Resident Evil 3
Resident Evil 3
ISBN 1-58422-051-1
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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
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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
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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.
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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.
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.
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GameSpot Game Guide: Resident Evil 3: Nemesis
M. Thrower E
This strange weapon throws mines and has an autotrace feature.
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.
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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.
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.
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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.
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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.
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.
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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.
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?
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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.
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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.
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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.
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.
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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.
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.
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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.
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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.
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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
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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
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ire at the enemy until it falls down and make sure there is a pool of blood underneath
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
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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.
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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 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.
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GameSpot Game Guide: Resident Evil 3: Nemesis
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.
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GameSpot Game Guide: Resident Evil 3: Nemesis
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.
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GameSpot Game Guide: Resident Evil 3: Nemesis
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.
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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.
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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.
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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.
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.
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.
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GameSpot Game Guide: Resident Evil 3: Nemesis
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.
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GameSpot Game Guide: Resident Evil 3: Nemesis
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
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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.
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:
Or, enter the high-voltage room and take the grenade gun by inputting:
Once you pick up one, this will set off a zombie attack, and within this path, you now have
three sub choices.
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GameSpot Game Guide: Resident Evil 3: Nemesis
Or, enter the high-voltage room and take the grenade gun by inputting:
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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.
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.
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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.
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.
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GameSpot Game Guide: Resident Evil 3: Nemesis
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
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.
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.
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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.
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.
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GameSpot Game Guide: Resident Evil 3: Nemesis
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):
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.
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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.
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.
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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.
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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.
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.
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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.
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.
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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.
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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.
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GameSpot Game Guide: Resident Evil 3: Nemesis
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.
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GameSpot Game Guide: Resident Evil 3: Nemesis
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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.
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.
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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
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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.
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