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Resident Evil 3

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Page 1: Resident Evil 3
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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

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Getting Started......................05Chapter 1 -The Weapons....................................06

Base Weapons...............................................................06Weapon Upgrades.........................................................07Weapon Ammunition.....................................................08

Chapter 2 -The Items........................................10

Medical Supplies.........................................................10Regular Supplies.........................................................11

Chapter 3 -The Enemies.....................................16

Zombies..........................................................................16Zombie Dogs..................................................................16Black Crows..................................................................16Spider.............................................................................17Graveyard Beast..........................................................17Worms..............................................................................17Hunters.......................................................................... 17Nemesis..........................................................................17

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

File.................................................................................18

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Click on the GameSpot logo or the page number to go back to the last page you were on!
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Chapter 5 -General Gameplay Tactics and Techniques...20

Chapter 6 -Walk-through....................................21

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

Chapter 7 -Cheat codes and Easter Eggs................. 52

Extra Costumes...............................................................52Operation Mad Jackal...................................................52Three Mercenaries........................................................ 53The Mad Jackal Path..................................................... 53

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

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The 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.

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

Base WeaponsThere's a lovely assortment of weapons in Resident Evil 3: Nemesis. It would be nice if theammunition was plentiful. The real challenge is that the first time you play the game, youhave limited weapon options. Eventually, you'll find a weapon like the magnum revolver thatwill actually make Nemesis sit up and take notice. Once you've played the game multipletimes 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 withone shot.

Handgun M92F CustomThis custom handgun is made for S.T.A.R.S. It uses 9mm parabellum rounds.

S&W M629CThis large stainless steel revolver is a classic type, equipped with weights to reduce therecoil. It uses a .44 magnum bullets.

M66 Rocket LauncherThis is an old but powerful weapon. It's great to use, especially when you have lots ofammunition.

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

HK-p Grenade LauncherThis small weapon fires burst rounds.

Benelli M3S ShotgunThis sawed-off shotgun uses 12-gauge shotgun shells.

M4A1 Assault RifleThis automatic assault rifle uses 5.56mm NATO rounds.

SIGPRO SP2009This mainly plastic weapon is very light and uses 9mm parabellum rounds.

KnifeThis 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 UpgradesOne of the challenges early in the game is to decide whether to fight Nemesis or not. Thesefollowing weapon parts that are dropped after he is defeated - one per victory - are part ofthe incentive to take on Nemesis rather than run.

M37 Parts AThis part group contains a magazine tube and wooden stock. They are combined with theM37 parts B to make the western custom M37 that comes equipped with a special reloadand uses shotgun shells.

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

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Eagle Parts AThese parts are combined with the eagle parts B to make the STI eagle 6.0 that uses9mm bullets.

Eagle Parts BThese parts are combined with the eagle parts A to make the STI eagle 6.0 that uses 9mmbullets.

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

Handgun bulletsThese bullets are used by either the M92FS custom or SIGPRO weapons. They are9x19mm parabellum rounds.

.44 Magnum RoundsThese are powerful bullets for the revolver and are used with the S&W M629C magnumhandgun.

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

Flame RoundsThese grenade rounds are used with the HK-p grenade launcher and are special, withnapalm gel warheads.

Gunpowder ACombine this gunpowder with other items to make bullets.

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Gunpowder BCombine this gunpowder with other items to make bullets.

Freeze RoundsThese rounds are used with the HK-p grenade launcher and are special, with liquid nitrogenwarheads.

M. T. RoundsThese special rounds are for the mine thrower weapon; they go off around anyone but theuser.

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There are numerous items to collect and use throughout Raccoon City. Files can bepicked up at any time, but everything else must fit in your inventory. Use the storagetrunks 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 inventoryspaces open, so you can add found items.

Medical SuppliesFirst Aid SprayAlways make sure you are carrying one of these, as an application raises your health backto 100 percent. It is very useful when fighting Nemesis.

First Aid BoxThis box carries three first aid spray containers and is invaluable in the late game. You getthe first after beating Nemesis for the third time.

Green HerbThis 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 HerbThis herb enhances the healing properties of the green herb.

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Blue HerbThis rare herb neutralizes poison. Its presence often means that a poisonous enemy isaround.

Regular SuppliesInk RibbonYou can save your progress by using one of these with the typewriter in a save room.

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

Red Umbrella Card KeyThis key is used in the card reader at the disposal facility.

CrankThis is a square-edged crank.

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

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

LockpickThis rather handy device opens simple locks.

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

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

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

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

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

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

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

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

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

Fire HookFound in the diner, the fire hook is used to open the entrance to the diner basement. It'samazing how many things go on in a basement!

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

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Green GemAlong 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 routeyour chose. Either find it upstairs at the newspaper building or down in the basement at thediner.

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

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

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

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

Clock Tower Key IThis key is found in the bedroom of the clock tower.

Clock Tower Key IIThis key is found in the chapel of the clock tower.

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Silver GearThe 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 GearReceived as the reward for solving the portrait puzzle, the gold gear is one of two missinggears that must be combined to form a gear component that will let the clock tower ring.

Chronos ChainThis is received as the reward for solving the musical puzzle in the clock tower. Combine itwith the clock tower key in your inventory to form the chronos key.

Amber, Obsidian, and Crystal BallsHeld by the maiden statues, these three balls are used with the three portraits to release thegold gear needed to operate the clock tower bell, which is the signal for the rescue helicop-ter.

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

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

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

Medium BaseOnce synthesized, this will be combined with the vaccine base to form the vaccine that Jillrequires.

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

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

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

Park Key IIIThis key is found in the secret room behind the fireplace and opens the locked rear gate inthe park.

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

Water SampleUsed in conjunction with the testing machine, this sample releases one of the control roomlocks.

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

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There is a wide assortment of enemies in Resident Evil 3: Nemesis. They range fromthe 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.

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

Zombie DogsThese 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 CrowsThese 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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SpiderThe 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 BeastThis 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 itcomes out of its lair.

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

HuntersHunters 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.

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

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One of the nice secrets in the game is Jill's diary. There are 30 documents to collectthroughout the game. If these are collected in the correct order, at the end of thegame, 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.

Files01 game instruction file A02 game instruction file B03 postcard04 photo A05 Marvin Branagh report06 David's memo07 fax08 mercenary's diary09 city guide10 photo B11 photo C12 reporter's memo13 mechanic's memo14 manager's report15 business fax16 memo17 operation instructions

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Files continued18 postcard19 mercenary's pocketbook20 director's diary21 photo D22 medical instruction manual23 photo E24 written order to the supervisors25 supervisor's report26 fax from headquarters27 manager's diary28 security manual29 incinerator manual30 classified photo

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Fire 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.

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Opening SceneJill sets the scene of the current problems inRaccoon City, as the extras fromMichael Jackson's Thriller videohave escaped and are runningthrough the streets. Well no,not really, but zombies areon the move, taking out allremnants of the police andarmy. Jill is blown out intoan alleyway, and briefly youhave control of her. Walkforward (west) to the bottomof the screen and toward thezombie at the end of the alley.Blow it away, dodge it, or push it outof the way and climb over the barricade.Once you reach the street, a cutscene takesover. You escape down an alleyway and into the warehouse.

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

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The bullets are

located in this corner.

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WarehouseExplore the warehouse. To the west on the lower level is a glowing green light whereyou 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 atypewriter. This is the save mecha-nism in the game and requires thatyou have an ink ribbon to use it.Next to the desk is a trunk that con-tains a knife. On the far wall is acabinet that contains two vials ofgunpowder A. This is also a goodtime to read the two game instruc-tion files in your inventory, whichalso frees up more space. Inventoryspace management is crucial in thegame. Always leave at least oneand preferably two open spaces forcollecting items.

On the way to the BarExit the warehouse by the door on the southeast side and discard the key. Walk down thestairs and head out the door. Turn left and walk south to another door. Once through thedoor, 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 thelighter oil and shotgun.

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

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

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To the right are some warehouse keys.

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On the left hand side is a barri-cade. Climb over it and up the fireescape to collect two green herbs.

By the crates is a map of theuptown area. Check the map andsee that the bar is now named, andthe pathway to the back door of thebar is north, east, and then south.Follow this path to the bar.

BarOnce in the bar, you will see acutscene where Brad is attacked.Once Brad has left, pick up thelighter and the postcard on the bar.Then, check the cash register.Combine the lighter with the lighteroil. Exit the bar by the same dooryou entered and go back out downthe steps. In the small area whereyou 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 ofretracing your steps west, go northalong the alley and through thedoor. At the far (west) end of thisnew alleyway is a barricade withzombies trying to break through.

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Continue around to the back of the bar,as the other side is locked.

The ink ribbon is here in the trash.

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Check out the door just before the barricade.Once you've dealt with the zombies, takethe red herb and photo A. Use thelighter on the oil-soaked rope thatis sealing the door and walkthrough the metal door withthe iron bar on it. Deal withthe dogs and enter the smallroom to the northeast.

Save RoomThis room is a save room andalso contains a trunk where youcan pick up any of the items youstored previously. Pick up the gun-powder A and B and store what youdon't need. Save your game if you need to.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 largeyellow door. This is the police station.

Police StationBattle NemesisOnce inside, you will see a cutscene, and Brad is toast. Nemesis first appears, and youhave 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. Ofcourse, if you defeat Nemesis, you can pick up the card case at your leisure along with theeagle parts A. There are two choices. At least the first time through the game, you shouldselect the first option.

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Target

the red barrel.

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First Choice: Enter the Police StationTo your right are some green herbs if you need them. Walk to the desk and pick up thehandgun bullets. Check out the terminal, and you'll find that you need a S.T.A.R.S. card tooperate the security system. Next to the terminal is the police station map. Exit out of theroom via the west door. In the southwest corner of the room is an office. In here is the deadbody of Raccoon Police Department officer Marvin Branagh. Pick up his report and learnabout some thefts. Search the desk for some shotgun shells. Exit the office to the north andenter 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 aroundthe 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 thefirst door to the west through the brown wood-panel door. Walk west, north, and then westagain to a set of double doors. Walk forward and take the S.T.A.R.S. card. In the northeastcorner of the room is an ink ribbon and to the south is a small room. Search the mantle forsome shotgun shells. Exit out the double doors and turn to your character's left. Search for acouple of red herbs at the end of the corridor. Retrace your steps back along the corridorpast the double doors to the single brown wood-panel door. Walk north, but do not go up thestairs just yet.

The DarkroomInstead, walk to the east past the sign that says, "Please do not leave the darkroom dooropen" 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 isDavid's memo. Walk back to the desk and terminal in the police station entranceway anduse the S.T.A.R.S. card. This informs you that the key to the S.T.A.R.S. office has beenplaced in the evidence room, and the password is the four-digit number 4312. Go back tothe evidence room and enter the code to collect the emblem key.

Second Choice: Fight the MonsterOnce you have defeated Nemesis, walk into the police station lobby. To your right are somegreen herbs if you need them. Walk to the desk and pick up the handgun bullets. Check outthe terminal and find that you need a S.T.A.R.S. card to operate the security system. Check

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the card case you picked up from Brad's body. Inside is a S.T.A.R.S. card. Withthis, the terminal will inform you that the key to the S.T.A.R.S. office has been placedin 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 thesouthwest corner of the room is an office. In here is the dead body of Raccoon PoliceDepartment officer Marvin Branagh. Pick up his report and learn about some thefts. Searchthe desk for some shotgun shells. Exit out of the office to the north and enter the evidenceroom. To your immediate left is a locker with a red light. Open it to find the blue gem. Walkaround the storage lockers to find another locker with a red light, but this one is locked witha number-based lock.

Use the password code to collect the emblem key. Exit out the door to the east. Move up thecorridor 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 ofthe 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 doubledoors and turn to your character's left. Search for a couple of red herbs at the end of thecorridor. Retrace your steps back along the corridor past the double doors to the singlebrown wood-panel door. Walk north, but do not go up the stairs just yet.

DarkroomInstead, walk to the east past the sign that says: "Please do not leave the darkroom dooropen" 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 isDavid's memo.

Police Station and Fightthe Monster Choices JoinNow, return to the stairs that you avoided earlier and go up to the second floor. Once on thesecond 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. Oncethrough, walk south down the corridor and open the door into the S.T.A.R.S. office using theemblem key. Walk to you right and open up the locker to get the magnum weapon. Keep

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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 lockpickfrom the next desk. Walk past Chris's desk and pick up the handgun bullets. Thelast 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 thefirst floor.

Fight NemesisThis time, you don't have any choice but to fight Nemesis. Once he's defeated, you'll receiveeagle 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 findsomething with the lockpick. If you have difficulty getting out of the police station after youhave gone through the first door, use the map to find the second door.

UptownYou are now back uptown. Walk east and then south to the burning truck. Walk past thetruck to the east and use the lockpick to open the door. Walk along the corridor and examinethe 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 averitable garden of herbs. At this point, if you had turned south rather than north, you wouldfind a fire hose. Although you can't get the hose just yet, you can return for it later. Takewhat you need and continue through the gate with the iron bar. Watch out for the dogs asyou continue north to another body.

DowntownYou have now moved from uptown to downtown. It doesn't mean much, but it is a referencepoint. 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 thepower cable from the car. In the far north of the structure is an office that is another saveroom. Take the handgun bullets and ink ribbon and save as appropriate.

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Leave the office via the north door and be prepared for a quick attack from somemore 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 throughthe door. Remember this point because later on you must return down this alley, and therearen'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 dineror the newspaper building.

First Choice: DinerWalk to the right. At the end of the street are a couple of herbs and a compass. Don't botherwith 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 thetable. Walk to the kitchen area. Near the back door, use the lockpick on a cabinet. Take thefire hook and walk out of the back door; go south and then west to the safe room. Take therusted crank and shotgun shells and save as needed. Then, walk back through the kitchento the basement entrance. Use the fire hook on the entrance to the basement, and Carloswill appear followed shortly by Nemesis.

You now have three sub choices.

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

Second Sub Choice: Hide inside the KitchenA cutscene will show Jill taking out Nemesis or at least knocking him out by setting off a gasexplosion. This will let you pick up the eagle parts B. You can also stick around to see if youcan take Nemesis out once he wakes up. Leave by the back door.

Third Sub Choice: Run into the BasementWithin the basement is a ventilation shaft located at the end of the corridor.

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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 theshort term.

First, Second, and Third Sub Choices JoinWatch a cutscene between Carlos and Jill. Walk west past the save room (if you don't havethe blue gem in your possession, now is the time to pick it up) and through the door. Directlyacross from you is the city hall, but the doors will not open. Check out the corpse for somebullets 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 OfficeWalk through the cheap-looking double doors. Walk to the left and pick up the photo B ontop of the phone booth. Check out the fire door shutters and the switch next to it to discoverthat there is no power and that you must activate the power. Then, walk east to the otherside of the room to find an ink ribbon and the first aid spray container. Push the stepladderback toward the vending machine and telephone on the west side of the room and climb upon 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. Walkupstairs and open the green door, proceeding west. Turn into the open door and check outthe 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 BuildingEven though you decided to go to the newspaper building, you must go to the diner to pickup 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 botherwith 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 thetable. Walk through the back of the diner and out the back door. Walk south and take thefirst 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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Take the rusted crank and shotgun shells and save as needed. Leave the saveroom and proceed west through the door. Directly across from you is the city hall, butthe doors will not open. Check out the corpse for some bullets and then walk northtoward the remains of the fire engine and the pulsating red light. Check the map and walkto the entrance of the newspaper office to the east.

Inside the Newspaper OfficeWalk through the cheap-looking double doors. Walk to the left and pick up the photo B ontop of the phone booth. Check out the fire door shutters and the switch next to it to discoverthat there is no power and that you must activate the power. Then, walk east to the otherside of the room to find an ink ribbon and the first aid spray container. Push the stepladderback toward the vending machine and telephone on the west side of the room and climb upon 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. Walkupstairs and open the green door, proceeding west. Turn into the open door and meetCarlos in a cutscene. Nemesis will appear shortly.

Within this path, you now have three sub choices.

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

Second Sub Choice: Hide in the BackA cutscene shows Nemesis knocking himself out in the window. Take the opportunity to getin 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 thereporter's memo.

Third Sub Choice: Jump out of the WindowBy jumping out of the window, you get away from Nemesis, and there are a couple of redherbs in the alleyway. However, if you are collecting the files in order, you still must go backup to the office and get them. Either way, you must deal with Nemesis. If needed, go backupstairs and search for gunpowder on the table. Pick up the photo C before you pick up thereporter's memo.

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First, Second, and Third Sub Choices JoinMake your way to the diner. Walk to the kitchen area and, near the back door, use thelockpick on a cabinet. Take the fire hook and use it on the entrance to the basement. Godown into the basement and take the green gem from the corpse.

Diner and Newspaper Building Choices JoinAt this point, this rather major split comes back together again, and it is time to move ontothe next phase of the game.

City HallThe Grounds of City HallReturn to the city hall entrance and use the two gems with the clock. Look over the RaquelWelsh 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 ofthe street and follow the curved path past a sign that says Lonsdale Yard. Continue aroundto the west and past a couple of green herb plants. Once through the next door, fire at thered barrel to take out the large number of zombies. Check the body behind you for someshotgun shells before moving north toward the trolley area.

Trolley Car AreaClimb past the barricade and walk past the first locked trolley to the second car. Check outthe 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 thedesignated landing area for the rescue helicopter, but you can't reach that area because ofthe 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 upthe wrench from the seat. Make sure you grab the mechanic's memo in the first car beforeyou 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 brokenparts. Open the lock and step out of the trolley car.

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On the Way to the Gas StationWalk back toward the start of city hall. As you pass a green car about half way back, youmust take out a surprise zombie. Take the left north fork up toward the gas station (doublecheck the map) rather than walking back to the very front of city hall.

Gas StationZigzag through the car debris anduse the rusted crank to open theshutter. After it breaks, use thewrench to open the shutter andwalk inside. Pick up the gunpow-der from the table. There now fol-lows one of two cutscenes thatare also interspersed with youractions.

CarlosIf you took out Nemesis at thediner or newspaper building,Carlos comes in, and a briefcutscene with Jill ensues. Pick upthe first aid spray container at theback of the room and deal withthe four-button puzzle to get at the oil while Carlos goes outside to act as a hero. Alas, thefour-button puzzle appears to be completely random, and no amount of logical sequencingcould derive a pattern to follow. You must push the button to get three lights to glow, openingthe lock. That being said, it took less than two minutes to have all three lights red and themachine oil released. As you leave the gas station, a live wire causes the gas to explode.Carlos then leaves to go find some equipment.

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

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Zigzag through the cars to get to the station.

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

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

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

The Compass PuzzleBack when you went toward the diner, you recall I said to remember where the compasswas. You must make your way over there. Place the book in the slot on the wall reserved forsome wisdom and take out the compass. Return to the mayor's statue just inside city halland use the compass with the statue. Take the battery. Once more, retrace your steps backto 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 StationEnter the Sub StationEnter the sub station through the iron gate. Walk though to the next door and enter the nextroom. The sign to your right says: "High voltage control room. The lock will be released at155V-125V." Walk further down and the next door says: "Low voltage control room. The lockwill be released at 15V-25V." Walk east and come to the terminal that says: "When operatingthe transformer be sure to set this power transmitter to manual mode. The old system isprone to short circuiting. Be careful not to let it exceed maximum levels." Set the device tomanual mode. Search for some gunpowder at the end of the corridor.

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Transformer PuzzleSwitch on the transformer in the southwest corner of the room. This is something of acurious puzzle. The system starts with 50 volts. Hitting a red button adds 15 volts, andhitting 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 thatsounds 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) = 6565 subtract blue button for 5 volts x 2 = 65 - (5x2) = 5555 subtract blue button for 5 volts x 3 = 55 - (5x3) = 4040 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) = 6565 add red button for 15 volts x 2 = 65 + (15x2) = 9595 add red button for 15 volts x 3 = 95 + (15x3) = 140140 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 havethree sub choices.

First Sub Choice: FightThe first choice is to do nothing. The zombies will come through the door, and you must takethem 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 ExitRather than face so many zombies, head for the exit. Exit the sub station and run intoNemesis, who has a handy-dandy rocket launcher. Once outside, get out of Nemesis and hisrockets' 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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Third Sub Choice:Increase Electricity OutputThis 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 themultiplier), rather than 5. If you pick this choice, select whichever room you wish to enterfrom 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) = 6565 add red button for 15 volts x 2 = 65 + (15x2) = 9595 subtract blue button for 10 volts x 3 = 95 - (10x3) = 6565 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) = 4040 subtract blue button for 10 volts x 2 = 40 - (10x2) = 2020 add red button for 15 volts x 3 = 20 + (15x3) = 6565 add red button for 15 volts x 4 = 65 + (15x4) = 125

First, Second, and Third Sub Choices JoinAt this point, if you haven't saved recently, it is probably a good idea. Fortunately, a saveroom is on the way to your next area. Go back up the elevator, head down the stairs, andfollow the corridor around the corner to the west. You must return to the parking lot, so gosouth 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. Goout the door to the south, head through the parking lot, and continue south. Watch out forthe bus (it was the tour bus of a well-known music group). Continue south through the doorwith the iron bar and head straight down the corridor to the fire hose mentioned earlier.

The Fire HoseUse the wrench to free the fire hose from the fire hydrant and let the wrench go. Go westthrough the alleyway where you found the body with the mercenary diary and continue southand 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

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

Putting out the FireConnect the fire hose to the fire hydrant and walk to the west past the extinguished flamearea. Walk through the door and pick up the blue herbs. Walk through the door at the farend 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 theexplosive on the wall. You can take out the two enemies with a well-placed shot, but canalso take out yourself.

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

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

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

Inside the officePick up the ink ribbon and manager's report on the table. Read the report and use theremote control to check out the monitor. A product will be advertised. Enter the productname, such as Aquacure or Safsprin as the password in the computer. This will open thestoreroom. 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 ofzombies will attack. Take advantage of the steam pipe to lower the odds.

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

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

Once you get to that point in front ofthe fire hydrant, turn south along analley to the door that you openedwith the lighter. Go east, wherezombies are likely to jump out of thewindows, and head through thesouth door toward the backentrance to the bar. Go through thebar or go the long way around if youprefer. Then, go northeast, south-east, northeast, and finally east.Open the door at the end of thepassageway and step across thealley into the alley next to the ware-house.

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

Head towardthe Trolley CarIt 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 inthe parking lot, the ground begins to rumble, and a hole nearly swallows up Jill. Within thispath, you now have two sub choices.

First Sub Choice: Climb upHave Jill climb up and continue on.

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Second Sub Choice: Jump downRun from the aggressive worms to the far end of the tunnel and climb up the ladder.

First and Second Sub Choices JoinCarry on toward the trolley car area, skirting the diner to the south and west. Go on acrossthe street through the city hall doors. Along the city hall passageway, you will encounterNemesis for a fifth time. Relieve him of the M37 parts A and continue on.

First encounter with Graveyard beastAs you pass the Lonsdale Yard, the ground tremors again, and this time you fall in. Toescape, you must switch on two power switches that power the emergency ladder. Take outthe monster and activate the power switches. Climb up the ladder and continue on around tothe trolley car.

Trolley CarUse the power cable, fuse, and mixed oil on the box at the back of the trolley car. Carlosthen joins you and gives you some flame rounds. Walk to the front of the trolley car, andCarlos will fire up the trolley car. After the car travels for a short while, there is a noise fromthe 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 TowerFirst Choice: Jump out the WindowWelcome to the clock tower. Walk forward past the burning wreck and into a room. Whenyou see the zombie cutscene, turn around and take them out. Go check the picture on thewall and take the clock tower key. Exit to the north through the oak panel door by using theclock tower key. Walk past the portraits in the hall and head into the study area. Meet upwith Carlos and pick up the freeze rounds. Do not continue around the corner and pick upthe postcard. Instead, take the door in the west wall. You'll come back for the postcard in amoment.

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Clock Tower HallwayWalk past the center table to the west side of the room. Pick up the M thrower E weaponand the operating instructions. Walk slightly to the north within the room and check out theclock tower map. Take the first aid spray as well. Now, return to the previous room and pickup the postcard and ink ribbon. At this point, I recommend returning to the save room andgetting your inventory straight. Your mileage may vary. Walk back to the clock tower's centralhallway. 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 southis a courtyard that contains a number of herbs and some rather pesky dogs. If you need theherbs, 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.

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

Second Choice: Use the Emergency BrakeWelcome to the clock tower courtyard. Run forward to the northwest to avoid the crowattack. Turn south past the piano and into the chapel.

ChapelThe chapel is a save room Pick up the next clock tower key and the gunpowder that is rightnext to it. Behind you, on the seat of the organ, is some more gunpowder. Exit the chapel tothe 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 acutscene with Carlos. Search for the grenade bullets on the mantle.

Clock Tower HallwayExit to the east and pick up the M thrower E weapon and the operating instructions. Walkslightly to the north within the room and check out the clock tower map. Take the first aid

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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 asecond clock tower key.

Jump out the Window and Usethe Emergency Brake Choices JoinReturn to the central hallway and go up the stairs.

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

Machinery RoomClimb up the ladder into the machinery room and take the silver gear on the shelf and inkribbon on the table. This is another save room. Walk to the northeast corner of the room andtake 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 thesouthwest corner is a music puzzle.

Music PuzzleThe music box consists of six pegs labeled from A to F. They can only be placed in one oftwo positions. Listen to the notes played in each position. Pick the one that sounds nicer andmove onto the next peg. Repeat until you get to the last peg and play the music. This willgive 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 aretwo choices.

First Choice: Use the CordIn using the cord to electrocute Nemesis, you get to pick up the M37 parts B. Now, you mustmake it along the balcony, down the stairs, and into the study with Nemesis on your tail.Running is good.

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Second Choice: Use the LightJill blinds Nemesis with light and pushes him over the railing. Alas, you cannot pick upanything from Nemesis. Go along the balcony, down the stairs, and head into the study.

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

The Portrait PuzzleCheck 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 futuregoddess. 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 threestones in trays and have the center clock read 12 o'clock. Each stone interacts with eachportrait in a different way, moving the time up or back a number of hours. Here are the modi-fiers:

Past PortraitCrystal -1Obsidian -2Amber -3

Present PortraitCrystal +1Obsidian +2Amber +3

Future PortraitCrystal +2Obsidian + 4Amber +6

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

Amber, obsidian, crystal +1Amber, crystal, obsidian +2Obsidian, amber, crystal +3Obsidian, crystal, amber +5Crystal, amber, obsidian +6Crystal, obsidian, amber +7

Look at the time on the center clock and place the stone accordingly. For example, if theclock 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 upthe M.T rounds.

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

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

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

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The HospitalEnter the hospital through the double glass doorway. To your right is a save room. Getthere quickly. Once inside, pick up the first aid spray from the shelf and the ink ribbonfrom 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 atape recorder. Behind you is the hospital map. Next to the body whose neck has beendevoured from the inside (lovely!) is a director's diary. In the northeast corner of the room isan elevator with a voice-activated lock. Use the tape recorder to access the elevator.

UpstairsPush 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 andenter the room next to the notice board. Once inside, you will find that Nicholai is still aliveand 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 northto the east corridor. Enter the first room. The dead doctor is holding a piece of paper with athree number combination, such as 531 or 104. Pick up the green herbs, pay attention towhich 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 themirror corner of the previous room. This will activate the safe. Use the three-number code toopen the safe and take the vaccine base.

BasementNow, make your way back to the elevator and down to the basement. Walk south down thecorridor. Once inside the room, dispose of the two bad guys and take the bullets from thesouth wall cabinet. Walk around the shelving and step into the room to the north. Walkaround 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 fromthe 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 JillAt this point, you must return to Jill in the chapel. This is easier said than done. Not only willthere be an initial surprise, but the corridors and rooms are filled with enemies, and Nemesisis also waiting. However, before you even get to Nemesis, as you get to the entrance way

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before leaving the hospital, you must get out in a couple of seconds as a timebomb 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. Notonly do you get to play Jill again, but more importantly, you get back all her goodies.

JillNemesis is waiting once you are out the door. Try and knock him down with enough shotsand run toward the hospital. Once you get to the park area you are safe. Directly acrossfrom the alley is a locked room. Use the lockpick to open the room and step in. This isanother save room. Pick up photo E, the grenade rounds, ink ribbon, and the park key. Walkoutside and around the corner to the east. Up the stairs is the entrance to Raccoon CityPark. Use the park key and discard it before entering the park.

ParkThe Park EntranceTo the west in the park are some green and blue herbs. It's a great place to heal yourself ifyou were dumb enough to shoot an exploding barrel when taking out the zombies prior tothe last save room (ahem!). Also in this area are some controls for the fountain, but don'tworry about that yet. You must find the some other items first.

The wooden bridgeWalk out of the herb room and across the bridge to the east. Continue walking east, downthe stairs and along the wooden walkway over the water. This runs both east and then northto an iron door. Watch out for a quick enemy strike once you're through the door. Take thepark 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 backto the bridge and over to the room with the herbs.

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

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

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

Graveyard ShackWalk to your right and pick up the iron pipe. Also pick up the gunpowder from the centraltable. 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. Usethe iron pipe with the fireplace to reveal a sizable hole. Crawl through to the other side. Toyour left are some grenade rounds. On the center table is the supervisor's report along withthe park key. The blackboard contains a fax from headquarters, and against the east wall isan ink ribbon. When you start to leave via the fireplace, a cutscene informs you that allsupervisors are to leave immediately. When you finally get through the fireplace, Nicholaiexplains some of the situation.

Second Attack of Graveyard BeastLeave 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 walkaround and climb up. At this point, you are in the underground water-filled passage that youfound 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 thewooden walkway over the water to the locked rear gate where you found the magnumrounds. Open the locked gate and discard the park key. Walk up the stairs and faceNemesis.

You will get two choices in the dead factory.

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Dead FactoryFirst Choice: Push Him OffAfter 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 youabout the plan to fire a missile at the city. Walk over to the table and pick up the manager'sdiary and ink ribbon. Pick up the gunpowder from the central table and the facility key fromthe shelf to one side. Finally, pick up the first aid spray. In the northeast corner of the restingroom is a door.

The Steam PuzzleGo through it and pick up the blue herbs to your right. The steam pipe puzzle is actuallyannoyingly 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 thebutton nearest the steam blast. When you walk around to the control panel, push the buttonbefore 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 wayaround to the far northeast corner. There, push the furthest button and start the process onelast time walking west, south, east, and north. By the time you get to the last button, twosteam 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 thesteam jets as you go.

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

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Lower LevelOpen it and push the button. Step out at the new level and walk to the west. Then, headsouth to find the shotgun shells. Walk north and west again, down the stairs and throughthe south door. Run along the sewer tunnel to the west and climb out to the south. Gothrough the door in the southeast corner of the passageway. This is the monitor and saveroom.

Monitor RoomTake the ink ribbon and save your game. Along the south wall is the security manual andwater sample. Exit by the west door and go down the stairs. Pick up the first aid spray fromthe 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 thewater sample with the device.

Water Sample PuzzleThe water sample is read by the machine, and a graph is generated. Below the graph arethree additional graphs named A, B, and C. You must move the A, B, and C graphs, so thatwhen combined, they equal the water sample. It sounds difficult, and it is, until you figure outthe secret. Look for spaces in the sample code and make sure that the A, B, and C graphinformation 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 arespaces 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 stairsto 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 endof the hall.

Second Choice: Jump OffAfter 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 thesoutheast corner of the passageway.

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Monitor RoomThis is the monitor and save room. If you are collecting the files in order, you should beon the first choice not this one. Remember not to pick up the file in this room until you havepicked 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 firstaid spray from the shelf. Search for gunpowder on the table. Now, turn around and go to thenortheast corner of the room to the water quality device. Use the water sample with thedevice.

Water Sample PuzzleThe water sample is read by the machine, and a graph is generated. Below the graph arethree additional graphs named A, B, and C. You must move the A, B, and C graphs, so thatwhen combined, they equal the water sample. It sounds difficult, and it is, until you figure outthe secret. Look for spaces in the sample code and make sure that the A, B, and C graphinformation 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 arespaces in the correct location. This will lead to a quick solution and release the lock.

Return to the Control RoomHead 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 Carlosand climb out at the first northern opportunity. Go through the door, up the stairs, and alongthe balcony to the elevator. Push the elevator button and go to the control room. Walk westto the desk and pick up the system disk. Keep an eye out for the green herbs in the cornerand the dead factory map by the door. Open the door by the map and cross to the roomslightly opposite.

The Resting RoomThis 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 thefirst aid spray. In the northeast corner of the resting room is a door. Go through it and pickup the blue herbs to your right. The steam pipe puzzle is actually annoyingly simple. Start

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G a m e S p o t G a m e G u i d e : R e s i d e n t E v i l 3 : N e m e s i s

south and walk around toward the control panel. You must go south, east, and thennorth 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 buttonnearest the steam blast.

When you walk around to the control panel, push the button before the steam blast. In thiscase, a second steam blast is added. Now, retrace your steps again, going south, west, andnorth back the way you came, pushing buttons as needed. Once you come to the door youentered, 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, andnorth. By the time you get to the last button, two steam blasts will be in your way, but thepush of one button opens it up.

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

First Sub Choice: Return to the BasementTake 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 purifiermachine. Return upstairs to the control room and perform the second sub choice.

Second Sub Choice: Forget the Rocket LauncherForget the chance to get the rocket launcher and enter the door at the far east side. Walk tothe 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 JoinOnce in the garbage dump area, you get to fight Nemesis again. A timer is running, but youhave 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 ofthe room and fire as he comes toward you. Once defeated, a card will fall from a doctor'scorpse. Grab it and get out of the room. Once out of the room, a cutscene confirms that amissile launch is in progress. Get back to the reading room. Once again, you have two subchoices.

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First Sub Choice:Grab the Rocket LauncherOnce saved, if you have encoded the facility key, go out via the steam pipe room to theeast. 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 rocketlauncher and return upstairs in the elevator. Perform the second sub choice.

Second Sub Choice: Move to the End GameIf 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 tothe door protected by a card reader. Use the card key and discard the key. Continue southdown 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 onwhat you did back when you decided whether to push Nemesis off the bridge or jump your-self.

EndingFirst EndingIf you pushed Nemesis off the bridge, once through the door, Carlos contacts you in acutscene. Pick up the portable radar receiver and go down the ladder.

Second EndingIf 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 finalchoices even within an ending sequence. You have two choices.

First Sub Choice: Return FireThis one is fairly self-explanatory. Let the swine have it with both barrels, preferably from therocket launcher. Try and go down the ladder.

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Second Sub Choice: Negotiate with NicholaiLike all good villains, Nicholai can't resist talking and gives you details of what has beengoing on. He leaves with what seems like the only helicopter. Try and go down the ladder.

First and Second Endings JoinPick up the incinerator manual at the bottom of the ladder. Run east through the doors. Pickup the classified photo file. Open the doors into the east and enter the final room.

The Final BattleHere, you must battle Nemesis one last time. You'll need the help of the rail cannon. Onceinside 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 thedoor. The second is on the far north east side of the room near the final door exit, and thethird power distribution unit is next to the rail cannon panel in the southeast corner. Onceyou 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 hasretreated to the northwest corner. Then, he will take a full dose of rail cannon power. It lookslike Nemesis is toast, but not so fast. As you turn to leave via the elevator in the northeastcorner, you get one more option.

First Choice: Exterminate the MonsterYou get to say a pithy comment in a cutscene.

Second Choice: Ignore it and EvacuateYou don't get to say a pithy comment in a cutscene.

The End - ReallyExit via the elevator and run to the helicopter. Watch the final cutscene as Raccoon City isobliterated and stand by for the epilogue.

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

Extra CostumesEarly on in the game, you meet Brad in a bar. Next to that bar is a boutique. Anyway, whenyou defeat the game, you get access to up to five costumes. These are Regina from DinoCrisis, an army type, a policewoman in a very short skirt, a leather chick, and a 70s-stylepant suite.

Operation Mad JackalThe mercenary mode is a very difficult challenge. Playing as either Carlos, Nicholai, orMikhail, you must leave from the trolley car and make it back to the original warehouse. Youstart with limited time and must gain extra time on the way. This is accomplished in twoways.

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

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Second, there are a number of hostages and bonus areas throughout the mapthat also give the player more time. However, the hostages must be rescued within acertain 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 MercenariesCarlos is equipped with:M4A1Eagle 6.0Handgun bulletsThree mixed herbs

Nicholai is equipped with:Sigpro Sp2009KnifeBlue herbThree first aid spray containers

Mikhail is equipped with:Benelli M35 shotgunM629c magnumRocket launcherShotgun shellsMagnum bulletsMixed herb

The Mad Jackal PathLeave the trolley car and go south and east past Lonsdale Yard. Then, head through thegarden to the back of city hall. Detour one is up to the gas station. Go through the city hallgates. Detour two is the newspaper building. Continue along the passageway from the cityhall to the diner. Detour three is the diner. Go south and east around the diner and take the

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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 umbrellaoffice. Continue through the door with rope you once burned and head toward the back ofthe bar. Detour six is the bar and is the only hostage situation that is actually on your wayback to the Warehouse. Exit out the front of the bar and go around through the alleys to thewarehouse and up to the office.

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

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