr!):

 Jill's normal costume ****
 Regina's (from Dino Crisis, your hair also changes!!) *****
 Leather outfit with boots, biker style *****
 Gray pantsuit with red blouse, party time ***
 Police mini-skirt uniform (wow!) *****
 Jill's RE 1 costume ***

      The following list shows the points you can get for each
 category, together with the condition of getting the points:

      Herbs

Amt of HP healed              Points

1500 or below                  100
1700                            90
1900                            80
2100                            70
2300                            60
2500                            50
2700                            40
2900                            30
3100                            20
3300                            10
Over 3300                        0



      Spray

Amt of times used             Points

0                              100
1                               90
2                               80
3                               70
4 - 5                           60
6 - 8                           50
9 - 12                          40
13 - 17                         30
18 - 23                         20
24 - 30                         10
31+                              0



      Time

Time used                     Points

2:29:59 or below               100
2:30:00 - 2:39:59               90
2:40:00 - 2:59:59               80
3:00:00 - 3:29:59               70
3:30:00 - 4:09:59               60
4:10:00 - 4:59:59               50
5:00:00 - 5:59:59               40
6:00:00 - 7:09:59               30
7:10:00 - 8:29:59               20
8:30:00 - 9:59:59               10
10:00:00+                        0



      Mercenaries: Operation Mad Jackal subgame will be better
 described below.


                          4 - About Mercenaries

      In this secret subgame, you begin in the Cable Car, and you
 have to return to the very first Save Point in the game. You start
 with some weapons, a certain (and small!) amount of ammo and some
 healing items. The time limit is 2 min.. When you kill an enemy (or
 a group), your time is increased. You have 3 characters to choose:
 Carlos, Nicholai and Mikhail. The amt of time you gain depends on:

 1 - The type of enemy you kill. Zombies add 3 sec., Crows 1 sec.,
 Dogs 4 sec., Drain Deimos 5 sec., Hunters 6 sec., Giant Spider 4
 sec., Sliding Worm (group) 1 sec.. Nemesis Knockdown: 10 sec. (1st)
 and 20 sec. (2nd). If you get in the Bus (near the parking) with
 2min.+ left, you will fight Mutated Nemesis, that will add 120 sec.
 when you KILL it. Dodge adds 1 sec., Dodge then kill varies, Drum
 Blast Kill also varies. If you check the dead guard (where you get
 M3S/Lighter Oil) will add 2sec.. Moreover, if you kill your enemy
 with the C.Knife, your time will be x8 increased!!

 2 - The number of monsters you kill togheter. E.G.: if you kill 1
 Zombie you add 3 sec.; however, if you kill 2 Zombies, you will add
 7 sec. to your time. With an Explosive Drum, several Zombies can be
 killed togheter, adding several sec. to your time (my personal max
 is 92 sec.).

 3 - If you kill an enemy and then kill another BEFORE the "+xxx sec"
 disappears, you will add time as if you killed them simultaneously.
 E.G.: if you kill a Zombie, you add 3 sec. If, with a sec. shot
 you kill other, will add an extra 7 sec.. If you then kill a 3rd
 Zombie, 14 more sec. will add in your timer. It's better than
 killing they all with a single shot, but, unfortunately, you don't
 have too much ammo, so you should be very careful when making it.

 4 - A Survivor adds 20 sec. to your time, and also gives you ammo.
 There are 5 survivors. In order to rescue him/her, you must get
 there with 2min.+(?) time and kill all enemies nearby. Rescuing all
 survivors will add about $1000 to your reward. The UBCS depends on
 who you are playing with. E.G.: if you are playing with Mikhail, #1
 is Nicholai and #2 is Carlos.

 Location         Survivor   Carlos       Mikhail         Nicholai
 Gas Station      Dario      60 Bullets   14 Shells       60 Bullets
 Raccoon Press    Woman      Spray        14 Shells       60 B.T.*
 Rest. Basement   Brad       60 Bullets   12 Rounds       60 Bullets
 El. Substation   Marvin     60 Bullets   Spray           60 Bullets
 Sales Office     UBCS#1     60 Bullets   Spray           60 B.T*
 Bar Jack         UBCS#2     Spray        14 Sp. Shells   60 Bullets
 * - B.T.: Black Taurus Bullets

 Weapon/Items start in Mercenaries Mode:

 Carlos: AR (100%), Eagle 6.0 (15 Bullets), Handgun Bullets (90), 3x
 Mixed Herb (Red/Green/Blue).

 Mikhail: M3S (7 Shells), M629C (6 Rounds), M66 (8 Rockets), Shotgun
 Shells (21), Magnum Rounds (18) and a Mixed Herb (Red/Green/Blue).

 Nicholai: SigPro (15 Bullets), C.Knife, Blue Herb and 3x Spray.

      Every time you beat the subgame (or die), you gain a certain
 amount of money. The bigger the time, the bigger the cash. You can
 then buy the following items (description in Section 6.1):

      *Infinite AR      $2000
      *Infinite Gatling $3000
      *Infinite M66     $4000
      *Infinite Ammo    $9999

      These add-ons are available in the normal game only, both for
 Jill and Carlos. Except by Infinite Ammo (for all weapons), all
 items are in the Chest. Also, these items are only available in the
 Mode you beat the game (unavailable for New Game).
      Henry LaPierre (see "Acknowledgements") says that, after
 extensive testing (2 days only in Mercenaries!) he realizes that the
 ranking is semi-random also... :(

                               5 - How to Play

      There is nothing really new in RE3 about playability. In
 Mercenaries you can't use the Chests (a.k.a. Magic Boxes).

                         5.1 - Command Conventions

      I always play using the type-B controller mode, because it's
 the one I am more used to. I learned to play RE1 in type-A. From
 RE1 to RE2, type-A was changed to type-C. I'm also used to play with
 Auto Aim ON. I won't give details in what I'm not sure.

      Begin playing RE3 in Light Mode to learn how to play, as ammo
 is available in huge quantities and you can kill enemies easier.

      The control is based as if you were controlling from above, and
 are based on the character, unlike side-scrolling fighting games. If
 you can play GoldenEye easily, you won't have problems here.

 FL FO FR  up-left=front-left      up           up-right=front-right
           (Move to left)          (move front) (Move to Right)    

 LE NE RI  left                    NEUTRAL      right
           (rotate counter-clockwise)            (rotate clockwise)

 BL BA BR  down-left=back-left     down         down-right=back-right
                                   (move back)                     


 In Action Mode (actual game)

 CH        - The character you're playing with
 Run       - Run Button - Square-button
 Move      - Run forward - FO + Run
 Retreat   - Retreat - BA
 TB        - Turn Back - tap BA + Run
 Aim       - Aim Mode -hold R1 or R2 button
 Use       - Use Button - X-button
 Map       - Map Button - Triangle-button
 Inventory - Inventory Mode - Start-button
 Chest     - Chest Mode - Use in a Chest
 Options   - Options - Select-button


 In Fire Mode

 Use       - Fire
 FO        - Aim up / Head Shot (if close enough)
 BA        - Aim down / Floor Shot (if close enough)
 Change    - Change Target - L1-button (Auto-Aim only)


 In Options, Inventory, Use or Chest Mode

 Use       - Accept or Select or Next
 Run       - Cancel
 FO        - Move cursor up
 BA        - Move cursor down
 RI        - Move cursor to the right
 LE        - Move cursor to the left
 Use       - Use Mode - Use in items (Inventory/Chest)
 File      - File Mode - Use in "File" box in Inventory


 In File Mode

 Use       - Exit or Add to File (when highlighting "Exit")
 Run       - Cancel or Add to File (anytime)
 RI        - Next Page
 LE        - Previous Page


 In Map Mode

 Map       - Exit
 Use       - Zoom or Full Screen (toggle)
 Run       - Exit to Inventory
 FO        - Move view to the top
 BA        - Move view to the bottom
 RI        - Move view to the right
 LE        - Move view to the left

      If you are not used to playing Adventure games, it seems to be
 VERY hard, but with some experience you'll see that the controls are
 quite easy and dependable.
      Always play using Run. It's safer and better.
      To push an object, place CH in the opposite side (if you want
 an object to move back, place CH in the front of it) and Move.
      If you don't want to watch the scenes, Select-button will
 finish them. Sometimes it won't work, so try out and see when it
 does.


                              5.2 - The Use Button

      The Use Button (X) is, by far, the most important in the game.
      It's named "Use", because it will do almost everything: from
 pick up items to weapon fire, this is the button.

      * Use Mode - highlight an item in Inventory (read more details
 in Section 5.3) and press Use. The Use Mode is better described in
 Section 5.4.

      * Pick Up - to pick up an item, place you CH close/over (and
 facing to) the item. When you pick an item in the floor, your CH
 will bend down first. When the CH reaches the item, you enter the
 Inventory. A picture of the item will appear in the Display. In the
 Comments screen, there will be a question like, for example:
      "Do you want the *Lighter*"
                         Yes   No
      The word between * is written in green (w/out the *). Place the
 cursor over Yes to accept or No to reject the item. If you don't
 have any free space to carry items, the message will be:
      "You can't carry any more items."

      * Open doors - Place your character near (and facing to) the
 door and press Use. Some doors are locked and require a specific key
 (or the Lockpick) to open. Gates operate the same way.

      * Climb or descend ladders or elevators - Place your CH the
 same way you would to open a door (or inside the elevator) and press
 Use. There will be a question:
      "Do you want to climb (descend) the ladder?"
                                          Yes   No
       or

      "Do you want to operate the elevator?"
                                    Yes   No
      Select Yes to accept or No to cancel.

      In the Hospital elevator, you must first close the door, then
 select the floor you want to go.

      * Activate switches/machines - place your CH the same way you
 would to open a door, and press Use. VERY often, there are several
 choices. Select the one you desire and press Use.

      * Activate switches/machines that require a specific item -
 place your CH the same way you would to open a door, then go to
 Inventory and Use the item. More on this in Section 5.4. As a
 shortcut, highlight the item and press the Use button twice.

      * Fire Weapons - press Use in Aim Mode. More in Section 5.7

      * Escape/get up - some enemies can hold you to make damage, and
 Nemesis can knock you down. Press Use (and all other buttons!)
 quickly to escape/get up ASAP, so you can take less (or no) damage.

      * Chest - open it like a door. See next section.



                        5.3 - Inventory, Chest & Items

      When you activate your inventory, your screen changes to the
 Inventory Mode. In the inventory will be almost everything you need
 in any RE game.

      On the top of the screen, there is the Character Bar. Here you
 can see the CH you're currently using, your status, the weapon you
 are currently equipped with, etc.
      On the left corner of the Character Bar, you will see a picture
 of your CH, and his/her name below.
      In the middle of the Character Bar, you will see a box named
 "Status". This is so essential to your gameplay that there will be
 an entire section for it in this FAQ, Section 5.4. Watch it.
      On the right of the Status, you will see a box named "Equip".
 It shows the weapon you are currently using. If it's empty, it means
 that you aren't equipped with any weapon at all. Pay attention,
 because it's pretty disappointing when you get in a perfect firing
 position (or you are in danger) and THEN you realize that there's no
 weapon ready at all...
      On the right corner, there will be 4 boxes: "Item", "File",
 "Map" and "Exit". Use selects them, and Map goes to Map Mode.
      Under Character Bar, there will be 3 big boxes: Display on the
 left, Comments on bottom left and Items on the right. Item Box
 selects Items, File Box activates File Mode, Map Box activates Map
 Mode and Exit button returns to action.

 * Items: the most used (and default) one. The Items Area is divided
   in several small boxes, each one with an Item in it (more on this
   in Section 5.5.). To use an item, place the cursor on it, then
   press Use.

 * Map: very important, both in actual RE3 and even more in
   Mercenaries. More in Section 5.6.

 * File: if you like to know what is happening, and not only believe
   in what the others (e.g. FAQ authors) tell you, take a look here.
   When you enter in File, Display will be full of boxes, each with a
   small image of a File Item (a fax, a book and the like). When you
   place the cursor over a File Item, it's name will appear in the
   Display. Place the cursor on a File Item, and press Use. The
   screen turns black, with one (or two) arrows in the left and/or
   right sides, and/or the word "Exit".  You will see the image of
   the File Item in the background, full sized. Press RI to the next
   page, LE for previous. When in the last page, an Exit box will
   appear. Select it and press Use to return to Inventory Mode. Run
   will always exit of File Mode.

 * Exit: return to game.
      
      You can't carry more than 8 (or 10, after you get a backpack
 from Carlos) items at a time (Heavy Mode). You'll find TONS of items
 in the game, so you need to keep them in some place. A specific room
 would not be good, because you'd have to walk a lot to get/drop off
 your stuff. Moreover, sometimes you get in an area that you cannot
 return to later. That's why you have a "Chest" in the game (looks
 like a big box).
      The Chests (a.k.a. Magic Boxes) will keep the items for you.
 Any item guarded in a Chest will be available in all Chests - that's
 why some people call it a "Magic Box"... Chests are usually (but not
 always) togheter with a "Save Point". In a Save Point (actually, a
 typewriter) you can save your progress. More in Section 5.4.When you
 "activate" a Chest, you enter in Chest Mode, that is nearly equal to
 Inventory Mode, but there are some big and important differences.
      In Chest, you can't access the Map. Display and Comments are
 replaced by the Chest Area, that looks like the Items Area. Chest
 also replaces CH's Picture and Status boxes. Equip and Exit are the
 only remaining, plus Items Area. Also, in the right side of Chest
 Area, you can see a scrollbar. Weapons and ammo items are indicated
 by red squares, normal items in blue, and two brackets indicate the
 item box you are currently viewing.
      A Chest Area item box is much wider than an Items Area box, so
 there's only one box per line. This big box also contains the name
 of the item. The item picture is exactly like the IA's, so read
 Section 5.5 for more details. You can only make 2 things with a
 Chest item:

      * Trade - trade a Chest item or blank space for an item in the
 Items Area. You will first have to select an Items Area item and
 press Use. Then, the line of Chest you are currently looking at will
 be highlighted. Use FO to go up or BA to go down. When you find the
 item you want to trade with - or a blank space - press Use again.
      * Combine - only ammo items, Ink Ribbons and Spray Bag + Spray.
 Trade the one you are carrying with the one in the Chest, and the
 box previously occupied by the item in the Chest will be blank.
      
      The placement of the items in the Chest is very subjective. I
 usually place Items this way:
      * Ink Ribbons - 1st box (in Heavy Mode, this box is occupied by
 a C.Knife when you first use the Chest).
      * Health Items - under the Ink Ribbons.
      * Mixing Tool - 1st box over the Ink Ribbons.
      * Weapons - over the Mixing Tool.
      * Ammo - 1st box under respective weapon.
      * Powders - over the weapons.
      * Other items - over the Powders.
      As I have been doing it this way since RE1, it's 2nd nature to
 me. I can find anything I need easily, and whenever I get something,
 it will quickly find it's place in the Chest. There are 4 different
 types of ammo for Grenade Launcher. One goes in the weapon, and the
 others go one under the other. Same for different types of ammo for
 HandGuns/ShotGuns, and when you have over 250 rounds of a specific
 weapon, as there is not possible to have piles of ammo with more
 than 250 rounds.

      TIP: When you are playing the normal game, walk ONLY with the
 following:

 * 1 weapon and its ammo (Section 6.1)
 * 1 Mixed Herb Green + Red or Green + Red + Blue (Section 6.3).
   Spray/Spray Box sucks! ;)
 * 1 Green Herb or Mixed Herb Green + Blue (Section 6.3)
 * Required Game Items (Section 6.5) and/or blank spaces

      If you are close to an area boss, your weapon should be the
 most powerful you have; carry as many Mixed Herbs Green + Red or
 Green + Red + Blue as possible, and good luck!


                               5.4 - The Use Mode

      The Use Mode is the most important thing in the gameplay. By
 mastering Use Mode, you will make nearly everything in the game.
 Items should be divided in some basic classes, to make it easier to
 understand the Use Mode. These classes are: Weapons, Ammo, Healing,
 Misc. The Use box and use capabilities depend on the class of
 the item. To call Use Box, press Use in a highlighted item. The Use
 Box will appear under the Equip Box. To close the Use Box, press
 Run. The Use Box has 3 smaller boxes in it: Use/Equip, Combine and
 Check. Press FO to go up, BA to go down, Use to confirm, Run to
 cancel.

      * Use - the top and default. Uses a specific item. To use some
 items, you have to be in the correct place AND position. The Healing
 items can be used this way ONLY. You will be warned if the selected
 item cannot be used now, with an alert in Comments.
      * Equip (Weapons only) - replaces Use. This is to equip (arm)
 yourself with the selected weapon. If you choose Equip on a weapon
 that you are already equipped with, you will select no weapon, and
 will be unarmed. That's pretty dangerous, so pay attention.

      * Combine - middle box. Use to reload a Weapon or a Spray Bag,
 to mix Herbs or Powders, to combine two or more piles of ammo/Ink
 Ribbons in a single... This is a essential part of the Use Mode, and
 the best way to reload a Weapon. More on combinations in Chapter 6.
 To combine 2 items, click Use over one. There will be a red box on
 it, and a smaller green cursor will appear. Place the green cursor
 on the second item and press Use. If it's an invalid combination, a
 sound alert will tell you. Run cancels and returns to the Use Mode.
       
       * Check - bottom box. It will show a big picture of the item
 in Display, and a brief description of it will appear in Comments.
 Seems useless, but it is the only way to obtain S.T.A.R.S. Card Brad
 (Section 6.5). A small arrow in the bottom of Comments means that
 there's more info on that item. Press Use again to see the next
 screen. Run button will cancel and return to Use Mode.


                             5.5 - The Status

      The Status Box is in Character Bar. It shows the amount of life
 you have. The wave shows the amount of energy you have, and if you
 are poisoned or not. The color and height of the wave varies with
 your Status, and the way your CH walks also does.

      * Fine (green): 51% - 100%
      You are OK. Normal height of the wave, and you walk normally.

      * Caution (yellow): 21% - 50%
                (orange): 11% - 20%
      Caution means that you are hurt. Yellow indicates low damage,
 and orange medium damage. Your CH will walk with a hand in the
 belly area, thus your speed doesn't change, and the height of the
 wave diminishes: yellow is medium, but orange is low. Heal ASAP if
 you are in orange Caution, or you may die.

      * Danger (red): 1%  - 10%
      Really means Danger. The wave will be so low that it's more a
 line than a wave. You took high damage, so your CH will walk
 painfully and slowly (if you are equipped with a long weapon, your
 CH will use it as a support). This means that you are almost dead.

      * Poison or Virus (purple) - same height as Fine, but the wave
 has more peaks. The wave height doesn't change and the only way to
 know that your energy is low is the way you walk. You walk like in
 Caution, except when you take high damage and walks like Danger. 
 Poison is healed by a Blue Herb, Blue Bush or any Mixed Herb with a
 Blue Herb. If you don't heal Poison, you will slowly take damage,
 and can even die, so heal yourself ASAP. Virus can only be healed by
 Carlos in normal game.
                 
      Unfortunately, Status isn't dependable :(. You may sometimes
 take several hits, and still be Fine. Or a single Nemesis blow will
 kill you if you are in yellow Caution. The tip here is to always
 stay in Fine status. Don't mind to use a  Mixed Herb or a Spray if
 you are in orange Caution or Danger. If you are in yellow Caution
 and are not fighting Nemesis, try to use a Green Herb only. Fight
 Nemesis only if you are in Fine status. More on healing items in
 Section 6.3.


                            5.6 - Using the Map

      By pressing the Map button or pressing Use button on the Map
 box in IM, you activate the Map. Maps of the area you are can be
 found in some places. If you don't have the Maps of the area you are
 currently, the Map will only show where you are and where you have
 been. Places that you must go to will flash in blue, with the name
 in white.
      In Map, there are 2 ways to view: Zoom and Full Screen. Toggle
 with the Use button. You are the red arrow, and the vertex points
 to where you are looking.

      * Full - all the map fits in the screen. It shows the entire
 "Area" (not stage, level or the like, as RE is different from other
 games). When an Area has several floors, 1 or 2 small green arrows
 on the bottom and/or top of the map.
      * Zoom - a small view, with a cross pointing at you in the
 center of the screen. You can move the cross (and the point you are
 viewing) using the directional pad. There are four arrows in the
 vertices of the cross. 1 or 2 missing means that you are in the end
 of the map in this (these) directions.

      It's noteworthy that the map doesn't turn. Near the bottom
 right corner, there's a scale and a cross indicating the direction.
      The map is truly important when you don't know where to go. Use
 it to find out, or you may waste your time, ammo and life.


                          5.7 - Firing the Weapons

      Be always equipped with a (fully) loaded weapon. It's
 disgusting to be hit (or die) because you weren't ready to fight. To
 Fire, hold Aim Mode button (usually R1) and press Use.

      Make sure you fire in the correct direction. If you miss, the
 recovery lag may be long enough for an enemy - Nemesis, in the worst
 case - to smother you. If you hit anything hazardous - explosives,
 steam, acid and the like - you may hit a monster. Just remember that
 these things may hurt YOU also, if you are close enough. They may
 kill you instantly, so be careful. You can't walk in Aim Mode.

      Sometimes you have to aim up or down to hit your enemy (or
 enemies). Press FO or BA, respectively. Pointing up at an enemy near
 you and shooting will usually end up with a Head Shot. Although
 there is a great danger, it usually is worth the damage, because
 Head Shots kill your enemy (or enemies) faster or instantly. E.G.:
 you are with the M3S, normal ammo, and a grop of 4 Zombies is
 attacking you, a most usual situation. Wait until they are up close
 and shoot. If you point straight, you might kill 2 and 2 will fall
 but not die. If you point down, NONE of them might die, and all
 would crawl and chew your feet. If you point up, ALL will die, and
 you save a lot of ammo. Get used to make it.

      Change Target (L1) will point at another monster, or correct
 the aim if the target has moved. Unfortunately, it doesn't work very
 well if your enemy is behind you. Release Aim-button, TB and hold
 Aim-button again should be more effective.
      When using a weapon make pretty sure you know the amount of
 ammo you have. Firing when the weapon is empty will reload it, but
 that takes a lot of time, and sometimes means death - yours, not of
 the enemy. Reload the weapon in Inventory, when you're invincible
 (see Section 5.4).


                            6 - Stuff Profile

      You will find lots of things in the game. Knowing what they are
 and how to use them is essential in the game. As there is a VERY
 wide variety of items, I divided this chapter in 6 parts.


                           6.1 - Weapons & Ammo

      They are extremely important in the game. Always use a suited
 weapon, or you may run out of ammo - and/or die.
      This part is just a small description based in my experience.
 If you have comments and/or corrections, feel free to e-mail me.
 Some of the weapons are available only in Heavy Mode.
      Capital letters indicates when several weapons use the same
 type of ammo, and this type is described in parenthesis after the
 weapons. The normal amount of ammo for each Ammo item follows. Data
 for Heavy Mode; in Light Mode, ammo is twice the amount shown. The
 parenthesis in the side of the weapon indicates the max. amount of
 ammo that it carries. Remember that in Light Mode, you will also
 find an M92F, an M3S and an M629C in the Chest, not only in the
 listed places.


      NOTE: I should mention Combat Knife here, but as it really
 sucks, I won't. :P Just bear in mind that you'd better not use it if
 you want to live...

 ********************************************************************


      HANDGUNS

      * Beretta M92F (15) - A small, black semiautomatic pistol with
 yellow inserts. This is the current U.S. military sidearm, and was
 created by Beretta, Italy, that has been making weapons since 1592.
 Personally, I don't like Berettas, because I find the Glocks like,
 for example, the G34/G35 from Dino Crisis, and G17/G18 from Syphon
 Filter, are far better). This is an old friend of RE players, being
 with us in RE1, Extreme Battle in RE2: Dual Shock Version and RE3.
      This is the weapon you start with (Heavy Mode), and its ammo is
 the easiest to find. This weapon has very low power, a big recovery
 lag, so use it only to save ammo of other weapons or:
 * Kill Zombies or Crows, if there are not too many of them, and you
 are in a safe distance;
 * Kill Dogs, but be very careful though, as they come in trios now;
 * You don't have other weapons and/or ammo (uh-oh...).

      * SigPro SP2009 (15) - Created by the Swiss weapons maker
 SIG-Sauer, it is a very popular and reliable weapon, well-known for
 durability and smoothness of work. This is its debut in RE series.
      Carlos (in normal game) and Nicholai (in Mercenaries) have it.
 It's a little faster than the Beretta, and should be used the same
 way though. If you are playing with Nicholai, however, use it only
 in explosive barrels, or you will quickly run out of ammo. For
 Carlos, it is useless, as you have a lot of ammo for the AR.

      * STI Eagle 6.0 (15) - It is a very fast and powerful pistol,
 here in IPSC-like style. First time in RE games.
      Carlos (in Mercenaries) has it. In Heavy only, parts A and B of
 this gun are Nemesis Items. Refer to section 6.6 for more info. The
 very best and coolest of the HandGuns. Much faster than the others -
 faster than the normal VP70 in the hands of Leon with changed
 costumes in RE2! But the best is that it will sometimes blows off a
 Zombie's (or a Dog's) head! It happens randomly, like KOF98 Critical
 Hit. Use it as you would use the other HandGuns, but don't fear any
 large number of Zombies (if you have ammo, of course) anymore.
 Excellent to kill Dogs and Crows also. Maybe Spiders, not sure...

      *(HandGun Bullets - small red box - 30) - default ammo, for all
 HandGuns. About 6 shots are required to waste a Zombie (with M92F).
 This is the most easily found ammo in the game.
      *(Black Taurus Bullets - small white box - varies) - special
 ammo, unavailable for Eagle 6.0. :[ There are only 2 ways to obtain
 this ammo: 1) with Powders - read section 6.2 for more details. 2)
 in the Mercenaries subgame, playing with Nicholai, you obtain this
 ammo when you rescue the Woman in Raccoon Press Office and Mikhail
 in Bar Jack. It is harder to obtain, but it doubles the power of the
 M92F shots, making it at least as powerful as the Eagle 6.0 (but no
 critical hits).
 ********************************************************************


      SHOTGUNS

      * Benelli M3S (7) - Made by Benelli of Italy. First time in
 the RE games, though we have always had shotguns in the series.
      Mikhail (Mercenaries) has it, and it is the 1st firearm you
 find in normal game. It fires several lead pellets in a single shot.
 It is an area effect weapon, because the pellets spread instead of
 flying tightly grouped. It's good because you can hit several
 enemies at a time but bad because it has low power and precision at
 long ranges. Close in, however, it can really hurt. A Head Shot
 will blow the head of one Zombie - or, if they are close enough from
 the others, many of them will lose the head. I usually kill 3 or 4
 with a single shot, although my record is 5. Excellent against
 Crows, because it kills several with one shot, and wastes Dogs also.
 Against Hunters, you'd better be careful, because recovery lag is
 big. Drain Deimos can be killed with 2 clean shots. This is one of
 the most useful weapons in the game.

      * Western Custom M37 (6) - Did you watch "Terminator 2"? It's
 the very same shotgun (lever action) used by Schwarzenegger in that
 movie! New and very cool weapon!
      I only found it using Nemesis Items (see Section 6.6). MUCH
 faster than the M3S, but has the same uses overall. Only that you
 must not fear if your enemies are too close, even Drain Deimos.

      *(ShotGun Shells - olive-green box - 7) - default ammo for
 ShotGuns. Red shells. Easily found in the game, making the
 ShotGuns a very good all-round weapon to play the game.
      *(Special Shells - white box - varies) - special ammo, not
 available for M37. :[ It has awesome power and these blue shells
 can only be obtained: 1) with Powders - read Section 6.3 for more
 info; 2) in the Mercenaries subgame, when you rescue Carlos in Bar
 Jack. It is so powerful, that you will walk a step back when you
 fire your M3S with these Shells! It kills Hunters in a single clean
 shot!! However, it is hard to obtain, so use wisely.
 ********************************************************************


      * Heckler & Koch (HK) Grenade Launcher (250) - Made by the
 famous HK, Germany. The idea is old, and the weapon style is long
 known in RE games, although this specific one is new.
      It is found either in the S.T.A.R.S. office or in the Sub
 Station in the normal game. It's faster than the M79 of RE2. It has
 4 different types of ammo. The impact power varies, but all are
 capable of killing any monster, except Nemesis and Digger, in a
 single shot. There are only 2 bad things about the HK: 1) it's
 relatively slow, so don't use if your enemy is too close (it's
 important against Nemesis); 2) the range is not that good. But with
 some practice, these aren't enough to be a hassle, so use it always!
 The availability and area effect of the ammo types is different. Max
 amount of ammo that can be carried in the weapon is 250, although it
 is not very easy to have all these of a single type.
      Ammo boxes usually carry 6 rounds (10+ if they are made using
 Powders). They are small green packs, with a coloured tamp to
 distinguish them.
      *(Grenade - Gray) - the default and easiest to obtain. A small
 explosion when it hits, can hit several enemies but usually hits
 only one. Widely found, so use it against any enemy. Least powerful.
      *(Flame - Red) - has better area effect, and can hit up to 3x.
 It's something rare. Head shots to waste Nemesis. More powerful than
 Grenade.
      *(Acid - Yellow) - small area effect, but devastating. Very
 good against Digger. It's very scarce, so use wisely. More powerful
 than Flame.
      *(Ice - Blue) - new and cool (no kidding) ammo!  It freezes the
 enemy. Excellent area effect, and wastes Nemesis: a single shot may
 hit him up to 4 times, allowing you to fire again before he can
 recover! However, it's REALLY scarce - usually, the only true way to
 have this ammo is making it (see Section 6.2). Also, it's only
 benefit about area effect is that it can hit several times, because
 the area power really sucks. Most powerful ammo for the HK.
 ********************************************************************


      * Smith & Wesson (S&W) M692C - The Magnum, in .44 Magnum cal..
 Magnums have always been in RE series, but this is a new one.
      Available with Mikhail in Mercenaries; in the normal game, it
 will be found either in the Sub Station or in the S.T.A.R.S. office,
 depends on where you found the HK. It is the most powerful of
 the normal weapons, even more than the HK!! A Head Shot
 (default, if you are in the same height level) will almost always
 kill a  Zombie, sometimes taking the head out. This is the best
 weapon to hunt (hehehe) Hunters (both breeds) and Drain
 Deimos/Brain Sucker - 1 shot will do the trick. The bigger handicap
 in this weapon: recovery time is big. It also excels against
 Nemesis and Digger.
      *(Magnum Rounds - bright clip - 6) - possibly the most scarce
 of all ammo types:[. It has 6 jacketed hollow point (JHP) Rounds,
 or 24 if you make them with Powders (Section 6.3). In the
 Mercenaries subgame, when you play with Mikhail, Brad Vickers, in
 the Restaurant Basement, will give you 12 Rounds. It has a VERY
 small piercing capability, and I only saw it working when I blasted
 away an Explosive Drum... In the normal game, I'm only aware of 2
 places with this ammo: 1) in the Park, in the corpse near the locked
 gate and 2) in the Disused Plant Communications Room (where you get
 the Radar), in a locker beside the door.
 ********************************************************************


      * Mine Thrower (6) - New weapon! An experimental Umbrella
 weapon, fires guided projectiles.
      I only found it in the corpse near the big table, in the Clock
 Tower, Heavy Mode. Shoots projectiles that look like darts, and they
 are heat seeking. Shoots faster than an M3S. I'm not aware of the
 possibility to make this ammo using Powders. Good weapon for general
 uses. A good thing is that its ammo will have a 3 sec. delay before
 it explodes. When it explodes, it will delay Nemesis A LOT, allowing
 you to shoot before he reacts. 2 Mines can be followed with 2
 Rockets or about 3 M629C/HK shots, allowing you to waste him fast.
      *(Mines - white box with red details - 6) - scarce. Has heat
 seeking capability. Save your ammo for the last boss, as a
 combination of Mines and Magnum/Rockets/Ice wastes the final boss
 MUCH faster and safer.
 ********************************************************************

      AUTOMATICS

      * AR (100%) - An M4A1 Assault Rifle 5.56 NATO cal.. Newbie in
 RE series, although its uses are like the SMG in RE2.
      Carried by Carlos in both normal game or Mercenaries subgame;
 if you are (a newbie) playing in Light Mode, you start with this
 weapon. It has an average rate of fire, and is a good weapon to kill
 any enemy but Nemesis and Digger. It has 2 modes of fire: Auto and
 Manual. When you choose Manual, the maximum number of rounds fired
 without stoppages is 5. In Auto, it fires in full auto. Ammo really
 takes long to finish, so use at will.
      *(Clip - ?? - 100%) - the only way I ever saw ammo for this was
 watching (not playing!!!) Light games, so I don't know what ammo
 looks like. 100% means 300 shots! Use at will!!

      * Gatling (infinite) - A three-barreled, electrically operated
 machine gun. Back from RE2.
      As long as I know, this is a secret weapon that can only be
 bought in Mercenaries. It has a devastating rate of fire, and can
 hit almost anyone in the screen (except those who are very high up
 on the screen). You cannot point it up or down, but it may slow
 Nemesis a lot. Excellent against large groups of enemies. The BIG
 handicap of this weapon is that it takes too long to begin firing,
 and also takes very long to stop. Should be used carefully against
 Nemesis, or he will hit you before you start firing. It should never
 be used against Digger, or you won't hit it at all.
      *(???) -  I've never seen ammo for this weapon.
 ********************************************************************


      * M66 Rocket Launcher (4 or 8) - Back from RE1, and also known
 to many old actions movie fans.
      Available with Mikhail and near to the end of the normal game.
 The more powerful weapon in the whole game, capable of killing any
 enemy with a single shot, except Nemesis and Digger. It will knock
 Nemesis down with one shot, and a 2nd shot will kill him. Against
 Digger, it seems that 2 shots are enough. I do not know how much are
 required to kill the last boss, however. There are some BIG problems
 with this weapon: 1) you can't point up, so jumping Hunters can't be
 hit; 2) as it is a very heavy weapon, it takes long to aim and to
 put down and 3) it will only hit a single enemy. This, plus the long
 point time and the fact that ammo is VERY scarce makes this a crap
 weapon against groups of enemies.
      *(???) -  I've never seen ammo for this weapon.


                            6.2 - Powders Usage

      This is a big update in Adventure games. Gunpowders are red (or
 yellow) labeled flasks, and by combinations of them you can make
 nearly all type of ammo you need. All data is approximated only, as
 it varies. In Light Mode, double the amount of ammo made.
      You start the game with a Mixing Tool. Powder A is red, and
 Powder B is yellow. Combine them (Section 5.4) and you have Powder C
 (blue). When you pass (Combine) a Powder (or combinations) with
 Mixing Tool you have it turned in ammo. The combinations that I know
 are (observe the order of combination) listed below.
      NOTE: the more Jill uses the Mixing Tool to make ammo, the more
 proficient she gets at creating those particular types of ammo. This
 will over time allow Jill to create special, more powerful ammo (for 
 HandGun and ShotGun). The first 7 times Jill creates one of these
 particular types of ammunition, it will be of  the normal variety.
 On the 8th+ creation of the same type of ammunition, they will be of
 a more powerful variety under your approval (you are asked if you
 want so). Also, on some attempts, Jill will make more than a normal
 amount of ammo, due to her skill at using the Mixing Tool as well.
 Ammo made from combinations of same type Powder only count as one
 use, if you wanna make special ammo.

 Powder A + B     : Powder C

 Powder            Ammo

 Powder A         :  15 HandGun Bullets
 Powder A + A     :  35 HandGun Bullets
 Powder A + A + A :  55 HandGun Bullets
 Powder B + B + A :  60 HandGun Bullets
 Powder B         :   7 ShotGun Shells
 Powder B + B     :  18 ShotGun Shells
 Powder A + A + B :  20 ShotGun Shells
 Powder B + B + B :  30 ShotGun Shells
 Powder C         :  10 Grenade Rounds
 Powder A + C     :  10 Flame Rounds
 Powder B + C     :  10 Acid Rounds
 Powder C + C     :  10 Ice Rounds
 Powder C + C + C :  24 Magnum Bullets

      When combined, these gunpowder types and Grenade Rounds form
 the following types of ammunition:

 Grenade Rounds + A         :  6 Flame Rounds
 Grenade Rounds + A + A     : 12 Flame Rounds
 Grenade Rounds + A + A + A : 18 Flame Rounds
 Grenade Rounds + B         :  6 Acid Rounds
 Grenade Rounds + B + B     : 12 Acid Rounds
 Grenade Rounds + B + B + B : 18 Acid Rounds
 Grenade Rounds + C         :  6 Ice Rounds
 Grenade Rounds + C + C     : 12 Ice Rounds
 Grenade Rounds + C + C + C : 18 Ice Rounds

      As you can see, the best thing to do is make Magnum ammo (even
 more in Light, because there will be 48 rounds!!). Powder A is VERY
 easily found, but Powder B is much more scarce. My suggestion is to
 save Powder Bs you find, but Powder As should be no problem to turn
 into HandGun bullets. Only be sure to save 3, so you can make Magnum
 ammo. However, if ammo is short, don't try to save Powders and die:
 make ammo whenever you feel you need it. With some practice,
 however, you will easily be capable of using the correct ammo
 against the correct enemy, so ammo won't be a hassle in RE3.


                          6.3 - Healing Items

      No matter how good a player you are and/or the weapons you are
 using, you will sometimes be hit and need to heal. Even good players
 die, sometimes in places they know very well and being well armed.
      There are two classes of Healing items: Sprays and Herbs.

      *First Aid Spray - usually named only Spray, gives 100% Health.
 Can only be used once and don't have Poison healing capabilities.
 Sprays remain unchanged since RE1, and can be easily found in RE3.
 Use only:
      * when you are in orange Caution/Danger;
      * when you are in yellow Caution and is fighting against
 Nemesis or Digger.
      When you reach a certain amount of skill, you will see that
 it's quite easy to beat the game WITHOUT using any Sprays.
      Spray Bag is used the same way as a Spray. The only difference
 is that it can carry up to 3 Sprays at a time, and can be
 "reloaded"! Spray Bags are new in RE series. You start with one in
 Light (both Jill and Carlos), and in Heavy  they are Nemesis Items
 #3 and #6 (read Section 6.6). As you get more experienced with the
 game, you'll notice that Sprays and Spray Bags suck, as they
 decrease your ranking A LOT.
     
      *Herbs - very versatile small plants, with various and useful
 capabilities. Herbs can be mixed in various ways, to combine their
 action. Red Herbs cannot be used alone.

 Combinations                           Effects

 Blue Herb                            : Heal Poison 
 Green Herb                           :  25% Health
 Green Herb + Green Herb              :  50% Health
 Green Herb + Green Herb + Green Herb : 100% Health
 Green Herb + Red Herb                : 100% Health
 Green Herb + Blue Herb               :  25% Health + Heal Poison
 Green Herb + Green Herb + Blue Herb  :  50% Health + Heal Poison
 Green Herb + Red Herb + Blue Herb    : 100% Health + Heal Poison

      In some places, you will find the Blue Bush, that cannot be
 removed. The Blue Bush is like an infinite amount of Blue Herbs. If
 you can find one when you are Poison, use it and save yourself a
 Blue Herb! Also, I've heard from a friend that a Green + Red + Blue
 gives you momentary invincibility. Except by Blue Bushes, all herbs
 can only be used once.


                             6.4 - Supply Items

      These items have semi-random locations, but are not hidden;
 this way they are easy to find.


      *Ink Ribbons - the only way you can save without beating the
 game is by using the Typewriters available in the Save Points. But
 you cannot use them without Ink Ribbons. In RE3, Ink Ribbons are
 very usual and easy to find (unlike RE1...). In Light Mode, you
 have infinite Ink Ribbons in the Chest, and in RE3 they're usually
 found in Save Points, near the Typewriters, in piles of 3. 

      *Ammo - read section 6.1: Weapons & Ammo

      *Powders - read Section 6.2: Powders Usage

      *Healing - read section 6.3: Healing Items



                              6.5 - Game Items

      They are required to beat the game, and their location is fixed.
      When there is a /, it means that the location depends on the
 choices you make during the game. If an item is in one place, its
 "complement" is in the other. Weapons locations are in Section 6.1.


      *Mixing Tool - read Section 6.2. Jill starts with it.

      *Keys - in RE3, nearly all keys can only be used once, so
 searching for keys should be the most time consuming factor in the
 game... :( Usually, just open a door (while you are with the correct
 key in your Inventory) to unlock it. Discard when useless (you will
 be asked if you want so).
 *Storehouse - Storehouse Office, only opens the Storehouse door
 *S.T.A.R.S. - Raccoon P.D. Evidence Room, only opens the  S.T.A.R.S.
  Office door
 *Re-use - Clock Tower Bedroom/Chapel, opens the Study Room door.
  Combine with Chronos Key to get New Chronos Key
 *Panel - complement of Re-use Key, only activates ladder to get
  in Clock Tower Mechanical Room
 *Chronos - Music Box Puzzle in Clock Tower Mechanical Room. Only to
  to combine with Re-use Key to form New Chronos Key
 *New Chronos - only opens Clock Tower Closet door
 *Park Gate - Raccoon Park Security Center, only opens the Park gate
 *Room 402 - Reference (Data) Room in Hospital, only opens the Room
  402 door (Carlos)
 *Shed - on body on Northeastern Path, Raccoon Park. Only opens the
  Shed door
 *Padlock -  Strategy Room in Shed in Raccoon Park, only unlocks the
  padlocked gate before Disused Plant
 *Control Room - Off-Duty Room of Disused Plant, opens the Control
  Room. Pass it in the printing machine at the Water Testing Room to
  get the Labeled Key
 *Labeled - use only in the gun locker, to get the M66

      * Lighter Fluid - Basement Bottle Storage Room, only to fill
        Lighter (combine them)
      * Lighter - Bar Jack. Although very useful in RE2, it is
        almost useless in RE1 and 3. Use it to light ropes on fire
        (Northern Alley) and light the fireplace (Park Shed). Discard
        when useless

      * Lockpick - S.T.A.R.S. Office. Very important in all RE games.
        But in this game (and in CODE: Veronica) you have to find it.
        It opens some locked doors and desks. Just open the door, and
        if the Lockpick is required, you will use it automatically or
        under request

      * S.T.A.R.S. Card Brad - on Brad after he's killed by the
        Nemesis in P.D. (Check the Card Case). As long as I know,
        only operates the computer in RCPD Main Hall, and input the
        code of locker containing the S.T.A.R.S. Key
      * S.T.A.R.S. Card Jill - RCPD Conference Room. Same as
        S.T.A.R.S. Card Brad.

      * Crowbar - Grill 13 Restaurant. It is in a locker, and you need
        the Lockpick to open it. Only opens entrance to Restaurant
        Basement

      * Jewels - RCPD Evidence Room (Sapphire) and on Body in Basement
        Grill 13 Restaurant/Raccoon Press Office 3F (Emerald). Used
        to activate the machine to get access to City Hall Grounds

      * Trolley (Cable Car) Items - here you find the Wrench (more
 below). To activate it, you need to place 3 items in the rear panel:
 *Jumper Cables - Parking Garage, on a mini-van
 *Fuse - Room A of El. Substation
 *Machine Oil - this is not an item, but a combination of M. Oil
  Canister (Stagla Gas Station) and M. Oil Additive (Pharmaceutical
  Sales Office Medical Storage Room)

      * Wrench - Cable Car. Used to get the Hose (below) and open the
        door to reach Gas Station Cabinet. Discard after doing both
      * Hose - in alley South of crashed #33 Midtown Bus. Use it in
        the place on fire, near the gate you opened by burning down
        the ropes in the gate. There is a hydrant in the wall, with a
        red light, Use the Hose there to reach Pharmaceutical Company
        Sales Office
      * Six Sided Hex Crank - Shopping Street Storeroom. Use to open
        G. Station Cabinet. It brokens in your hands, then you have
        to use the Wrench to open the door

      * Square Crank - in alley before Pharmaceutical Company Sales
        Office. Use in the panel behind Bar Jack, where you descended
        the stairs and saw Brad escaping, to get some Grenade Rounds

      * Bronze Book - on statue in City Hall Grounds. Take it, place
        in fountain across from Raccon Theater. This is the only way
        to get Bronze Compass
      * Bronze Compass - at fountain across from Raccoon Theater.
        Place it in the same statue where you cot the Book from, to
        get Battery
      * Battery - in base of statue at City Hall Grounds. Place in
        the elevator to reach SubStation.

      * Silver Gear - Clock Tower Mechanical Room. Combine with Gold
        Gear to form Cogwheel
      * Gold Gear - puzzle in Clock Tower Closet. Combine with S.Gear,
        and you have Cogwheel
      * Cogwheel - combination of Silver Gear + Golden Gear. Place it
        in the panel near the Chest in Mechanical room to activate
        the Clock

      Carlos

      * Tape Recorder - Raccoon Hospital Doctor's Office. Activate the
        elevator panel and use the Recorder to activate the elevator

      * Vaccine Base - Hospital Study, Basement Level 3. Use to switch
        on machine puzzle to get Red Vaccine
      * Red Vaccine - Hospital Study, Basement Level 3. Combine with
        Blue Vaccine to form Virus Vaccine
      * Blue Vaccine - safe in Room 402 of Raccoon Hospital. Combine
        with Red Vaccine to form Virus Vaccine.
      * Virus Vaccine - use on Jill to heal Virus

      Jill Again

      * Red Pipe - Raccoon Park Shed. Used to break the wall after
        you burn the wood in the fireplace with the Lighter

      * MO Disc - Disused Plant Control Room. Used to open the door to
        Waste Processing Room

      * Water Sample - Disused Plant Sewage Monitor Room. Use to
        activate Water Analisys puzzle

      * Umbrella Card Key - Disused Plant Waste processing Room,
        after you kill Nemesis. Get from worker. Used to open the
        door to accesss the Control Room Tower, and to activate the
        elevator in Power Supply Room, to have access to the weapons
        room and the locker with the M66

      * Radar - in the Control Room Tower in Disused Plant. Shows the
        current position of the nuke heading to Raccoon City and time
        remaining for the impact



                          6.6 - Nemesis Items

      When you kill Nemesis in Heavy Mode, he gives you an Item. To
 get all them, kill him in the places listed below. He appears more
 times though, but in these occasions he gives you nothing when
 finished/knocked down. Parts A and B of Eagle 6.0 and M37 can only
 (as I know) be obtained this way. Combine them (see 5.4) to have
 these weapons, with maximum ammo. The items you obtain are below.

      Item#1 - Eagle Parts A
      Item#2 - Eagle Parts B
      Item#3 - Spray Bag
      Item#4 - M37 Parts A
      Item#5 - M37 Parts B
      Item#6 - Spray Bag
      Item#7 - AR/Infinite Ammo (depends on the special items that
               you have bought in the Mercenaries subgame)



      To get all items, you must finish Nemesis whenever you find
 him - but that's not easy without infinite ammo.
      The numbers below are the places where he appears and, if
 defeated, will give you an item. * mark those I find better, but
 sometimes not the fastest. # indicates the best choices when you
 don't want to fight him.

 NOTE: Knockdown - he lays down WITHOUT purple blood in the floor
 Finish - he lays down WITH purple blood in the floor



 1a. When you reach the RCPD for the 1st time and choose to stay and
 *   fight (1st choice) (you can just get the Card Case from Brad's
     body and escape)
 1b. When you reach the RCPD for the 1st time and choose escape (2nd
 #   choice), but this way you won't get all items

 2.  When getting out of S.T.A.R.S. Office with the Lockpick and go
     downstairs, he breaks the window (near the Save Point)

 3a. If you go to Restaurant before Press Office 3F and open the
     Basement entrance, and stay and hide (2nd choice), he is
     knocked down
 3b. If you go to Press Office 3F before Restaurant, and stay and
     hide (2nd choice), he is knocked down
 3d. If you go to Press Office 3F before Restaurant, and choose to
     escape (1st choice), and return there before you get the
 *   Emerald, Nemesis will still be there. Finish him and get the
     item (doing so you can get 2 Red Herbs)
 3e. If you go to Restaurant before Press Office 3F, and choose to
     escape (1st choice), and return there before you get the
     Emerald, Nemesis will still be there. Finish him and get the
     item (no good)
 3f. If you don't finish him off in the Restaurant or Press Office
 #   3F, he appears in the road before City Hall (easier to escape)

 4a. If you go to SubStation before you get the M. Oil Additive and
 *   choose to run out the back door (1st choice). Make sure you get
 #   the weapon in the locker 1st. Try to reach the elevator and he
     will try to catch you, then you can smother him. (you have
     more space to fight or escape)
 4b. If you get the M. Oil Additive or start the generator in the
     SubStation, he appears near the Sales Office (in the place
     where you doused the fire with the Hose)

 5.  When you go to the Cable Car with all items required, he appears
     in the bifurcation near the Gas Station

 6a. After you get the Chronos Key, try to return inside the Clock
 *   Tower. Choose to electrocute him (2nd choice), he is knocked
     down. Just remember that he will get up and chase you if you
     don't return and finish him off (you can get more items)
 6b  After you get Chronos Key, try to return inside the Clock Tower.
 #   Choose to shine the light in his eyes. Then, after you play with
     Carlos and give the Virus Vaccine to Jill, he appears in the
     Atrium, jumping down from the 2nd floor in Clock Tower (this way
     you only get 6 items, but won't have to fight/ignore him with
     Carlos. You will also be able to fisnish with the last part of
     the Clock Tower without the need to fight/ignore Nemesis).

 7a. Dance Room: he comes running through the broken window next to
     the Clock Tower Dining Room, if you finished him off in the
     outer balcony and NOT knocked him down with Carlos (before you
     give the Virus Vaccine to Jill).
 7b. Crashing through the Clock Tower Dining Room door, if you
     finished him off in the outer balcony and knocked him down with
     Carlos (before you give the Virus Vaccine to Jill)



                           7 - Enemies Profile

      As I said before, all enemies are weak and easy to kill - even
 more when you compare with RE1! However, they usually come in groups
 with 3 (Hunters and Dogs) or more monsters of the same breed. I will
 give a subjective description of them, so if you have any correction
 or add on, please e-mail me. I will also describe the best ways to
 kill an enemy. All enemies (except by Nemesis Final and Grappler)
 may be found in the Mercenaries subgame. All data here is for Heavy
 Mode. In Light, your life will be easier!! Ah, when I say "weapon",
 forget about C.Knife! ;)

      TIP: if you are not sure that a knocked down enemy is still
 alive, TB and Aim (with Auto Aim on). Your CH will aim to the
 direction of the fallen enemy if it's alive yet. Dead enemies have a
 blood pool under it.


      * Crows - present in all 3 games, they are basically the same
 in all. They always come in large groups (7 or more). Crows are big
 and black birds.
      They are very fast, so when they appear (usually breaking
 glasses), run away and kill them later. They hit your head. Although
 their attack is pretty low damaging, lots of them can cause big
 hurt, so beware. They can fly quite high, so sometimes you will need
 a Head Shot to hit 'em. They can also land and walk, requiring a
 Floor Shot to kill.
      A single shot of any weapon will kill a Crow, but as they come
 in large groups, any weapon without area effect will require several
 shots to kill them all, so you'd better have a fast and/or area gun
 in your hands. ShotGuns are great against Crows, because they can
 kill several, even if they're not tightly grouped. HandGuns will
 also do and still save ammo of other weapons. Gatling is excellent,
 but remember that crows flying very high will not be hit. Also, due
 to the delay of startup, you'd better be far away before firing. AR
 is the best weapon against them, but you really won't need so much.


      * Sliding Worm - a new enemy, much like the Snakes of RE1. They
 come in groups, usually coming more when you kill some. Unlike other
 enemies, they may respawn, that is, if you return to an area where
 you killed all them, they may appear again. Look like snakes, and
 become reddish as they suck your blood.
      They jump and grab you, then suck your blood for a while,
 before returning to the floor. They are fast but can be easily
 avoided. A single shot will kill, and they are really low powered.
 However, as they come in large groups, many of them may grab you at
 the same time, so be careful, specially if you are in orange
 Caution or Danger.
      Most like Crows; area effect weapons (coughShotGunscough) are
 better. However, it's quite easy to avoid 'em, so train to save your
 ammo. You have bigger worries.


      * Baby Spiders - always with us, these annoying enemies come in
 really large groups and sometimes respawn. When you kill Giant
 Spiders, usually some Babies will come out. They look like big bugs.
      Babies jump at you, and are always in large numbers. You can
 smash them by running, or get out the room. If they came from a Giant
 Spider they will disappear. The less powerful and resistant of the
 monsters.
      Kill as Worms.


      * Zombies/Naked Zombies - the trademark of RE series, they are
 back. They are REALLY disfigured people, some are naked.
      The only type of enemy that really improved. They can run now,
 and although even their run is slow, on the stairs they are faster
 than you, so beware. Zombies come usually in groups of 3 or 5, but
 larger groups occur quite often. They can attack you in several
 ways: if you are far away, they can spit acid or jump, grab and bite
 your feet. You will get free from the latter by destroying its head.
 If they come too close, they will grab you, both from your back or
 your front. You must push them away to get free. A push may knock
 down several Zombies, so you can use this at your advantage, against
 large groups. Just be wise and careful. Some Zombies who are laying
 in the ground are not dead (observe the blood pool), and can either
 crawl and grab your feet or get up and attack again, so make it sure
 that the Zombie is really dead. Zombie attacks are pretty weak, and
 several are required to take you out of Fine, but don't
 underestimate them, because they always appear in large groups. Just
 be careful, and you can easily pass through several without any
 damage and without using your weapons. Avoid Floor Shots against
 standing Zombies: you may rip their legs off, and they will crawl
 and chew your feet if you don't kill them. Naked Zombies are the
 very same, but they are completely naked. They are much more
 resistant than normal Zombies... :(
      Any weapon can easily kill a single Zombie. However, get used
 to killing Zombies (specially if there are many) with HandGuns
 (Eagle 6.0 when possible) or ShotGuns (M37 if possible). With
 ShotGuns, train and try to hit 3 or more Zombies with a single Head
 Shot, so you can really save your ammo. Gatling is perfect against
 large groups, as it will hit all Zombies in front of you, mo matter
 if they are standing or on the floor (sometimes even beside you!).
 Just find a safe position to fire. AR works nearly the same way,
 only that you need to make a Floor Shot to hit floored Zombies.
 M629C is possibly the best (and coolest) weapon to kill Zombies
 with, but only if you have lots of ammo and wanna have fun. However,
 if they are Naked Zombies, they can easily survive a near ShotGun
 Shell. :( So, do not use HandGuns nor the AR, or you will have a
 hard time to kill them. Due to the random critical hit, Eagle 6.0 is
 a good choice. ShotGuns should only be used to hit Head Shots, or
 you will spend too much ammo. The M629C/HK are the best options to
 kill them.


      * Zombie Dogs - downpowered from both RE1 and 2, they are well
 known foes of RE players. Disfigured Dobermanns.
      They can jump to attack you. They can run to reach you, but
 they are really SLOW, if compared to RE1 and 2. However, they don't
 come in pairs anymore. They now come in trios, so watch out. If you
 are hit by one, each of the other Dogs will probably bite you before
 you can move, so you will take 3 or 4 bites before you can move.
 Their attack is stronger than Zombie's, so beware.
      Area effect weapons are best. 2 well placed ShotGun shells kill
 all of the trio. The HK kills one in a single shot, sometimes
 blowing its head off. If you only have a HandGun, you should hit a
 shot to knock it. While it's floored, shoot. Most of times, you can
 kill a Dog with a HandGun this way without being hurt. Automatics
 excel here, but you don't need so much firepower. The M629C blows
 off a Dog's head.


      * Giant Spiders - they are basically unchanged from RE2, and
 are always present in RE games. Really oversized yellow spiders.
      They can run and bite you, both from the floor or walls. They
 can also spit. They are easy to avoid, and usually come in trios.
 Usually, they release several Baby Spiders when they die. Spider
 attacks may Poison you, and are capable of changing your Fine into
 yellow Caution in a single hit, so check Status often.
      You'd better not use HandGuns here, or you should have problems
 with Babies. They are much stronger and tougher than Zombies, so
 kill fast if you don't wanna run. ShotGuns are an excellent choice,
 and 1 or 2 good (close) shots may kill. Gatling and AR should also
 prove useful. If you choose the HK, use Flame rounds, as it will
 most probably kill Babies also. A single M629C/HK shot (direct hit)
 may kill a Spider, but a bad shot will just rip some legs off, and
 it will remain alive. :(


      * Hunters Beta/Gamma - they are back from RE1 :(, and were,
 fortunately, tuned down a lot, as they can't kill in a single Head
 Attack anymore. :) As a balance, they now come in trios. Humanoid 
 dark monsters with Katana (Samurai sword) like white claws and teeth
 are Hunter Beta. Hunter Gamma has a frog-like head. I am not sure if
 there are any more differences between them.
      They are annoying and dangerous enemies. They can jump and hit
 your head, or get down and hit your legs. They are very fast, smart
 monsters that can easily kill you if you don't kill them ASAP, so do
 not underestimate them, or you will die. If you knock one down but
 don't kill it, it will roll sidewards in the ground and quickly get
 up, usually jumping just after recovery. Hard to avoid, specially if
 all 3 are alive and standing. Powerful enough to kill you with a
 single head hit if you are in Caution or to take you out of 100%
 Fine to orange Caution with a single head hit.
      You'd better use the M629C/HK to kill Hunters. The only
 other weapon I recommend is the AR, because others are too slow
 and/or weak to make the job. A single M629C/HK shot will waste one
 Hunter. Don't try to shhot it while it's on the floor, because they
 get up quickly. If they jump, a Head Shot may do the trick. If they
 are running far away, the M629C will almost surely miss, because
 they are smaller then Zombies, so if they're not up close, use the
 AR/HK instead of the M629C. The HK also hits when they are up close
 and try to jump. If you have Special Shells, the M3S is also good.


      * Drain Deimos/Brain Sucker - new in RE games, but is sort of a
 mix of Licker with Plant (Brain Sucker), both from RE2. Looks like a
 bigger Hunter with 6 legs (Drain Deimos). I am not sure if there are
 big differences between them, it seems that Brain Sucker is able to
 Poison you.
      Wow. This is a versatile monster. Can climb walls, grab, run,
 spit... It's as tough and powerful as a Hunter. 2 is the usual group
 size, but sometimes there are groups of 3. If both are close and one
 grabs you, you are in big danger, so kill them quickly. If it is on
 a wall, it is pretty easy to avoid, but beware, it runs very fast.
 It seems that Brain Suckers (coloured breed) can Poison you.
      Kill it as a Hunter. There are 3 good differences: 1) it can't
 jump (seems that Drain Deimos can); 2) when it runs using 2 legs it
 is taller than a Hunter, allowing a clean hit for the M629C and 3)
 it takes awhile to get up. The M629C/HK kill with a single shot,
 and Automatics are also good here. If they are crowling, point your
 Magnum down to hit'em. Because it takes longer to get up, a well
 used ShotGun will do the trick (specially M3S with Special Shells).


      * Grave Digger - a boss enemy, appears only twice in the game,
 but is pretty annoying both times. 1st time in RE games, this is like
 a really giant earthworm with 4 enormous teeth.
      It disappears in the ground just to re-appear close to you. It
 bites you, and 2 clean hits are enough to turn 100% Fine in Caution.
 Can quickly kill you, because most attacks hit twice. Not so easy to
 avoid, but you can attract it to some place, get out and shoot it.
      In the first appearance, in the Sewers, don't kill it. In the
 Park, however, you must kill it because it is the area boss. Use
 only powerful weapons, to make it fast. The M629C/HK (preferably
 loaded with Acid/Ice ammo) are the best choices. Other weapons don't
 have the single hit power required, as Digger appears and disappears
 the same way: very quickly. With M66, 2 Rockets are enough.

      * Nemesis - THE enemy. New in RE series, looks like a giant
 Zombie wearing a coat and boots, and can say S.T.A.R.S.!
      The most versatile enemy in the game. He can attack you in
 every way possible:
      *Grappler: he can punch you, grab and throw away or grab you
 from the floor and press your neck.
      *Rocketeer: with an RE2 R.Launcher in the shoulder, can hit you
 with a rocket at any distance, or hit you with the weapon itself if
 close enough.
      *Mutated: with several tentacles, can hit you from very far
 away, or grab you by your legs, bump you twice on the floor then
 throw you far away.
      *Final: looks like the last boss of A-history of RE2. Gigantic,
 with several tentacles, he can spit acid very far or hit with his
 tentacles. Can climb high places to avoid M66 shots. Also, he sprays
 acid everywhere from its body, so beware.
      Grappler and Rocketeer may either walk or run. Mutated always
 runs, and final moves slowly. But, being very big, he will quickly
 reach you. When Nemesis runs, it is MUCH faster than you, making it
 hard to avoid him. If you are playing Heavy Mode, any non-boss
 Nemesis will give you something when killed. Except by the Final,
 all them can be knocked down, and this is the right time to escape.
 He is THE most powerful enemy in the game, and can kill you fast.
 Make it pretty sure you are always Fine when you fight him.
      Use only the toughest weapons against him. Head Shots using
 the M629C/HK with the Flame ammo waste him. Normal or Floor Shots
 with the Ice ammo won't give him any chance to react. The
 M.Thrower, combined with M629C or M66 excels against him. The M66
 will knock him down with a single shot, and a 2nd shot will kill
 him. I don't really know how many shots are required to kill the
 Final, so make it sure you wrestle him with the very best stuff
 that you have, as you won't use anything else afterwards...


                             8 - Acknowledgements

      1  - Capcom Corp (http://capcom.co.jp)
      Capcom is the top softhouse. Street Fighter was the first true
 fighting game, Megaman (Rockman) is one of the top action games
 since its intro for the NES/Famicom and the Resident Evil series is
 by far the very best and well balanced Adventure game ever made. And
 it REALLY rocks!

      2  - Game FAQs 
      For publishing tons of FAQs, including this one. Find here the
 answer for that question you didn't find in any other place, in or
 out the net!

      3  - Local Games Centers
      I don't have money to own a PlayStation, so I couldn't play any
 RE games without 'em! Thanks to Virtual Games (arcades/videogames
 center) and Lucky Video (videos/videogames center). Thanks to lots
 of games centers all around. If possible, the next time you go to
 the games center, don't forget to kick and/or spit at any of Tomb
 Raider series games (if there aren't any of them in the games
 center, it's a good one!). :)

      4  - Anna Paula (@}-`-,---)
      Who? My girlfriend! She gives me all the love support I need. 

      5  - Friends
      Friends are among the best things you may have in life! Thanks
 to all those who helped me when I was a newbie, and those who help
 me today, as an average player. Some names (no order in particular):
 Rafael, Bruno, Junior, Max, Jean and Leandro. I'm building a site
 about firearms and ammo, in Portuguese (our official language,
 rather than Spanish), with my bud Marlon.

      6  - You, the reader
      I hope I could help you! Thanks for your patience and
 confidence to read this FAQ, and thanks for your kind e-mails!

      7  - FAQ Authors
      Those guys that spend hours to put on the net almost all info
 we need! All these listed below also revised mine. Their guides and
 walkthroughs are so complete that discouraged me to write one (if I
 do, that will be a speed guide)! Make it pretty sure you read all of
 them! I doubt that you guys mentioned below will ever need to use
 anything from this crap FAQ, but if you do, you have my permission
 to use it - just give me the righful credit, and no profit, OK?
 NOTE: the game has 1 name in the U.S. and another in Japan. The
 names listed here will be based in the U.S. name (RE).

      SomaAddict & FireFlite  - valentin@nearmiss.com
      "Resident Evil 3: Nemesis FAQ"

      Henry LaPierre - freeza@ix.netcom.comfor
      "Biohazard 3 - Last Escape - A Walkthrough"

      Rann Yong - ranns@email.com
      "RESIDENT EVIL 3 -- NEMESIS FAQ/Walkthrough"

      If you think your name should be listed here, please e-mail me.
      Thanks for reading!

 ROliveira
 renatohm99@yahoo.com

      This document Copyright 1999, 2000 by Renato Oliveira, solely.





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