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History
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Further notes

Resident Evil 3: Nemesis

Nemesis is encountered many times throughout the game. When confronted, the player can either exit the area to run away from it or do enough damage to it to temporary bring it down. However, it can follow the player from some areas to other areas, but it cannot go into save rooms.

The Nemesis is encountered eleven times throughout the game. The Nemesis wields and uses a Rocket Launcher at three specific times: the encounter inside of the RPD; when the player is outside of the Umbrella sales office or outside of the substation (depending on player progression), and outside the Clock Tower after contacting the helicopter (if the player decided to jump out the window). From his eleven encounters, the player can run away on eight. However three of them must be fought: after he takes down the UBCS helicopter, and the last two encounters in the P-12A plant. If the player decides to run away from him, special music will start playing. This means that the Nemesis could appear anywhere, anytime. Also, whenever he's chasing you and you enter in a Save Room, the music will change. When this "stalking" music ends, the Nemesis has stopped chasing the player, and will not appear until the next scheduled encounter. The fight in the cable car is completely optional as trying to escape or trying to fight leads to the same outcome cutscene. Also, of all other optional fights, the Nemesis will never follow you during the City Hall encounter - he will always remain in that area, no matter which room you escape to. Note that Nemesis' first priority is Jill even when fighting him as Carlos. The Nemesis can disengage Carlos and run to finish off Jill. If the Nemesis kills Carlos when playing as Jill, or breaks down the door to Jill when playing as Carlos it's game over.

The Nemesis will always outrun the player given enough distance. Strong weapons like Grenade Launchers will only sometimes stagger it.

Nemesis will drop items during optional encounters if given enough damage. It will not drop items inside the Cable car, in the Clock Tower's courtyard, Waste Disposal and final battles. The items dropped by the Nemesis on hard mode are, in order of defeats:

In the Operation: Mad Jackal minigame, two Nemesis can be encountered in the alley behind Jack's Bar.

Moveset

The Nemesis has seven unique moves in its First form. This is followed by five in its second form, and eight in its third.

Names and stats are provided by the BIOHAZARD 3 LAST ESCAPE OFFICIAL GUIDEBOOK.[1]

Attack Damage Form Description
Right/left punch (右/左パンチ Migi/hidari panchi?) 20 First Punch while walking (even with the rocket launcher). Usually starts with his right hand, unless he's carrying the rocket launcher.
Dash punch (ダッシュパンチ dasshupanchi?) 25 First Punch from running (even with the rocket launcher). Wind up run can be skipped, if Nemesis is close to the target.
Throw grab (つかみ投げ Tsukami nage?) 25 First Left hand grab followed by a throw either to the front or behind Nemesis
Skewer stab (くし刺し Kushi-zashi?) 5 (+ Instant Death) First Left hand grab with Nemesis' right hand preparing tentacle impale attack. Deals 5 damage. If not escaped, instantly kills. Character always auto-escapes while on Fine status. Usually initiated after the Throw grab
Rocket Launcher (ロケットランチャー Rokettoranchā ?) 40 (30) / 60 (50) First Readies the launcher and fires a rocket (5 available per fight). Doesn't initiate grabs until discarding the launcher. First number is damage during encounters before the Cable car. Second - during the courtyard fight (if Jill jumps out of the window of the cable car). Damage in brackets is for when the character is grabbed by another enemy.
Tentacle cleave (触手なぎ払い Shokushu nagiharai?) 20 First Sideways tentacle attack (used during the Courtyard fight if Jill uses emergency breaks in the cable car)
Tentacle thrust (触手突き Shokushu tsuki?) 25 First Piercing tentacle thrust (used during the Courtyard fight if Jill uses emergency breaks in the cable car)
Grated (振りおろし Suri oroshi?) 15 Second Downwards tentacle attack
Pull (引き寄せ Hikiyose?) 0 (5) Second Floor-level tentacle swing. If Pull cannot be initiated, does 5 points of damage. Otherwise doesn't damage.
Cleave (なぎ払い Nagiharai?) 30 Second Sideways tentacle attack
Thrust (突き Tsuki?) 40 Second Piercing tentacle thrust (used during the Treatment room fight, after Nemesis loses one hand)
Slammed (たたきつけ Tatakitsuke?) 51 Second Tentacle grab-slam attack. Damage per 1 slam. Can perform 2 slams in one grab
Grated (振りおろし Suri oroshi?) 50 Third Front body slam
Right cleave (右なぎ払い Migi nagiharai?) 30 Third Front tentacle sideways attack
Back cleave (背面なぎ払い Haimen nagiharai?) 10 Third Back tentacle sideways attack
Rib Scissor (肋骨はさみ Rokkotsu hasami?) 101 Third Back rib-mouth impale attack (only when Jill is behind Nemesis)
Fluid injection (体液射出 Taieki shashutsu?) 30 Third Fluid spit attack (can perform several in quick succession)
Counter fluid (カウンター体液 Kauntā taieki?) 5 Third Small spits of fluid from the body when taking damage
Fluid spraying (体液散布 Taieki sanpu?) 5 Third Small constant spits of fluid from the body after taking some damage
Fluid pool (体液だまり Taieki damari?) 1 Third Small pools of fluid on the ground from fluid sprays

A single punch can lower the player's health a whole level, The Nemesis possesses an instant kill attack which he will employ if the player is grabbed on Caution health or lower.

Strategy

Nemesis is a particularly dangerous and clever opponent in game and can prove a challenge for first time players to beat, especially if attempting to claim the special items he drops in his first form (where he is most dangerous and appears most often).

  • Keep at a medium distance. Try to avoid having the Nemesis chase you. He will almost always win and club you down. He will occasionally start running even if you're close to him, if this happens, try to avoid him if you can or take the hit and heal with a green herb. He will usually follow you from area to area, but not always.
  • The best way to defeat the Nemesis is to shoot grenade freeze rounds at him. This will slow down the Nemesis and at the same time deals high damage to the monster. However, if the Nemesis is in its final form, use grenade acid rounds while waiting for the rail gun to lure the monster away from you.
  • The Nemesis will always grab with his left hand, therefore you can avoid this most damaging attack easily by always running around to his right. He may still punch you, but this is infinitely preferable to being grabbed.
  • If you are grabbed and thrown, repeatedly tap the D-Pad, Square, L1, L2, R1, R2, Circle, and X buttons to get up quickly. If the Nemesis gets to you first, he can pick you up again and often instantly kill you. Getting up gets harder, the lower your health is.
  • If you are grabbed, hit every button to escape. You can tell if the Nemesis is preparing his tentacle by the purple-yellow slime that issues from his hand. If on caution and lower, escape sequence gets harder. On Danger escaping the tentacle stab is practically impossible, so don't get grabbed on low health.
  • If facing the Nemesis with his Rocket Launcher, run. His rockets can be avoided but it's easier to simply avoid him and wait for another chance when he's unarmed. After he fires 5 shots from his rocket launcher, he discards it and resorts to melee attacks. If he is armed with the Rocket Launcher, he will also use it as a heavy club, running up to the player and using melee attacks with it, causing heavy damage. In this case, run to his left, as he is holding it in his right hand.
  • The Nemesis will drop to the floor after taking much damage, but will soon rise again even more aggressive and unpredictable than before. He can be damaged while on the floor and rising again. If beaten for a second time, he will fall and stay down (for now) in a pool of purple blood, and you can claim your reward.

Nemesis becomes slightly easier to kill after the clock tower fight, where he appears a lot less. Although this Nemesis (called Tentacle Nemesis by fans) gains a whole host of new longer range attacks, he is generally slower (albeit still capable of running).

Against the first two mutations, use any weapon in your arsenal to drop him. The shotgun is powerful but short ranged so to achieve a decent hit, the recoil can leave you vulnerable to a counterattack. The Grenade Launcher or Magnum is very effective, but the ammunition is rare. Bizarrely enough, a good weapon to use (if you're confident in your abilities) is the Eagle pistol as it's fast and can be shot several times at him before he is able to get close enough to counter, by which time an experienced player will have already moved around him to a new position. Repeating this process can see the Nemesis beaten saving your more powerful ammunition. Another alternative way is to use the grenade freeze rounds since it slows him down and deals enough damage to him

The Dead Factory fight against Tentacle Nemesis is reasonably easy as he is severely weakened in the pre-battle cutscene and moves much slower than during any previous encounter. This Nemesis can be beaten either by shooting the taps around the room when he is close, or using conventional firepower. Note, that damage by taps and damage by firepower do not stack, so stick to the method of your choosing from the start so not to waste ammo. As he cannot run, keeping at a distance is recommended for this fight. In his final damaged headless form he attacks wildly and blindly and cannot see you, which you can use to your advantage.

The final mutation can only be defeated with the Railgun and should be lured into its path three times to defeat. Shooting it very often with other strong weapons such as the Magnum or the Rocket Launcher can damage it to the point that even one or two shots from the Railgun are enough to kill it, but it's better to simply stay out of this Nemesis' sight as although slow, its attacks are extremely damaging. Note that the very first Railgun attack will never hit neither Nemesis nor Jill. All subsequent attacks, apart from the killing blow, will do heavy damage to both Nemesis and Jill, should they be in the way. The killing blow can never hurt Jill as it is a cutscene kill that is initiated if Nemesis is in the way of the Railgun shot, while having a certain amount of health or lower. After Nemesis is defeated with the Railgun, a quick time event will appear making the players to decide if to escape to the next room, or finishing the monster off. If the player doesn't decide anything, Nemesis will spit acid, poisoning the player. You should base your decision on the amount of time you still have before the missile hit.

In the Operation: Mad Jackal minigame, two Nemesis will often kill each other, giving the player points for their death (especially if a player uses a knife at that moment).


Resident Evil: The Umbrella Chronicles

Only Nemesis' first and second forms were shown in Resident Evil: The Umbrella Chronicles. Its final mutated form was not featured.

Bibliography

Sources

  1. Official Guidebook, pp.83-85.

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