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Resident Evil 3

GameSpot Game Guide: Resident Evil 3: Nemesis Getting Started.05 Chapter 1 the Weapons.06 Weapon Upgrades.07 Weapon Ammunition.08 Chapter 3 the Enemies. Medical Supplies. Regular Supplies. Zombies. Zombie Dogs. Black Crows. Spider. Graveyard Beast. Worms. Hunters. Chapter 4 Jill's Diary List. 03 File.

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0% found this document useful (0 votes)
2K views55 pages

Resident Evil 3

GameSpot Game Guide: Resident Evil 3: Nemesis Getting Started.05 Chapter 1 the Weapons.06 Weapon Upgrades.07 Weapon Ammunition.08 Chapter 3 the Enemies. Medical Supplies. Regular Supplies. Zombies. Zombie Dogs. Black Crows. Spider. Graveyard Beast. Worms. Hunters. Chapter 4 Jill's Diary List. 03 File.

Uploaded by

namidubdrag
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 55

GameSpot Game Guide: Resident Evil 3: Nemesis

Copyright 1999 GameSpot, a division of ZD Inc.

All rights reserved. Reproduction in whole or in part in any form or in


any medium without express permission of GameSpot is prohibited.
GameSpot, videogames.com, VideoGameSpot, Computer Gaming
World, Electronic Gaming Monthly, Expert Gamer and EGM are trade-
marks or registered trademarks of ZD Inc.

This wholly independent product is the sole property of GameSpot. It


is neither authorized or sponsored by, nor licensed or affiliated with
Capcom USA, Inc. Resident Evil 3: Nemesis and its characters are
trademarks of Capcom USA, Inc. All titles, items, characters, and
products described or referred to in this guide are trademarks of their
respective companies.

Some images copyright www.arttoday.com and www.photodisc.com.

ISBN 1-58422-051-1

02
GameSpot Game Guide: Resident Evil 3: Nemesis

Getting Started......................05
Chapter 1 -
The Weapons....................................06
Base Weapons............................................................... 06
Weapon Upgrades.........................................................07
Weapon Ammunition.....................................................08

Chapter 2 -
The Items........................................10
Medical Supplies.........................................................10
Regular Supplies.........................................................11

Chapter 3 -
The Enemies.....................................16
Zombies..........................................................................16
Zombie Dogs..................................................................16
Black Crows..................................................................16
Spider.............................................................................17
Graveyard Beast..........................................................17
Worms..............................................................................17
Hunters.......................................................................... 17
Nemesis..........................................................................17

Chapter 4 -
Jill's Diary List...............................18
File.................................................................................18

03
GameSpot Game Guide: Resident Evil 3: Nemesis

Chapter 5 -
General Gameplay Tactics and Techniques...20

Chapter 6 -
Walk-through....................................21
Opening Scene................................................................ 21
Police Station................................................................24
Downtown.........................................................................27
City Hall..........................................................................31
Sub Station..................................................................... 33
Umbrella Office.............................................................36
Clock Tower....................................................................38
Carlos..............................................................................42
Park..................................................................................44
Dead Factory..................................................................46
Ending..............................................................................50

Chapter 7 -
Cheat codes and Easter Eggs................. 52
Extra Costumes...............................................................52
Operation Mad Jackal...................................................52
Three Mercenaries........................................................ 53
The Mad Jackal Path..................................................... 53

Features.................................... 55

04
T
he latest in the best-selling, critically acclaimed Resident Evil series, Resident

Evil 3: Nemesis is an action game designed to bring game guide writers close

to a nervous breakdown and game players back to the table time after time.

Resident Evil 3 features lots of great gameplay and, of course, a bucketload of hidden stuff.

Once more, you play Jill. Your mission is to get out alive. The problem? A significant number

of zombies seem to think this is a bad idea. The solution? The Resident Evil 3 game guide.

This guide contains:


◗◗◗ A complete walk-through of the hard difficulty level, including all branching information

◗◗◗ A list of weapons

◗◗◗ A list of items

◗◗◗ A listing of the 30 files you must collect in order

◗◗◗ A directional walk-through of the Easter egg mercenary missions.

05
A t the beginning of the mission, Jill is armed with a handgun M92F, a reloading tool, and a
couple of game instruction files. It's going to be a long day.

Base Weapons
There's a lovely assortment of weapons in Resident Evil 3: Nemesis. It would be nice if the
ammunition was plentiful. The real challenge is that the first time you play the game, you
have limited weapon options. Eventually, you'll find a weapon like the magnum revolver that
will actually make Nemesis sit up and take notice. Once you've played the game multiple
times and accumulated weapons and ammunition, the magnum is still an excellent choice,
but nothing beats the stopping power of a rocket launcher that can take down Nemesis with
one shot.

Handgun M92F Custom


This custom handgun is made for S.T.A.R.S. It uses 9mm parabellum rounds.

S&W M629C
This large stainless steel revolver is a classic type, equipped with weights to reduce the
recoil. It uses a .44 magnum bullets.

M66 Rocket Launcher


This is an old but powerful weapon. It's great to use, especially when you have lots of
ammunition.

06
GameSpot Game Guide: Resident Evil 3: Nemesis

M. Thrower E
This strange weapon throws mines and has an autotrace feature.

HK-p Grenade Launcher


This small weapon fires burst rounds.

Benelli M3S Shotgun


This sawed-off shotgun uses 12-gauge shotgun shells.

M4A1 Assault Rifle


This automatic assault rifle uses 5.56mm NATO rounds.

SIGPRO SP2009
This mainly plastic weapon is very light and uses 9mm parabellum rounds.

Knife
This small weapon causes zombies to fall over in laughter. Well no, it's not that bad, but hav-
ing the zombies fall over with laughter might make this weapon more effective.

Weapon Upgrades
One of the challenges early in the game is to decide whether to fight Nemesis or not. These
following weapon parts that are dropped after he is defeated - one per victory - are part of
the incentive to take on Nemesis rather than run.

M37 Parts A
This part group contains a magazine tube and wooden stock. They are combined with the
M37 parts B to make the western custom M37 that comes equipped with a special reload
and uses shotgun shells.

M37 Parts B
These parts are for a lever action gun. They are combined with the M37 parts A to make the
western custom M37 that comes equipped with a special reload and uses shotgun shells.

07
GameSpot Game Guide: Resident Evil 3: Nemesis

Eagle Parts A
These parts are combined with the eagle parts B to make the STI eagle 6.0 that uses
9mm bullets.

Eagle Parts B
These parts are combined with the eagle parts A to make the STI eagle 6.0 that uses 9mm
bullets.

Weapon Ammunition
Ammunition will always be in short supply, at least until you have played the game multiple
times and earned enough money for unlimited ammo. When in doubt, run and learn the
dodge maneuver. Any attack can lead to injury, and you will need your medical supplies for
battles with Nemesis.

Handgun bullets
These bullets are used by either the M92FS custom or SIGPRO weapons. They are
9x19mm parabellum rounds.

.44 Magnum Rounds


These are powerful bullets for the revolver and are used with the S&W M629C magnum
handgun.

Grenade Rounds
These grenade rounds are used with the HK-p grenade launcher and fragment on contact.

Flame Rounds
These grenade rounds are used with the HK-p grenade launcher and are special, with
napalm gel warheads.

Gunpowder A
Combine this gunpowder with other items to make bullets.

08
GameSpot Game Guide: Resident Evil 3: Nemesis

Gunpowder B
Combine this gunpowder with other items to make bullets.

Freeze Rounds
These rounds are used with the HK-p grenade launcher and are special, with liquid nitrogen
warheads.

M. T. Rounds
These special rounds are for the mine thrower weapon; they go off around anyone but the
user.

09
T
here are numerous items to collect and use throughout Raccoon City. Files can be
picked up at any time, but everything else must fit in your inventory. Use the storage
trunks in the save rooms as judiciously as possible. In hard mode, you start off with
eight inventory places. After Carlos gives you a pack, that increases to ten inventory places.
In easy mode, you start with ten spaces. Try to keep one and preferably two inventory
spaces open, so you can add found items.

Medical Supplies
First Aid Spray
Always make sure you are carrying one of these, as an application raises your health back
to 100 percent. It is very useful when fighting Nemesis.

First Aid Box


This box carries three first aid spray containers and is invaluable in the late game. You get
the first after beating Nemesis for the third time.

Green Herb
This is the primary healing potion in the game other than the first aid spray. You can com-
bine multiple green herbs and red herbs for greater effect.

Red Herb
This herb enhances the healing properties of the green herb.

10
GameSpot Game Guide: Resident Evil 3: Nemesis

Blue Herb
This rare herb neutralizes poison. Its presence often means that a poisonous enemy is
around.

Regular Supplies
Ink Ribbon
You can save your progress by using one of these with the typewriter in a save room.

Reloading Tool
Use this tool to mix materials and press them into empty bullets.

Red Umbrella Card Key


This key is used in the card reader at the disposal facility.

Crank
This is a square-edged crank.

S.T.A.R.S. Card
This S.T.A.R.S. card belongs to Jill and lets her access the police computer terminal.

Book of Wisdom
Part of the battery puzzle, the book of wisdom can be found at the mayor's statue at city hall
and should be used to extract the bronze compass. "Given knowledge" is engraved on the
book.

Lockpick
This rather handy device opens simple locks.

Warehouse Keys
Used in the beginning of the game, these keys open the exit for you to leave. Maybe you
shouldn't have discarded the key without relocking the warehouse?

11
GameSpot Game Guide: Resident Evil 3: Nemesis

Lighter Oil
Combine this with the lighter to help you create a burning sensation.

Lighter
Found in the bar, combine it with the lighter oil to help you get through a door and later start
a fire in a fireplace.

Card Case
This is found on the unfortunate Brad's body. Inside is a S.T.A.R.S. card.

Blue Gem
The blue gem is one of two gems you need to operate the clock and let you into city hall.

Emblem Key
Found in the evidence room, this key opens the S.T.A.R.S. office upstairs in the police sta-
tion.

Fire Hose
Attached to a fire hydrant (funny how that works), you'll need the wrench to disconnect it.

Power Cable
Left under a hood in the parking lot, this is one of the critical components needed to fix the
trolley car.

Bronze Compass
The bronze compass is part of the battery puzzle along with the book of wisdom. Take it to
the mayor's statue at city hall.

Fire Hook
Found in the diner, the fire hook is used to open the entrance to the diner basement. It's
amazing how many things go on in a basement!

Rusted Crank
The only good thing about this item is that it breaks when used at the gas station.

12
GameSpot Game Guide: Resident Evil 3: Nemesis

Green Gem
Along with the blue gem, this is needed to operate the clock that will let you into city hall.
Unlike the blue gem, however, it can be found in one of two places, depending on the route
your chose. Either find it upstairs at the newspaper building or down in the basement at the
diner.

Wrench
You will end up using this handy piece of equipment a number of times. It's found in the trol-
ley car.

Machine Oil
Mixed with the oil additive, this will become one of the three components used to fix the trol-
ley car.

Battery
Hidden inside the mayor's statue, this is the end product of the bronze compass and book of
wisdom puzzle. The battery powers the elevator that takes you down to the sub station.

Fuse
The fuse is not particularly useful, except for one small point. The trolley car can't move with-
out it. It's hidden in the low-voltage room at the sub station.

Oil Additive
Mixed with the machine oil, this will become one of the three components used to fix the trol-
ley car.

Clock Tower Key I


This key is found in the bedroom of the clock tower.

Clock Tower Key II


This key is found in the chapel of the clock tower.

13
GameSpot Game Guide: Resident Evil 3: Nemesis

Silver Gear
The silver gear is one of two missing gears that must be combined to form a gear compo-
nent that will let the clock tower ring.

Gold Gear
Received as the reward for solving the portrait puzzle, the gold gear is one of two missing
gears that must be combined to form a gear component that will let the clock tower ring.

Chronos Chain
This is received as the reward for solving the musical puzzle in the clock tower. Combine it
with the clock tower key in your inventory to form the chronos key.

Amber, Obsidian, and Crystal Balls


Held by the maiden statues, these three balls are used with the three portraits to release the
gold gear needed to operate the clock tower bell, which is the signal for the rescue helicop-
ter.

Tape Recorder
The doctor's notes on a patient are recorded on this. It is used with the voice activated lock
on the hospital elevator.

Sickroom Key
There are two patient rooms in the hospital. It must be pretty exclusive. Anyway, the east
room is locked, and this key will open the door.

Vaccine Base
The vaccine base is one of two components needed to form the vaccine that Carlos needs
to save Jill. It is found hidden in a safe in the east patient room of the hospital.

Medium Base
Once synthesized, this will be combined with the vaccine base to form the vaccine that Jill
requires.

14
GameSpot Game Guide: Resident Evil 3: Nemesis

Park Key I
Found in the maintenance save room just south of the park, this key has only one use
- to open the park gates.

Park Key II
This key is used to enter the building in the north east corner of the graveyard.

Iron Pipe
The iron pipe is used to attack the fireplace and reveal the secret room behind it.

Park Key III


This key is found in the secret room behind the fireplace and opens the locked rear gate in
the park.

Facility Key
This key opens the door across the corridor from the resting room save room. It can also be
modified to work in a card reader and help you find a hidden rocket launcher.

Water Sample
Used in conjunction with the testing machine, this sample releases one of the control room
locks.

System Disk
Found inside the control room, this disk is needed to get to the garbage disposal area where
you battle Nemesis the second to last time and find the umbrella card key.

15
T
here is a wide assortment of enemies in Resident Evil 3: Nemesis. They range from
the merely annoying crows to the very tough Nemesis. Other than crows and worms,
the general rule of thumb is to take out as many enemies as you can from a distance.
Use red explosive barrels and various wall explosives to even the score. Also, take advan-
tage of natural features, such as steam pipes.

Zombies
The Zombies are responsible for most of the attacks during the game. When possible, fire
your gun at close range, as it is more accurate and therefore deadly. Tilt the gun upward for
a one-shot kill with the shotgun.

Zombie Dogs
These really annoying enemies attack in packs and usually split up as they reach you.
Generally, they will get a couple of bites in before you dispatch them.

Black Crows
These enemies swarm around you, pecking left and right. It's not worth trying to kill them;
any time you find them, just run.

16
GameSpot Game Guide: Resident Evil 3: Nemesis

Spider
The spider is a jack-of-all-trades that can make a regular attack along with a poison attack.
When killed, it deposits baby spiders that are a pain to deal with.

Graveyard Beast
This enemy is found both underground on the way to the trolley car and then at the grave-
yard. This huge beast is real tough to kill. Underground, play hide and seek and fire as it
comes out of its lair.

Worms
Worms are usually found in underground waterways. They have a tendency to get under
your shots. As with crows, it's better to run if you can.

Hunters
Hunters have a deadly claw attack. They must be taken out at long distance wherever possi-
ble. Be especially aware of them in the mercenary game.

Nemesis
Nemesis is one tough puppy, eight times over. The first time through the game, it is much
better to run than fight, unless you have no other choice. As you play multiple games, and
your weaponry and ammunition improve, try the challenge of defeating him eight times in
one game.

17
O
ne of the nice secrets in the game is Jill's diary. There are 30 documents to collect
throughout the game. If these are collected in the correct order, at the end of the
game, you can read Jill's diary. This walk-through is designed to help you not only
finish the game but collect these documents in the correct order.

Files
01 game instruction file A
02 game instruction file B
03 postcard
04 photo A
05 Marvin Branagh report
06 David's memo
07 fax
08 mercenary's diary
09 city guide
10 photo B
11 photo C
12 reporter's memo
13 mechanic's memo
14 manager's report
15 business fax
16 memo
17 operation instructions

18
GameSpot Game Guide: Resident Evil 3: Nemesis

Files continued
18 postcard
19 mercenary's pocketbook
20 director's diary
21 photo D
22 medical instruction manual
23 photo E
24 written order to the supervisors
25 supervisor's report
26 fax from headquarters
27 manager's diary
28 security manual
29 incinerator manual
30 classified photo

19
F
ire at the enemy until it falls down and make sure there is a pool of blood underneath

it. If there isn't blood, it isn't dead.

Make use of the save rooms and storage trunks as much as possible, especially the first

time you play through the game. The trunks are accessible from every save room in the

game, meaning that you can store anything you need until later. This is especially true for

herbs and first aid sprays that may not be needed in the beginning, but having a goodly sup-

ply in the trunk is a very smart idea for later in the game.

Listen for sound cues. They will usually tell you when you have come into a room or corridor

that contains trouble.

20
Opening Scene
Jill sets the scene of the current problems in
Raccoon City, as the extras from
Michael Jackson's Thriller video
have escaped and are running
through the streets. Well no,
not really, but zombies are
on the move, taking out all
remnants of the police and
army. Jill is blown out into
an alleyway, and briefly you
have control of her. Walk
forward (west) to the bottom
of the screen and toward the
zombie at the end of the alley.
Blow it away, dodge it, or push it out
of the way and climb over the barricade. The bullets are
Once you reach the street, a cutscene takes located in this corner.
over. You escape down an alleyway and into the warehouse.

You have the warehouse relatively to your self and can start exploring. Some items are
placed randomly in the game. Throughout this guide, when we use the term "Search for" in
regard to an item, it means it is a random item. It's September 28th, and the monsters have
taken over the city.

21
GameSpot Game Guide: Resident Evil 3: Nemesis

Warehouse
Explore the warehouse. To the west on the lower level is a glowing green light where
you will find some handgun bullets.

Nearby is the first aid spray. Upstairs is an office. As you walk into the office, on your right-
hand side (the character's right-hand side) are some warehouse keys.

Walk forward, and on the desk is a


typewriter. This is the save mecha-
nism in the game and requires that
you have an ink ribbon to use it.
Next to the desk is a trunk that con-
tains a knife. On the far wall is a
cabinet that contains two vials of
gunpowder A. This is also a good
time to read the two game instruc-
tion files in your inventory, which
also frees up more space. Inventory
space management is crucial in the
game. Always leave at least one
and preferably two open spaces for
To the right are some warehouse keys. collecting items.

On the way to the Bar


Exit the warehouse by the door on the southeast side and discard the key. Walk down the
stairs and head out the door. Turn left and walk south to another door. Once through the
door, climb up the stairs onto the wooden walkway. As you walk along, you will be attacked.
Go through the door where your attackers emerged and head down the stairs. Pick up the
lighter oil and shotgun.

Walk back up the stairs and cross into the alley that leads southwest. Take the green herbs
if you need them and continue walking. Turn around the corner, go down the stairs, and
head through the brown metallic door. Walk along the alley to the southwest (you can only
go one way) and walk around the corner.

The bar door is locked from the other side, so keep walking northwest.

22
GameSpot Game Guide: Resident Evil 3: Nemesis

On the left hand side is a barri-


cade. Climb over it and up the fire
escape to collect two green herbs.

By the crates is a map of the


uptown area. Check the map and
see that the bar is now named, and
the pathway to the back door of the
bar is north, east, and then south.
Follow this path to the bar.

Bar
Once in the bar, you will see a
cutscene where Brad is attacked.
Once Brad has left, pick up the Continue around to the back of the bar,
lighter and the postcard on the bar. as the other side is locked.
Then, check the cash register.
Combine the lighter with the lighter
oil. Exit the bar by the same door
you entered and go back out down
the steps. In the small area where
you blasted the last couple of zom-
bies before making it to the bar,
search the garbage for an ink rib-
bon.

Climb up the stairs, but instead of


retracing your steps west, go north
along the alley and through the
door. At the far (west) end of this
new alleyway is a barricade with
zombies trying to break through.
The ink ribbon is here in the trash.

23
GameSpot Game Guide: Resident Evil 3: Nemesis

Check out the door just before the barricade.


Once you've dealt with the zombies, take
the red herb and photo A. Use the
lighter on the oil-soaked rope that
is sealing the door and walk
through the metal door with
the iron bar on it. Deal with
the dogs and enter the small
room to the northeast.

Save Room
This room is a save room and
also contains a trunk where you
can pick up any of the items you
stored previously. Pick up the gun-
powder A and B and store what you Target
don't need. Save your game if you need to. the red barrel.
Exit the door, turn left, and go through the metal door.

Check your map and notice that if you continue east, north, and then west, there is a large
yellow door. This is the police station.

Police Station
Battle Nemesis
Once inside, you will see a cutscene, and Brad is toast. Nemesis first appears, and you
have a choice to fight him or run. If you want the challenge of defeating Nemesis eight times,
this is your first encounter. However, fleeing is the much more prudent decision. Brad's body
contains a card case. It is possible to fight Nemesis, but grab the card case and run. Of
course, if you defeat Nemesis, you can pick up the card case at your leisure along with the
eagle parts A. There are two choices. At least the first time through the game, you should
select the first option.

24
GameSpot Game Guide: Resident Evil 3: Nemesis

First Choice: Enter the Police Station


To your right are some green herbs if you need them. Walk to the desk and pick up the
handgun bullets. Check out the terminal, and you'll find that you need a S.T.A.R.S. card to
operate the security system. Next to the terminal is the police station map. Exit out of the
room via the west door. In the southwest corner of the room is an office. In here is the dead
body of Raccoon Police Department officer Marvin Branagh. Pick up his report and learn
about some thefts. Search the desk for some shotgun shells. Exit the office to the north and
enter what you will subsequently discover is the evidence room.

To your immediate left is a locker with a red light. Open it to find the blue gem. Walk around
the storage lockers to find another locker with a red light, but this one is locked with a num-
ber-based lock. Exit out the door to the east. Move up the corridor to the north and enter the
first door to the west through the brown wood-panel door. Walk west, north, and then west
again to a set of double doors. Walk forward and take the S.T.A.R.S. card. In the northeast
corner of the room is an ink ribbon and to the south is a small room. Search the mantle for
some shotgun shells. Exit out the double doors and turn to your character's left. Search for a
couple of red herbs at the end of the corridor. Retrace your steps back along the corridor
past the double doors to the single brown wood-panel door. Walk north, but do not go up the
stairs just yet.

The Darkroom
Instead, walk to the east past the sign that says, "Please do not leave the darkroom door
open" and into the darkroom. The locker to your immediate right contains some gunpowder.
Pick up the ink ribbon on the table and save as appropriate. At the back of the table is
David's memo. Walk back to the desk and terminal in the police station entranceway and
use the S.T.A.R.S. card. This informs you that the key to the S.T.A.R.S. office has been
placed in the evidence room, and the password is the four-digit number 4312. Go back to
the evidence room and enter the code to collect the emblem key.

Second Choice: Fight the Monster


Once you have defeated Nemesis, walk into the police station lobby. To your right are some
green herbs if you need them. Walk to the desk and pick up the handgun bullets. Check out
the terminal and find that you need a S.T.A.R.S. card to operate the security system. Check

25
GameSpot Game Guide: Resident Evil 3: Nemesis

the card case you picked up from Brad's body. Inside is a S.T.A.R.S. card. With
this, the terminal will inform you that the key to the S.T.A.R.S. office has been placed
in the evidence room, and the password is the four-digit number 0513.

Next to the terminal is the police station map. Exit out of the room via the west door. In the
southwest corner of the room is an office. In here is the dead body of Raccoon Police
Department officer Marvin Branagh. Pick up his report and learn about some thefts. Search
the desk for some shotgun shells. Exit out of the office to the north and enter the evidence
room. To your immediate left is a locker with a red light. Open it to find the blue gem. Walk
around the storage lockers to find another locker with a red light, but this one is locked with
a number-based lock.

Use the password code to collect the emblem key. Exit out the door to the east. Move up the
corridor to the north and enter the first door to the west through the brown wood-panel door.
Walk west, north, and then west again to a set of double doors. In the northeast corner of
the room is an ink ribbon and to the south is a small room. Search the mantle for some shot-
gun shells. There is also a S.T.A.R.S. card, but you don't need it. Exit out of the double
doors and turn to your character's left. Search for a couple of red herbs at the end of the
corridor. Retrace your steps back along the corridor past the double doors to the single
brown wood-panel door. Walk north, but do not go up the stairs just yet.

Darkroom
Instead, walk to the east past the sign that says: "Please do not leave the darkroom door
open" and into the darkroom. The locker to your immediate right contains some gunpowder.
Pick up the ink ribbon on the table and save as appropriate. At the back of the table is
David's memo.

Police Station and Fight


the Monster Choices Join
Now, return to the stairs that you avoided earlier and go up to the second floor. Once on the
second floor, get ready to shoot quickly. Walk west past the door that won't open and the
statue. Then, continue south to the door in the southwest corner of the corridor. Once
through, walk south down the corridor and open the door into the S.T.A.R.S. office using the
emblem key. Walk to you right and open up the locker to get the magnum weapon. Keep

26
GameSpot Game Guide: Resident Evil 3: Nemesis

walking around the room, and along the south wall is a first aid spray container.
Continue walking around the room past Rebecca's desk and pick up the lockpick
from the next desk. Walk past Chris's desk and pick up the handgun bullets. The
last item in this room is on the fax machine.

As you exit the office, a radio message comes in over the communication equipment.
Search for the red herbs in the corridor to the left. Walk toward the stairs leading down to the
first floor.

Fight Nemesis
This time, you don't have any choice but to fight Nemesis. Once he's defeated, you'll receive
eagle parts A. Make sure to visit the save room after the encounter. Leave the police station
by way of the front door, but on your way through the evidence room, see if you can find
something with the lockpick. If you have difficulty getting out of the police station after you
have gone through the first door, use the map to find the second door.

Uptown
You are now back uptown. Walk east and then south to the burning truck. Walk past the
truck to the east and use the lockpick to open the door. Walk along the corridor and examine
the body you find. You must take the bullets to discover that he is holding onto the merce-
nary's diary. Continue east through the grey metal door. Turn to the north and search for a
veritable garden of herbs. At this point, if you had turned south rather than north, you would
find a fire hose. Although you can't get the hose just yet, you can return for it later. Take
what you need and continue through the gate with the iron bar. Watch out for the dogs as
you continue north to another body.

Downtown
You have now moved from uptown to downtown. It doesn't mean much, but it is a reference
point. Take the gunpowder B from the body. To your immediate east is a parking lot. Actually,
it's more of a parking structure, but the game calls it a parking lot. Anyway, regardless of
what it's called, there are more dogs! Once you've dealt with them, walk over and take the
power cable from the car. In the far north of the structure is an office that is another save
room. Take the handgun bullets and ink ribbon and save as appropriate.

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GameSpot Game Guide: Resident Evil 3: Nemesis

Leave the office via the north door and be prepared for a quick attack from some
more dogs. Walk to the northeast corner and through the brown door.

Inside is the map of the downtown area. Continue to walk east and examine the corpse.
There's a couple of nasty enemies at this point. The corpse only yields some gunpowder A,
so it's up to you whether you want to go for it. Turn north, go up the steps, and head through
the door. Remember this point because later on you must return down this alley, and there
aren't any easy landmarks to help you remember where it is.

The next choice that you have is not of the instant variety. You may either travel to the diner
or the newspaper building.

First Choice: Diner


Walk to the right. At the end of the street are a couple of herbs and a compass. Don't bother
with the compass for now, but remember its location. Walk to the north and through the dou-
ble doors into a diner. On the south wall of the diner, pick up the city guide that is on the
table. Walk to the kitchen area. Near the back door, use the lockpick on a cabinet. Take the
fire hook and walk out of the back door; go south and then west to the safe room. Take the
rusted crank and shotgun shells and save as needed. Then, walk back through the kitchen
to the basement entrance. Use the fire hook on the entrance to the basement, and Carlos
will appear followed shortly by Nemesis.

You now have three sub choices.


First Sub Choice: Fight
The first option is to do nothing. After a short while, you and Carlos will do battle with
Nemesis. Once he's defeated, take the eagle parts B and leave by the back door.

Second Sub Choice: Hide inside the Kitchen


A cutscene will show Jill taking out Nemesis or at least knocking him out by setting off a gas
explosion. This will let you pick up the eagle parts B. You can also stick around to see if you
can take Nemesis out once he wakes up. Leave by the back door.

Third Sub Choice: Run into the Basement


Within the basement is a ventilation shaft located at the end of the corridor.

28
GameSpot Game Guide: Resident Evil 3: Nemesis

Look at the entrance to this shaft, and Carlos will help you up. You'll end up just out-
side the back door of the restaurant. However, in this mode, you have yet to kill Nemesis,
which means you don't have eagle parts B, and Nemesis will continue to attack you in the
short term.

First, Second, and Third Sub Choices Join


Watch a cutscene between Carlos and Jill. Walk west past the save room (if you don't have
the blue gem in your possession, now is the time to pick it up) and through the door. Directly
across from you is the city hall, but the doors will not open. Check out the corpse for some
bullets and then walk north toward the remains of the fire engine and the pulsating red light.
Check the map and walk to the entrance of the newspaper office to the east.

Newspaper Office
Walk through the cheap-looking double doors. Walk to the left and pick up the photo B on
top of the phone booth. Check out the fire door shutters and the switch next to it to discover
that there is no power and that you must activate the power. Then, walk east to the other
side of the room to find an ink ribbon and the first aid spray container. Push the stepladder
back toward the vending machine and telephone on the west side of the room and climb up
on the stepladder. Turn on the power on the switchboard. The red panel will turn green.
Climb off the stepladder and turn on the power switch next to the fire door shutters. Walk
upstairs and open the green door, proceeding west. Turn into the open door and check out
the room by walking around it to the right first. Pick up the green gem and gunpowder A.
Pick up the photo C first before you pick up the reporter's memo.

Second Choice: Newspaper Building


Even though you decided to go to the newspaper building, you must go to the diner to pick
up the city guide first, which is one of the documents needed to get Jill's diary.

Walk to the right. At the end of the street are a couple of herbs and a compass. Don't bother
with the compass for now, but remember its location. Walk to the north and through the dou-
ble doors into a diner. On the south wall of the diner, pick up the city guide that is on the
table. Walk through the back of the diner and out the back door. Walk south and take the
first passageway west to the save room (if you don't have the blue gem in your possession,
now is the time to pick it up).

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GameSpot Game Guide: Resident Evil 3: Nemesis

Take the rusted crank and shotgun shells and save as needed. Leave the save
room and proceed west through the door. Directly across from you is the city hall, but
the doors will not open. Check out the corpse for some bullets and then walk north
toward the remains of the fire engine and the pulsating red light. Check the map and walk
to the entrance of the newspaper office to the east.

Inside the Newspaper Office


Walk through the cheap-looking double doors. Walk to the left and pick up the photo B on
top of the phone booth. Check out the fire door shutters and the switch next to it to discover
that there is no power and that you must activate the power. Then, walk east to the other
side of the room to find an ink ribbon and the first aid spray container. Push the stepladder
back toward the vending machine and telephone on the west side of the room and climb up
on the stepladder. Turn on the power on the switchboard. The red panel will turn green.
Climb off the stepladder and turn on the power switch next to the fire door shutters. Walk
upstairs and open the green door, proceeding west. Turn into the open door and meet
Carlos in a cutscene. Nemesis will appear shortly.

Within this path, you now have three sub choices.


First Sub Choice: Fight
The first choice is to do nothing. After a short while, you and Carlos will do battle with
Nemesis. Once he's defeated, take the eagle parts B. Search for the gunpowder on the
table. Pick up the photo C first before you pick up the reporter's memo.

Second Sub Choice: Hide in the Back


A cutscene shows Nemesis knocking himself out in the window. Take the opportunity to get
in position for when he wakes up. Once defeated, this will let you pick up the eagle parts B.
Search for the gunpowder on the table. Pick up the photo C first before you pick up the
reporter's memo.

Third Sub Choice: Jump out of the Window


By jumping out of the window, you get away from Nemesis, and there are a couple of red
herbs in the alleyway. However, if you are collecting the files in order, you still must go back
up to the office and get them. Either way, you must deal with Nemesis. If needed, go back
upstairs and search for gunpowder on the table. Pick up the photo C before you pick up the
reporter's memo.

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GameSpot Game Guide: Resident Evil 3: Nemesis

First, Second, and Third Sub Choices Join


Make your way to the diner. Walk to the kitchen area and, near the back door, use the
lockpick on a cabinet. Take the fire hook and use it on the entrance to the basement. Go
down into the basement and take the green gem from the corpse.

Diner and Newspaper Building Choices Join


At this point, this rather major split comes back together again, and it is time to move onto
the next phase of the game.

City Hall
The Grounds of City Hall
Return to the city hall entrance and use the two gems with the clock. Look over the Raquel
Welsh door and enter into city hall. Walk west and take the left-hand fork that travels south-
west. Open the wood door and turn north west. Go through the metal bar door at the end of
the street and follow the curved path past a sign that says Lonsdale Yard. Continue around
to the west and past a couple of green herb plants. Once through the next door, fire at the
red barrel to take out the large number of zombies. Check the body behind you for some
shotgun shells before moving north toward the trolley area.

Trolley Car Area


Climb past the barricade and walk past the first locked trolley to the second car. Check out
the cutscene and then check out the wounded soldier. Walk through to the next compart-
ment and watch a cutscene with Carlos and his boss. It turns out that the clock tower is the
designated landing area for the rescue helicopter, but you can't reach that area because of
the fire. You must fix the trolley car and use it to transport yourself to the landing area.
Carlos gives you a pack that increases your capacity to hold items from eight to ten. Pick up
the wrench from the seat. Make sure you grab the mechanic's memo in the first car before
you leave. Look at the controls to see that there are problems with the power cable, fuse,
and mixed oil. It sounds like you must find stuff that will substitute for the missing and broken
parts. Open the lock and step out of the trolley car.

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GameSpot Game Guide: Resident Evil 3: Nemesis

On the Way to the Gas Station


Walk back toward the start of city hall. As you pass a green car about half way back, you
must take out a surprise zombie. Take the left north fork up toward the gas station (double
check the map) rather than walking back to the very front of city hall.

Gas Station
Zigzag through the car debris and
use the rusted crank to open the
shutter. After it breaks, use the
wrench to open the shutter and
walk inside. Pick up the gunpow-
der from the table. There now fol-
lows one of two cutscenes that
are also interspersed with your
actions.

Carlos
If you took out Nemesis at the
diner or newspaper building,
Carlos comes in, and a brief
cutscene with Jill ensues. Pick up
the first aid spray container at the Zigzag through the cars to get to the station.
back of the room and deal with
the four-button puzzle to get at the oil while Carlos goes outside to act as a hero. Alas, the
four-button puzzle appears to be completely random, and no amount of logical sequencing
could derive a pattern to follow. You must push the button to get three lights to glow, opening
the lock. That being said, it took less than two minutes to have all three lights red and the
machine oil released. As you leave the gas station, a live wire causes the gas to explode.
Carlos then leaves to go find some equipment.

Nicholai
If you bailed from the Nemesis battle at the diner or newspaper building by going into the
basement or jumping out the window, Nicholai comes in and checks out the mechanic's area
in the gas station. Pick up the first aid spray container at the back of the room and deal with
the four-button puzzle to get at the oil. Alas, the four-button puzzle appears to be totally

32
GameSpot Game Guide: Resident Evil 3: Nemesis

random, and no amount of logical sequencing could derive a pattern to follow. You
must push the button to get three lights to glow, opening the lock. That being said, it
took less than two minutes to have all three lights red and the machine oil released. As
you leave the gas station, Nicholai accidentally causes the gas to explode.

Mayor's Statue
Retrace your steps through the iron gate and walk toward the front of the city hall. Just as
you get to the entrance, a number of zombies will jump out in an ambush. Go through the
door that they opened and search for some green herbs to you left. Activate the switch on
the statue to receive the bronze book.

Walk back to where you made the original decision to either go to the diner or newspaper
office and walk south back down that corridor. Turn east and then north up the stairs. Look
at the elevator and discover that it needs a power source.

The Compass Puzzle


Back when you went toward the diner, you recall I said to remember where the compass
was. You must make your way over there. Place the book in the slot on the wall reserved for
some wisdom and take out the compass. Return to the mayor's statue just inside city hall
and use the compass with the statue. Take the battery. Once more, retrace your steps back
to the broken elevator and insert the battery in place. Take the elevator down and walk east.
Search the corpse for bullets and then walk south toward the sub station.

Sub Station
Enter the Sub Station
Enter the sub station through the iron gate. Walk though to the next door and enter the next
room. The sign to your right says: "High voltage control room. The lock will be released at
155V-125V." Walk further down and the next door says: "Low voltage control room. The lock
will be released at 15V-25V." Walk east and come to the terminal that says: "When operating
the transformer be sure to set this power transmitter to manual mode. The old system is
prone to short circuiting. Be careful not to let it exceed maximum levels." Set the device to
manual mode. Search for some gunpowder at the end of the corridor.

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GameSpot Game Guide: Resident Evil 3: Nemesis

Transformer Puzzle
Switch on the transformer in the southwest corner of the room. This is something of a
curious puzzle. The system starts with 50 volts. Hitting a red button adds 15 volts, and
hitting a blue button subtracts 5 volts. Now, that sounds simple enough, but each subse-
quent number entry has a multiplier starting with one and moving through four. I know that
sounds complicated, so here's the breakdown.

You may do one of the following. Either enter the low-voltage room and take the fuse by doing the
following:

50 add red button for 15 volts x 1 = 50 + (15x1) = 65


65 subtract blue button for 5 volts x 2 = 65 - (5x2) = 55
55 subtract blue button for 5 volts x 3 = 55 - (5x3) = 40
40 subtract blue button for 5 volts x 4 = 40 - (5x4) = 20

Or, enter the high-voltage room and take the grenade gun by inputting:

50 add red button for 15 volts x 1 = 50 + (15x1) = 65


65 add red button for 15 volts x 2 = 65 + (15x2) = 95
95 add red button for 15 volts x 3 = 95 + (15x3) = 140
140 subtract blue button for 5 volts x 4 = 140 - (5x4) = 120

Once you pick up one, this will set off a zombie attack, and within this path, you now have
three sub choices.

First Sub Choice: Fight


The first choice is to do nothing. The zombies will come through the door, and you must take
them out. There are a lot of them. Once they have been disposed of, activate the trans-
former and open the second door.

Second Sub Choice: Head for the Emergency Exit


Rather than face so many zombies, head for the exit. Exit the sub station and run into
Nemesis, who has a handy-dandy rocket launcher. Once outside, get out of Nemesis and his
rockets' range by running to the elevator and taking out Nemesis in close quarters. Now,
return to the sub station and take the item you hadn't picked up yet.

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GameSpot Game Guide: Resident Evil 3: Nemesis

Third Sub Choice:


Increase Electricity Output
This lets electricity surge through the door, taking care of the zombies. Of course, an elec-
trical surge messes up things a bit. Now, the blue button subtracts 10 volts (modified by the
multiplier), rather than 5. If you pick this choice, select whichever room you wish to enter
from the following. Enter the low-voltage room and take the fuse by pressing this sequence:

50 add red button for 15 volts x 1 = 50 + (15x1) = 65


65 add red button for 15 volts x 2 = 65 + (15x2) = 95
95 subtract blue button for 10 volts x 3 = 95 - (10x3) = 65
65 subtract blue button for 10 volts x 4 = 65 - (10x4) = 25

Or, enter the high-voltage room and take the grenade gun by inputting:

50 subtract blue button for 10 volts x 1 = 50 - (10x1) = 40


40 subtract blue button for 10 volts x 2 = 40 - (10x2) = 20
20 add red button for 15 volts x 3 = 20 + (15x3) = 65
65 add red button for 15 volts x 4 = 65 + (15x4) = 125

First, Second, and Third Sub Choices Join


At this point, if you haven't saved recently, it is probably a good idea. Fortunately, a save
room is on the way to your next area. Go back up the elevator, head down the stairs, and
follow the corridor around the corner to the west. You must return to the parking lot, so go
south toward the save room. As you pass a police car, a zombie will usually, but not always,
attack. Check the car for some grenade rounds and continue on through the save room. Go
out the door to the south, head through the parking lot, and continue south. Watch out for
the bus (it was the tour bus of a well-known music group). Continue south through the door
with the iron bar and head straight down the corridor to the fire hose mentioned earlier.

The Fire Hose


Use the wrench to free the fire hose from the fire hydrant and let the wrench go. Go west
through the alleyway where you found the body with the mercenary diary and continue south
and then west. At this point, you should come out next to the burning truck referenced previ-
ously. Walk north briefly (if you were to continue north, you would end up at the police

35
GameSpot Game Guide: Resident Evil 3: Nemesis

station entrance), then turn into the alley next to the neon coffee sign and go west
again past the save room you visited prior to entering the police station. There is a fire
directly west of you, blocking your way, but opposite the save room is a fire hydrant.

Putting out the Fire


Connect the fire hose to the fire hydrant and walk to the west past the extinguished flame
area. Walk through the door and pick up the blue herbs. Walk through the door at the far
end of the alleyway and pick up the crank. Walk south along the alley and around the corner.
There is probably something hiding around the corner, so watch out. Be careful also of the
explosive on the wall. You can take out the two enemies with a well-placed shot, but can
also take out yourself.

Umbrella Office
There now follows one of two cutscenes that are also interspersed with your actions.

Carlos
If you bailed from the Nemesis battle at the diner or newspaper building by going into the
basement or jumping out the window, Carlos has a duty to perform for one of his comrades.

Nicholai
If you took out Nemesis at the diner or newspaper building, as you walk into the room, you
see a cutscene with Nicholai.

Inside the office


Pick up the ink ribbon and manager's report on the table. Read the report and use the
remote control to check out the monitor. A product will be advertised. Enter the product
name, such as Aquacure or Safsprin as the password in the computer. This will open the
storeroom. First, pick up the first aid spray and the business fax that are around the corner.
Then, enter the storeroom for the oil additive. As you attempt to leave, a large number of
zombies will attack. Take advantage of the steam pipe to lower the odds.

Back to the Warehouse


Now you must head back to the original starting point of the game. The next file is in the
original warehouse. To do this, retrace your steps back out of the umbrella office and head

36
GameSpot Game Guide: Resident Evil 3: Nemesis

toward where you recently put out the fire. You'll probably run into Nemesis at
some point unless you selected the emergency exit option at the sub station and
defeated him. A good place to battle him is by the fire hydrant opposite the save room.

Once you get to that point in front of


the fire hydrant, turn south along an
alley to the door that you opened
with the lighter. Go east, where
zombies are likely to jump out of the
windows, and head through the
south door toward the back
entrance to the bar. Go through the
bar or go the long way around if you
prefer. Then, go northeast, south-
east, northeast, and finally east.
Open the door at the end of the
passageway and step across the
alley into the alley next to the ware- This is the alley next to the warehouse.
house.

Warehouse
This is probably a good time to save. Pick up the ink ribbon in the office and pick up the
memo in the trailer along with the gunpowder.

Head toward
the Trolley Car
It is now time to leave the uptown area and return to the trolley car area to place the fuse,
oil, and power cable in place. To do this, you must exit the area via the parking lot. Once in
the parking lot, the ground begins to rumble, and a hole nearly swallows up Jill. Within this
path, you now have two sub choices.

First Sub Choice: Climb up


Have Jill climb up and continue on.

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GameSpot Game Guide: Resident Evil 3: Nemesis

Second Sub Choice: Jump down


Run from the aggressive worms to the far end of the tunnel and climb up the ladder.

First and Second Sub Choices Join


Carry on toward the trolley car area, skirting the diner to the south and west. Go on across
the street through the city hall doors. Along the city hall passageway, you will encounter
Nemesis for a fifth time. Relieve him of the M37 parts A and continue on.

First encounter with Graveyard beast


As you pass the Lonsdale Yard, the ground tremors again, and this time you fall in. To
escape, you must switch on two power switches that power the emergency ladder. Take out
the monster and activate the power switches. Climb up the ladder and continue on around to
the trolley car.

Trolley Car
Use the power cable, fuse, and mixed oil on the box at the back of the trolley car. Carlos
then joins you and gives you some flame rounds. Walk to the front of the trolley car, and
Carlos will fire up the trolley car. After the car travels for a short while, there is a noise from
the back of the trolley car. Nemesis is on board. Leave via the back of trolley car ASAP.
Follow the cutscenes and then make one of two choices.

Clock Tower
First Choice: Jump out the Window
Welcome to the clock tower. Walk forward past the burning wreck and into a room. When
you see the zombie cutscene, turn around and take them out. Go check the picture on the
wall and take the clock tower key. Exit to the north through the oak panel door by using the
clock tower key. Walk past the portraits in the hall and head into the study area. Meet up
with Carlos and pick up the freeze rounds. Do not continue around the corner and pick up
the postcard. Instead, take the door in the west wall. You'll come back for the postcard in a
moment.

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GameSpot Game Guide: Resident Evil 3: Nemesis

Clock Tower Hallway


Walk past the center table to the west side of the room. Pick up the M thrower E weapon
and the operating instructions. Walk slightly to the north within the room and check out the
clock tower map. Take the first aid spray as well. Now, return to the previous room and pick
up the postcard and ink ribbon. At this point, I recommend returning to the save room and
getting your inventory straight. Your mileage may vary. Walk back to the clock tower's central
hallway. Check out the old music boxes that are on either side of the stairs at the back.
Against a south wall near the door to the west are some blue herbs. In addition, to the south
is a courtyard that contains a number of herbs and some rather pesky dogs. If you need the
herbs, either take the slight detour to the south or take the herbs next to the wall or both.
Then, go west out of the clock tower hallway.

Chapel
Watch out for an immediate attack in this dining room, then walk to the far end to pick up the
grenade rounds. Take the south door exit and walk past the piano. The door to the east is
locked, and you can unlock it if you wish, but there's no real need. To the south is another
door. Open it and walk into the chapel. This is another save room. Pick up the next clock
tower key and the gunpowder that is right next to it. Behind you, on the seat of the organ, is
some more gunpowder. Exit the chapel to the north and watch out for a tough zombie attack
from both sides.

Second Choice: Use the Emergency Brake


Welcome to the clock tower courtyard. Run forward to the northwest to avoid the crow
attack. Turn south past the piano and into the chapel.

Chapel
The chapel is a save room Pick up the next clock tower key and the gunpowder that is right
next to it. Behind you, on the seat of the organ, is some more gunpowder. Exit the chapel to
the north and watch out for a tough zombie attack from both sides.
Use the clock tower key to exit the room to the north and head the dining room. Watch a
cutscene with Carlos. Search for the grenade bullets on the mantle.

Clock Tower Hallway


Exit to the east and pick up the M thrower E weapon and the operating instructions. Walk
slightly to the north within the room and check out the clock tower map. Take the first aid

39
GameSpot Game Guide: Resident Evil 3: Nemesis

spray as well. Continue east into the study and take the ink ribbon from the far wall.
Walk south into the save room. Then, head further south into another room to pick up a
second clock tower key.

Jump out the Window and Use


the Emergency Brake Choices Join
Return to the central hallway and go up the stairs.

The Balcony
Walk around the balcony, dealing with spiders as you do and go outside to the south. Search
for a couple red herbs on the easy side of the balcony. In the middle of the balcony is an
ornamental copper plate. Use the clock tower key and discard it after the ladder descends.

Machinery Room
Climb up the ladder into the machinery room and take the silver gear on the shelf and ink
ribbon on the table. This is another save room. Walk to the northeast corner of the room and
take the M.T. rounds. Check out the beautifully ornamented gadget in the northwest corner.
The silver gear you just picked up will not fit, so you must find something that will. In the
southwest corner is a music puzzle.

Music Puzzle
The music box consists of six pegs labeled from A to F. They can only be placed in one of
two positions. Listen to the notes played in each position. Pick the one that sounds nicer and
move onto the next peg. Repeat until you get to the last peg and play the music. This will
give you the chronos chain. Combine this with the remaining clock tower key in your invento-
ry to create a chronos key. As you climb down the ladder, Nemesis will greet you. There are
two choices.

First Choice: Use the Cord


In using the cord to electrocute Nemesis, you get to pick up the M37 parts B. Now, you must
make it along the balcony, down the stairs, and into the study with Nemesis on your tail.
Running is good.

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GameSpot Game Guide: Resident Evil 3: Nemesis

Second Choice: Use the Light


Jill blinds Nemesis with light and pushes him over the railing. Alas, you cannot pick up
anything from Nemesis. Go along the balcony, down the stairs, and head into the study.

Use the Cord and Use the Light Choices Join


Use the chronos key in the green door in the study and discard the key. Go through the door
and walk north, west, and north up the corridor to a door in the northwest on the corridor.

The Portrait Puzzle


Check out the characters immediately to your left and pick up the mercenary's pocketbook.
Continuing along the wall are three portraits of past goddess, present goddess, and future
goddess. Each picture has a tray beneath it. Across from the portraits are three statues.
These are maiden statues holding an amber ball, an obsidian ball, and a crystal ball.

This is one of the few puzzles where the interface badly gets in the way of the gameplay.
Switching back and forth is a real pain, but here is the solution. You must place all three
stones in trays and have the center clock read 12 o'clock. Each stone interacts with each
portrait in a different way, moving the time up or back a number of hours. Here are the modi-
fiers:

Past Portrait
Crystal -1
Obsidian -2
Amber -3

Present Portrait
Crystal +1
Obsidian +2
Amber +3

Future Portrait
Crystal +2
Obsidian + 4
Amber +6

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GameSpot Game Guide: Resident Evil 3: Nemesis

Now, there are only six possible combinations of the stones that yield the following
results if placement is from left (past) to right (future):

Amber, obsidian, crystal +1


Amber, crystal, obsidian +2
Obsidian, amber, crystal +3
Obsidian, crystal, amber +5
Crystal, amber, obsidian +6
Crystal, obsidian, amber +7

Look at the time on the center clock and place the stone accordingly. For example, if the
clock reads 9 o'clock, pick the +3 result of obsidian, amber, and crystal. Once successful,
you will receive the gold gear piece. Explore further around the west of the room and pick up
the M.T rounds.

Clock Tower
Return to the clock tower to put the gold and silver gear pieces in place. Where you save
and what you carry is normally your business, but trust me on this one. Save! Once you've
placed the combined gears, the bell will ring, signaling the helicopter to come and rescue
you. Walk down the ladder toward the balcony and watch a major cutscene with the rescue
helicopter. Nemesis appears again, and this time there are no choices. Blast away to defeat
Nemesis and watch the cutscene with Carlos.

Carlos
You are now playing as Carlos. You also have just lost most of your weapons! Argh!

To Help Jill
At the moment, you are in the chapel and must make it to the room with the portraits. Once
there, push the bell out of the way. You are now in the park area, check out the map and see
that there is only one yellow doorway highlighted. That's where you are going.

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GameSpot Game Guide: Resident Evil 3: Nemesis

The Hospital
Enter the hospital through the double glass doorway. To your right is a save room. Get
there quickly. Once inside, pick up the first aid spray from the shelf and the ink ribbon
from the table. Walk through to the west and pick up the blue herb as you enter the room.
In the corner, in the open locker are some handgun bullets, while near it on the table is a
tape recorder. Behind you is the hospital map. Next to the body whose neck has been
devoured from the inside (lovely!) is a director's diary. In the northeast corner of the room is
an elevator with a voice-activated lock. Use the tape recorder to access the elevator.

Upstairs
Push the elevator button and choose floor 4F. Walk out of the elevator and check your map.
You will see that one of the rooms has a locked door. Walk south down the corridor and
enter the room next to the notice board. Once inside, you will find that Nicholai is still alive
and a short cutscene ensues with Nicholai exiting stage right. Walk to the back of the room
(the northeast corner) and pick up the sickroom key and photo D. Exit the room and go north
to the east corridor. Enter the first room. The dead doctor is holding a piece of paper with a
three number combination, such as 531 or 104. Pick up the green herbs, pay attention to
which corner the cart is in and proceed to the next room along the corridor. Use the sick-
room key and then discard the key. Find the identical cart in this room and push it into the
mirror corner of the previous room. This will activate the safe. Use the three-number code to
open the safe and take the vaccine base.

Basement
Now, make your way back to the elevator and down to the basement. Walk south down the
corridor. Once inside the room, dispose of the two bad guys and take the bullets from the
south wall cabinet. Walk around the shelving and step into the room to the north. Walk
around to the left and take the medium base. Continue walking around and pick up the med-
ical instruction manual. Switch on the electrical power supply and watch the fluid drain from
the two containers. Place the medium base in the synthesizer machine and push the levers.
Levers 1, III, and A must be pointing down, while II and B should be pointing to the right.
Combine the vaccine base with the vaccine medium to get the vaccine.

Return the Vaccine to Jill


At this point, you must return to Jill in the chapel. This is easier said than done. Not only will
there be an initial surprise, but the corridors and rooms are filled with enemies, and Nemesis
is also waiting. However, before you even get to Nemesis, as you get to the entrance way

43
GameSpot Game Guide: Resident Evil 3: Nemesis

before leaving the hospital, you must get out in a couple of seconds as a time
bomb is about to blow. A rather cool cutscene follows. Don't bother to fight Nemesis,
but run at all times back toward the chapel. Go see Jill and watch a major cutscene. Not
only do you get to play Jill again, but more importantly, you get back all her goodies.

Jill
Nemesis is waiting once you are out the door. Try and knock him down with enough shots
and run toward the hospital. Once you get to the park area you are safe. Directly across
from the alley is a locked room. Use the lockpick to open the room and step in. This is
another save room. Pick up photo E, the grenade rounds, ink ribbon, and the park key. Walk
outside and around the corner to the east. Up the stairs is the entrance to Raccoon City
Park. Use the park key and discard it before entering the park.

Park
The Park Entrance
To the west in the park are some green and blue herbs. It's a great place to heal yourself if
you were dumb enough to shoot an exploding barrel when taking out the zombies prior to
the last save room (ahem!). Also in this area are some controls for the fountain, but don't
worry about that yet. You must find the some other items first.

The wooden bridge


Walk out of the herb room and across the bridge to the east. Continue walking east, down
the stairs and along the wooden walkway over the water. This runs both east and then north
to an iron door. Watch out for a quick enemy strike once you're through the door. Take the
park key from the first corpse you come to along with the written order to the supervisors.
Continue east and take the magnum bullets from the next corpse. Retrace your steps back
to the bridge and over to the room with the herbs.

Fountain
Go up to the machine in the corner and walk down the stairs into the water. Walk around to
the northwest corner of the room and take note of the gear position needed to drain the
fountain. Rearrange the gears to show the pattern in the water. You have six turns to make
the correct pattern.

44
GameSpot Game Guide: Resident Evil 3: Nemesis

Click on top left grey, bottom right black, top right grey, top right black, bottom left
black, and top left grey. Activate the mechanism and then go to the tunnel entrance in the
drained fountain.

Tunnel
Climb down the ladder and follow the tunnel north, then east. Run as fast as you can and
climb up the ladder. Walk around the graveyard to the north east corner and use the park
key. Discard the key and walk through the thick wood door.

Graveyard Shack
Walk to your right and pick up the iron pipe. Also pick up the gunpowder from the central
table. The save room is to the east. Enter and pick up the first aid spray. Check out the fire-
place and light a fire with your lighter. Discard the lighter and check out the fireplace. Use
the iron pipe with the fireplace to reveal a sizable hole. Crawl through to the other side. To
your left are some grenade rounds. On the center table is the supervisor's report along with
the park key. The blackboard contains a fax from headquarters, and against the east wall is
an ink ribbon. When you start to leave via the fireplace, a cutscene informs you that all
supervisors are to leave immediately. When you finally get through the fireplace, Nicholai
explains some of the situation.

Second Attack of Graveyard Beast


Leave the area and go back into the graveyard. You will be attacked by a huge monster.
Once it's defeated, a metal fence will fall down. Check your map to find its location and walk
around and climb up. At this point, you are in the underground water-filled passage that you
found by draining the fountain. Run through the water to the other end and head up the lad-
der. Climb out of the fountain and go out across the bridge, down the stairs, and follow the
wooden walkway over the water to the locked rear gate where you found the magnum
rounds. Open the locked gate and discard the park key. Walk up the stairs and face
Nemesis.

You will get two choices in the dead factory.

45
GameSpot Game Guide: Resident Evil 3: Nemesis

Dead Factory
First Choice: Push Him Off
After Jill pushes him off, a cutscene has you running into the dead factory. Run east, north,
and east to the end of the corridor and open the door. Inside, you find Carlos, who tells you
about the plan to fire a missile at the city. Walk over to the table and pick up the manager's
diary and ink ribbon. Pick up the gunpowder from the central table and the facility key from
the shelf to one side. Finally, pick up the first aid spray. In the northeast corner of the resting
room is a door.

The Steam Puzzle


Go through it and pick up the blue herbs to your right. The steam pipe puzzle is actually
annoyingly simple. Start south and walk around toward the control panel. You must go south,
east, and then north to get to it. Every time you come to a blast of steam that is in the way,
push the button to change the steam. Only do this if your path is blocked and only use the
button nearest the steam blast. When you walk around to the control panel, push the button
before the steam blast. In this case, a second steam blast is added.

Now, retrace your steps again, going south, west, and north back the way you came, push-
ing buttons as needed. Once you come to the door, do not exit, but continue east all the way
around to the far northeast corner. There, push the furthest button and start the process one
last time walking west, south, east, and north. By the time you get to the last button, two
steam blasts will be in your way, but the push of one button opens it up.

Push the switch on the control panel. Now, walk back to the resting room, turning off the
steam jets as you go.

Control Room
Leave by the south door and open the door opposite with the facilities key. Just inside the
door is the dead factory map. Pick up the system disk on the central control panel and the
green herbs along the wall. To the east of the room is an elevator.

46
GameSpot Game Guide: Resident Evil 3: Nemesis

Lower Level
Open it and push the button. Step out at the new level and walk to the west. Then, head
south to find the shotgun shells. Walk north and west again, down the stairs and through
the south door. Run along the sewer tunnel to the west and climb out to the south. Go
through the door in the southeast corner of the passageway. This is the monitor and save
room.

Monitor Room
Take the ink ribbon and save your game. Along the south wall is the security manual and
water sample. Exit by the west door and go down the stairs. Pick up the first aid spray from
the shelf and place the facility key in the machine in the southeast corner of the room. Now,
turn around and go to the northeast corner of the room to the water quality device. Use the
water sample with the device.

Water Sample Puzzle


The water sample is read by the machine, and a graph is generated. Below the graph are
three additional graphs named A, B, and C. You must move the A, B, and C graphs, so that
when combined, they equal the water sample. It sounds difficult, and it is, until you figure out
the secret. Look for spaces in the sample code and make sure that the A, B, and C graph
information has no spaces in the correct place. It's very unlikely you will get it straight away.
However, when you adjust the three graphs, make sure you only check when there are
spaces in the correct location. This will lead to a quick solution and release the lock.

Head back upstairs (though the save room, down the sewer tunnel, and up the short stairs
to the elevator) and up in the elevator. Go east out of the elevator to the now unlocked room.
A cutscene shows what happens to Nicholai. Insert the system disk in the console at the end
of the hall.

Second Choice: Jump Off


After you've jumped off the bridge, walk to the east, climb up the water outlet, climb up a lad-
der, and head through into the corridor outside the monitor room. Go through the door in the
southeast corner of the passageway.

47
GameSpot Game Guide: Resident Evil 3: Nemesis

Monitor Room
This is the monitor and save room. If you are collecting the files in order, you should be
on the first choice not this one. Remember not to pick up the file in this room until you have
picked up the one upstairs. Take the ink ribbon and save. Along the south wall is the securi-
ty manual and water sample. Exit by the west door and go down the stairs. Pick up the first
aid spray from the shelf. Search for gunpowder on the table. Now, turn around and go to the
northeast corner of the room to the water quality device. Use the water sample with the
device.

Water Sample Puzzle


The water sample is read by the machine, and a graph is generated. Below the graph are
three additional graphs named A, B, and C. You must move the A, B, and C graphs, so that
when combined, they equal the water sample. It sounds difficult, and it is, until you figure out
the secret. Look for spaces in the sample code and make sure that the A, B, and C graph
information has no spaces in the correct place. It's very unlikely you will get it straight away.
However, when you adjust the three graphs, make sure you only check when there are
spaces in the correct location. This will lead to a quick solution and release the lock.

Return to the Control Room


Head back upstairs through the save room and out into the underground tunnel. However,
once in the tunnel, turn east and get surprised by zombies. Watch the cutscene with Carlos
and climb out at the first northern opportunity. Go through the door, up the stairs, and along
the balcony to the elevator. Push the elevator button and go to the control room. Walk west
to the desk and pick up the system disk. Keep an eye out for the green herbs in the corner
and the dead factory map by the door. Open the door by the map and cross to the room
slightly opposite.

The Resting Room


This is the resting save room and contains the file you must take before the one downstairs.
Walk over to the table and pick up the manager's diary and ink ribbon. Pick up the gunpow-
der from the central table and the facility key from the shelf to one side. Finally, pick up the
first aid spray. In the northeast corner of the resting room is a door. Go through it and pick
up the blue herbs to your right. The steam pipe puzzle is actually annoyingly simple. Start

48
GameSpot Game Guide: Resident Evil 3: Nemesis

south and walk around toward the control panel. You must go south, east, and then
north to get to it. Every time you come to a blast of steam that is in the way, push the but-
ton to change the steam. Only do this if your path is blocked and only push the button
nearest the steam blast.

When you walk around to the control panel, push the button before the steam blast. In this
case, a second steam blast is added. Now, retrace your steps again, going south, west, and
north back the way you came, pushing buttons as needed. Once you come to the door you
entered, do not exit, but continue east all the way around to the far northeast corner. There,
push the furthest button and start the process one last time walking west, south, east, and
north. By the time you get to the last button, two steam blasts will be in your way, but the
push of one button opens it up.

Push the switch on the control panel. Now, walk back to the resting room, turning off the
steam jets as you go. Make your way to the control room and make one of two sub choices.

First Sub Choice: Return to the Basement


Take the elevator back down to the basement level and battle your way back to the bottom-
most room and insert the facility key into the card encoder next to the water purifier
machine. Return upstairs to the control room and perform the second sub choice.

Second Sub Choice: Forget the Rocket Launcher


Forget the chance to get the rocket launcher and enter the door at the far east side. Walk to
the far side of the room and insert the system disk in the console at the end of the hall.

Push Him Off and Jump off Choices Join


Once in the garbage dump area, you get to fight Nemesis again. A timer is running, but you
have plenty of time to kill Nemesis. Just don't let the alarm rattle you into rash decisions.
This is a fight to do at long distance. Each time you knock him down, run to the far end of
the room and fire as he comes toward you. Once defeated, a card will fall from a doctor's
corpse. Grab it and get out of the room. Once out of the room, a cutscene confirms that a
missile launch is in progress. Get back to the reading room. Once again, you have two sub
choices.

49
GameSpot Game Guide: Resident Evil 3: Nemesis

First Sub Choice:


Grab the Rocket Launcher
Once saved, if you have encoded the facility key, go out via the steam pipe room to the
east. Use the card key to activate the elevator just inside the door. Pick up the grenade bul-
lets. Use the facility key to open the locker at the south end of the room. Take the rocket
launcher and return upstairs in the elevator. Perform the second sub choice.

Second Sub Choice: Move to the End Game


If you do not have the encoded facility key, or you have just finished the first sub choice,
walk through the resting room and out into the corridor to the south. Continue to the east to
the door protected by a card reader. Use the card key and discard the key. Continue south
down the corridor and pick up the green herbs.

We're about at the end of the base game, but there are a couple of endings, depending on
what you did back when you decided whether to push Nemesis off the bridge or jump your-
self.

Ending
First Ending
If you pushed Nemesis off the bridge, once through the door, Carlos contacts you in a
cutscene. Pick up the portable radar receiver and go down the ladder.

Second Ending
If you jumped off the bridge, once through the door, you pick up the portable radar receiver.
Nicholai turns up in a helicopter. It wouldn't be Resident Evil 3 if you didn't have two final
choices even within an ending sequence. You have two choices.

First Sub Choice: Return Fire


This one is fairly self-explanatory. Let the swine have it with both barrels, preferably from the
rocket launcher. Try and go down the ladder.

50
GameSpot Game Guide: Resident Evil 3: Nemesis

Second Sub Choice: Negotiate with Nicholai


Like all good villains, Nicholai can't resist talking and gives you details of what has been
going on. He leaves with what seems like the only helicopter. Try and go down the ladder.

First and Second Endings Join


Pick up the incinerator manual at the bottom of the ladder. Run east through the doors. Pick
up the classified photo file. Open the doors into the east and enter the final room.

The Final Battle


Here, you must battle Nemesis one last time. You'll need the help of the rail cannon. Once
inside the final room, you must switch on the rail cannon and fire up the three power distribu-
tion units. The first of these power distribution units is directly in front of you as you exit the
door. The second is on the far north east side of the room near the final door exit, and the
third power distribution unit is next to the rail cannon panel in the southeast corner. Once
you push in the first power distribution unit, Nemesis will appear. Let him have it with every-
thing you can while running to each of the power distribution units and pushing them in.
Once the rail cannon fires its first shot to clean a line of site, make sure that Nemesis has
retreated to the northwest corner. Then, he will take a full dose of rail cannon power. It looks
like Nemesis is toast, but not so fast. As you turn to leave via the elevator in the northeast
corner, you get one more option.

First Choice: Exterminate the Monster


You get to say a pithy comment in a cutscene.

Second Choice: Ignore it and Evacuate


You don't get to say a pithy comment in a cutscene.

The End - Really


Exit via the elevator and run to the helicopter. Watch the final cutscene as Raccoon City is
obliterated and stand by for the epilogue.

51
D epending on how you did, you get a rank, access to a number of different costumes for
Jill, and the extra mercenary mode.

Extra Costumes
Early on in the game, you meet Brad in a bar. Next to that bar is a boutique. Anyway, when
you defeat the game, you get access to up to five costumes. These are Regina from Dino
Crisis, an army type, a policewoman in a very short skirt, a leather chick, and a 70s-style
pant suite.

Operation Mad Jackal


The mercenary mode is a very difficult challenge. Playing as either Carlos, Nicholai, or
Mikhail, you must leave from the trolley car and make it back to the original warehouse. You
start with limited time and must gain extra time on the way. This is accomplished in two
ways.

First, each enemy dispatched generates a time bonus. Enemies that are dispatched one
after another in sequence give exponentially higher time bonuses. So for example, the first
zombie in a group is worth three seconds, but the next zombie if hit with the next shot is
worth seven seconds, and so on. An enemy such as Nemesis can create a large time
bonus.

52
GameSpot Game Guide: Resident Evil 3: Nemesis

Second, there are a number of hostages and bonus areas throughout the map
that also give the player more time. However, the hostages must be rescued within a
certain amount of time, otherwise they disappear. And of course to make it more difficult,
the hostages are in out-of-the-way areas. I call them detours.

Three Mercenaries
Carlos is equipped with:
M4A1
Eagle 6.0
Handgun bullets
Three mixed herbs

Nicholai is equipped with:


Sigpro Sp2009
Knife
Blue herb
Three first aid spray containers

Mikhail is equipped with:


Benelli M35 shotgun
M629c magnum
Rocket launcher
Shotgun shells
Magnum bullets
Mixed herb

The Mad Jackal Path


Leave the trolley car and go south and east past Lonsdale Yard. Then, head through the
garden to the back of city hall. Detour one is up to the gas station. Go through the city hall
gates. Detour two is the newspaper building. Continue along the passageway from the city
hall to the diner. Detour three is the diner. Go south and east around the diner and take the

53
GameSpot Game Guide: Resident Evil 3: Nemesis

south passageway toward the elevator to the sub Station. Detour four is the sub sta-
tion. Go west through the parking lot and into the uptown area. Head past the neon cof-
fee sign and the fire hydrant where you used the fire hose. Detour five is the umbrella
office. Continue through the door with rope you once burned and head toward the back of
the bar. Detour six is the bar and is the only hostage situation that is actually on your way
back to the Warehouse. Exit out the front of the bar and go around through the alleys to the
warehouse and up to the office.

Once safely there you are rewarded with a cutscene congratulating you on your effort and
the award of money. Use this money to buy better weapons to play Resident Evil 3 Nemesis
again.

54
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