HBO has announced that it will be making over 500 hours of its original programming available to stream for free to help “provide some entertainment relief for those doing their part to keep everyone safe and healthy in this time of social isolation.”
Starting Friday, April 3 for a “limited time” (the specific length of the free screening period hasn’t been announced) you’ll be able to stream some of the most iconic HBO series – like The Sopranos, Succession, Six Feet Under, The Wire, and Barry – on the HBO Go and HBO Now apps and websites for free, without a subscription. Additionally, HBO is making available a handful of films like Detective Pikachu, The Lego Movie 2, Crazy. Stupid, Love, and more.
Below is a selection of the content coming to HBO Go and HBO Now for free, including nine full series and ten documentary series:
Ballers (5 Seasons)
Barry (2 Seasons)
Silicon Valley (6 Seasons)
Six Feet Under (5 Seasons)
The Sopranos (7 Seasons)
Succession (2 Seasons)
True Blood (7 Seasons
Veep (7 Seasons)
The Wire (5 Seasons)
The Apollo
The Case Against Adnan Syed
Elvis Presley: The Searcher
I Love You, Now Die: The Commonwealth v. Michelle Carter
The Inventor: Out for Blood in Silicon Valley
Jane Fonda in Five Acts
McMillion$
True Justice: Bryan Stevenson’s Fight for Equality
United Skates
We Are the Dream: The Kids of the MLK Oakland Oratorical Fest
If you’ve ever wanted to catch up on classic HBO shows like The Wire or The Sopranos, or more recent offerings like Barry and Succession, now would be a good time.
I broke down a bit of the difference in playing as either the Predator or the elite, human squad out in the field during my PAX West 2019 Predator: Hunting Grounds preview, but as a brief recap: Predator pits four humans on a set of various missions (find drugs, find bad men who probably sell drugs, kill men and their drugs) while racing against both the clock and AI enemies. All the while, the dreadlocked alien has one goal — kill this group of soldiers.
To steal from my coworker Tom Marks, Predator takes the smart approach that other recent asymmetric multiplayer games do — by giving the humans a mission other than killing the big bad, the added purpose makes every role feel vital even when you’re not the obviously very cool teched out alien. The missions, at least in the trial, are often samey and rather boring, moving you and your team from one pertinent location to the next while mowing down relatively simple AI enemies. But the hook of having something to do other than fear the Predator adds a nice cadence and purpose to matches that made the Predator’s hunt more unpredictable match to match.
And that unknowable fear is key to the experience — the Predator is out there in the jungle, somewhere, and I often scanned Illfonic’s lush jungles (which look beautiful from afar but don’t quite hold up when close up against a tree or decaying structure) fruitlessly hoping to catch a glimpse of my foe running amongst the trees. Illfonic has captured a really intriguing blend of constant dread and the player’s need to compartmentalize that dread until it can’t be helped. For my first few matches I was a skittish, unhelpful squadmate, and I’m sorry to all of the strangers I played with. I feared the Predator could be behind any tree, around the corner of any dilapidated building, and I often met my end because of that. An unseen batch of AI foes, or, more commonly, the Predator finding me because I strayed away from the group.
I quickly had to get the idea of the Predator’s might out of my head — it would eventually come to kill us, and that’s when I could worry about its superior strength. Instead, I focused on being a more present player, and a more active teammate, and I often saw more success because of it.
Hunting Grounds rewards teams working together. Any time myself or someone else strayed from the pack, it was almost always to our detriment. But even when playing with strangers, and omitting voice chat, we could still complete our mission, or even take down the Predator, by sticking together, pointing out trouble with a quick ping system, and responding quickly to call in all our firepower when the Predator appeared. Whereas fighting the human AI is a matter of getting the jump on them and using cover well, the Predator can move so quickly, and so unexpectedly, that it’s often about finding the ideal window to unleash hell on it.
And when playing as the Predator, how you respond to those firefights often determines the flow of a match in an instant. You can try to fight from afar, shooting down from the tree branches and using camouflage to avoid being spotted. Or, you can jump right into the fray, using melee attacks to swipe at foes while also opening yourself up to a lot more potential damage. Though trust me, few things have frightened me like being a human player inside a room as the Predator speeds in through the doorframe. There’s no way to win, then.
Finding balance is the key to winning as Predator, both in when to go full force on attacking or hang back in the shadows like a forest Batman, especially when you don’t know whether humans are packing grenade launchers or pistols. And all of your abilities are tied to a single energy gauge, so while firing off a few full-force blasts from your shoulder cannon could knock an enemy out, you might have no energy left to turn invisible and flee afterward. The Predator is, no doubt, a strong opponent to best, but at least with my time so far, it feels like there is enough in balance that defeating it feels achievable in every match, at least at first.
The biggest change from playing two matches of Hunting Grounds to playing a weekend of it was getting a chance to understand how progression works. With an overarching level tied to XP gained from both matches played as the Predator and humans, I unlocked “field lockers” — Predator’s version of loot boxes, that come with a host of weapon and character skins for customization. You’ll unlock more boxes as you level up, and can use currency to buy them as well, both in-game and real world. But for now, it seems these loot boxes are cosmetic only, and I obviously hope they stay that way.
But there is progression to characters as well. While I unfortunately didn’t get to play around with the different human characters, I was able to add perks and change loadouts for both humans and the Predator as I leveled up, with a clear bit of additional armament ready to be unlocked at higher levels. Keeping up with those upgrades is essential, as they can change how quickly a Predator’s energy reloads or improve the ability of muddy camouflage to hide from the Predator as a human. I noticed a marked improvement in my ability to handle the unexpected as I outfitted my character with more perks, and was eager to see what else I could unlock at higher levels and how it might make matches more varied, especially when so much can hinge on the more boring human AI enemies.
I’m glad Predator: Hunting Grounds had this trial weekend, because the entire weekend was saddled with disappointing queue times, with it sometimes taking over four minutes to kick me into a match. The first day of the trial I was being matched with only a single human squadmate as well, too, or even having to go it alone against the Predator. Unsurprisingly, I didn’t do too well in those first matches.
By the end of the weekend, match load times were down, but I still waited a couple of minutes before getting kicked into a match, and had to back out to the menu a number of times as the Predator because I was not being matched with any opponents.
Of course, this being a test weekend, I’m glad Illfonic is taking the time to see how Predator works out in the wild. I think there’s a strong core in the matches — everything playing to its source material as being a Predator game still feels fun and worth diving into match after match. I do hope Illfonic can find a better balance to making the other objectives a bit more interesting, but outside of its technical issues, Predator shows plenty of promise by sticking to its franchise guns.
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Jonathon Dornbush is IGN’s senior news editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.
Resident Evil 3 Remake returns you to Raccoon City at the start of the T-Virus outbreak that will eventually destroy it. Like Capcom’s reimagining of Resident Evil 2 before it, the game is full of secrets, collectibles, and wide-open areas that can be a bit confusing to navigate. There’s a ton of stuff to find in Resident Evil 3, and it’s easy to miss things–especially because the game is full of points of no return, where you’ll get pushed on in the story, unable to return to past areas.
That’s okay, though: We’ve played through Resident Evil 3 Remake a whole bunch of times at this point in order to scour every corner and find everything we can. Our complete walkthrough guide starts Jill’s journey in the middle of Raccoon City’s downtown. We’ve tried to be a spoiler-free as we can be with this walkthrough, focusing on pickups, collectibles, and strategies, but read on at your own risk if you’re hoping to have an uncorrupted experience. Note also that this walkthrough covers Assisted, Standard, and Hardcore difficulties. On Nightmare and Inferno difficulties, enemy and item locations get remixed for greater challenge.
Resident Evil 3 Remake Walkthrough Part 1: Downtown
Jill’s Apartment
Jill’s investigation into Umbrella is pretty extensive, but she hasn’t even scratched the surface.
We start with Jill waking up in her apartment. When you can look around, check Jill’s investigation board for Jill’s Report and Investigation Notesfiles. On the blue book to the left of the board is the Unsealed Envelopefile, and you’ll find the Message from a Colleaguefile on the table beside the pizza, which updates you on the status of another of Jill’s S.T.A.R.S. team members, Brad Vickers. Head to the bathroom to progress.
Escaping Through The City
You’ll meet up with Brad Vickers outside of your apartment and make your way through the city. Once you have a handgun, try to conserve ammo as best you can–you don’t need to fight the zombies and aren’t in good shape to do so anyway, so run away instead. Eventually, you’ll make for a parking garage, after receiving some orders from a helicopter above. Right after the helicopter gets in touch, you’ll run into a man hiding in a cargo container. Walk to the container to speak to him repeatedly, unlocking your first objective from the Records screen. Check the barrel beside the door you exit by for some handgun ammo.
The Subway
After talking with Victor, leave the subway car and check the bench to the left of the exit stairs. You’ll find the UBCS Ammo Crafting Guide file. At the top of the stairs, get the Tabloid Front Page file on the newsstand.
After talking with Carlos on the radio, head to the top of the stairs to find two green herbs and two bottles of gunpowder. Use your knife to smash the box with the yellow tape a little to your left to find a Red Herb as well. There’s also a locked case here you can’t open yet–you’ll need the Lockpick, which you won’t find until later.
Find the Kite Bros Railway monument puzzle through the gate and to the left. You’ll soon start finding Jewels you can plug into this thing to solve it. Use the typewriter to save your game and check the table for the UBCS Herb Guide file. To the right of the Typewriter is also an Item Box, letting you stash spare items for when you need it.
The Street By The Toy Shop
Take the stairs to street level and follow it to the left. Note that the Toy Uncle store is locked with a padlock and you can’t open it just now. Carlos will tell you that you need to head through the alley, which is on fire; check it and you’ll see a fire hydrant you could use to put out the flames, with the right tool. Backtrack a bit and zombies will smash their way through the fence you previously passed, opening a staircase down. Use Jill’s Dodge maneuver to get past them or clear them out, but if you can, save the red barrel for later. Head down, where you’ll have to deal with more zombies; shoot the sparking generator on the right side to electrocute them, briefly stunning them so you can get by or shoot them.
Ahead is the Donut Shop; you’ll find handgun ammo beside the car to the left of the door, as well as gunpowder inside the shop on the table with the two bodies. Look to the right of the microwave in the corner behind the counter to find a Charlie Doll bobblehead; there are 20 of these hidden in the game, and you collect them by shooting them.
Look for the Toy Uncle Charlie Doll hidden on the shelf in the back of the Donut Shop.
The back room of the Donut Shop is a safe room where you can save, which is a good spot to note for later. Inside the room is also a Fancy Box; examine it to find a Red Jewel inside. That goes in the Kite Bros Monument back in the subway, so drop it in the Item Box here to use later.
You can leave the Donut Shop by the other door to enter another area, but first, leave the way you came. Back in the courtyard by the stairs, turn left to find a staircase up to a fire escape. Take the one to the left to enter an art storage room.
Inside, check to the left of the safe to find the Drugstore Owner’s Journal file, which gives a hint about where to find the code to open the nearby safe. The safe code is left 9, right 1, left 8; inside, you’ll find the Handgun Dot Sight upgrade.
Watch out for the zombie in this room as you continue toward the far door. Before you exit, check up on the shelf for a Charlie Doll. Just outside, look left of the door for some handgun ammo.
Check the shelves near the front of the art storage room on your way toward the back door for this Charlie Doll.
The Street By The Subway Office
Follow the walkway to the stairs that lead you down to the street level. Here you can head to the Drugstore, which includes a number of useful items, but will also put you on track to fight several zombies. The front counter of the store has a green herb, and on the shelves further in you’ll find high-quality gunpowder. At the back of the store near the poster of the Aqua Cure Queen, look left for handgun bullets.
Back outside, head left from the Drugstore entrance, and you can get around a black car. You’ll find a zombie crawling out from under the car, along with a wood box you can destroy to find a green herb inside.
Kite Bros Subway Office
Now head to the other side of the street to enter the Kite Bros Railway building. Be careful as you enter; you’ll find a zombie around the corner down the first hallway. After you’ve dispatched it, turn right to find a Fire Hose on the ground. You’ll need the hose to get past the flaming alleyway back near the start of this area.
Enter the room beside the hose to find some lockers, which contain gunpowder and a hand grenade you’ll want for later (as well as a padlocked locker you can’t open yet). On the table nearby you’ll find the Subway Employee’s Memo file. It’ll give a hint as to how to get the shotgun out of the nearby gun locker. You’ll need the Bolt Cutters to cut the chain holding it shut.
Leave this room and enter the one at the end of the hallway next. On a chair near the control panel, you’ll find the Kite Bros Railway Manual file. Look under the desk beside the control panel to find a Charlie Doll. You can’t do anything else here just yet.
The Charlie Doll in the Kite Bros Subway Office control room is hanging out with the donuts.
Instead of backtracking through the Donut Shop, go back through the storage room containing the Drugstore owner’s safe. From here, run down the path to the right, which will take you out on a rooftop. You’ll face some zombies here, but you can easily dispatch them by shooting the explosive red barrel in the corner behind them. Once you’re clear, check one of the bodies near the edge of the building for gunpowder. You can now lower a ladder on the edge of the rooftop that’ll lead back down to where you started, out front of the toy shop.
Garage
Head to the alley and use the Fire Hose on the fire hydrant to open the way forward. Up the stairs and inside the garage, grab the Bolt Cutters off the wall. You can use them on the door nearby, but you can’t unlock the padlocked locker yet.
You’ll need to go through the chained doorway in this room to advance, but this is a good opportunity to go open some locked doors in the rest of the downtown area before advancing. First, head back to the Kite Bros Subway Office and retrieve the shotgun from the weapons locker. You’ll want the shotgun for the next section, so this is a worthy detour.
While you’re here, open the chained door in the fence next to the Kite Bros Subway Office. It’ll give you access to an alley containing a few zombies, some handgun ammo, and a case with shotgun ammo.
You’ll also want to visit the Grocery Store across from the Toy Store, which you can open with the Bolt Cutters. Inside is high grade gunpowder, a first aid spray, and a Fancy Box, which contains the Blue Jewel. With two jewel, it’s worth heading back to the subway entrance and plugging them into the Kite Bros Monument; the first will get you a grenade, and the second will unlock the Tactical Shotgun upgrade.
Make sure you take the time to solve this puzzle before returning to the Subway after restoring power. If you wait too long, you won’t be able to access Downtown to find the jewels anymore.
Back in the Garage, go through the chained doorway, grab the shotgun shells off the table on the left and check the body to find the Training Log file. Go up the stairs to get outside, then hang a right at the fork to find handgun bullets and the UBCS Suicide Note file near a body on the ground. Back the other way, grab the Electrician’s Note file off the wall, which tells you about shooting generators to zap zombies. There’s a generator just ahead you can use on two zombie dogs that attack you.
Continue toward the Power Substation. Go past the door in the fence to find a crate you can break behind a car, with a green herb inside.
Power Substation
You’ll face three zombies inside the power substation. At the top of the stairs, grab the red herb and then enter the next room, where you’ll find the Fax from Substation Chief file on your left, which explains how to turn the power back on. Beside the typewriter and the item box, you’ll find the Hip Pouch on top of a step ladder, which will expand your inventory. Look on top the cabinet beside the door out of this room to find a Charlie Doll as well.
Check the shelf in the Power Substation’s room with the typewriter and monitors. It’s across from the door you use to head further into the substation.
Through the next door, you’ll find two green herbs at the bottom of the stairs, and the Green Herbs: They Work! and Substation Internal Memo files, which will give you clues about how to proceed. At the end of the hall is a body holding a case; inside is the Lockpick. Head around the corner to the right from the body to find handgun ammo inside a crate you can destroy. Use the lockpick on the door to enter the rest of the substation.
The next area is a maze infested with spider-like creatures known as Drain Deimos, and you’ll need to navigate it to find and turn on four power breakers. They’re not too tough to find–three are in the extreme corners of the area, while the fourth is down a side hallway between the furthest two. Keep your map handy to help navigate.
When you first enter the maze, you’ll get jumped by a Drain Deimos. As the green herb file mentioned, you’ll need to use a green herb to get rid of the maggots it injects into your body. If you let them fester, they’ll eventually result in an instant death. There are more herbs scattered around the maze, and they’ll get marked on your map if you see them but don’t take them, in case you need them later.
Make your way down the first hallway to its end and turn left to find the first breaker. You’re vulnerable while turning it on, so make sure to check your surroundings to avoid getting attacked by more Drain Deimos. The shotgun makes short work of them, whereas the pistol will take multiple shots to put them down.
After activating the first breaker, take the nearby ladder to find the Chad’s Notes file about the poor guy with the maggot problem. You’ll also find another herb up here. Cross to the other side of the maze and drop down. Make your way to the back corners for the next two breakers, then check the side hallway nearby the furthest one for the last breaker. When you’ve got them all, you’re clear to make your way back out, but expect increased Drain Deimos resistance. Keep an eye on your map to avoid getting lost.
Once you’ve restored power in the control room, leave and head back down the stairs. Use thelockpick on the locker to find handgun ammo before leaving the building.
Dealing With Nemesis
Once the power is restored, you’ll be pursued by the Nemesis until you make your way back to the subway. Make sure you have everything you need from this area before you go there, though.
You’ll want to fight the Nemesis at least once before you get to the Kite Bros Subway Office. Knocking the Nemesis down here will get him to drop the Handgun Extended Magazine upgrade. If you progress too far through this area, though, you’ll miss your chance. Your best bet is to toss a grenade at him right away, then make your escape. Note that you can knock him down again if you need to, but he won’t drop anything else until later, so try to save your ammo.
To get away more effectively, utilize Jill’s dodge move as much as possible to avoid the Nemesis’s attacks and get around it. You’ll need to run for it–the Nemesis mostly won’t follow you through low doorways, so your goal is to get inside as quickly as you can. This alley also has a generator you can shoot when the Nemesis is nearby, which will briefly stun it, allowing you to unload on its black mechanical heart for extra damage. The generator’s electricity can hurt you as well, though, so be careful.
Hustle back to the garage, where you can save and lockpick another locker, which has a first aid spray inside.
Back outside in the alley, you’ll find that more zombies have filled in the street, and the Nemesis will be along shortly. Your goal is to get to the Kite Bros building on the other side of downtown. You can reach it either by taking the ladder up to the rooftop (a risky endeavor given how long it takes to climb) or through the Donut Shop at the bottom of the hill.
First, though, enter the Toy Store using the lockpick. Inside is a Fancy Box that contains a Green Jewel, which you can slot into the Kite Bros monument back in the subway. You’ll also find the Your Charlie Doll file on the Charlie poster. Look for a Charle Doll among the Mega Man action figures on display.
The Charlie Doll in the Toy Uncle store is right out in the open among the many, many old-school Mega Man action figures.
The Donut Shop is not safe from the Nemesis–it will follow you inside. Note that there’s a safe room here, as well as a locker you can open with the lockpick to get a hand grenade.
If you haven’t fought the Nemesis for the Handgun Extended Magazine upgrade, do so now. Once you complete your work in the Subway Office, you’ll lose your chance to get it.
Back To The Subway Office
Continue through the Donut Shop and sprint across the street to the Kite Bros subway office. Inside, check the room near where you got the firehose and the shotgun to find a locker you can lockpick to get yourself another first aid spray.
Inside the control room, look to the right of the control panel for a locked case to open with the lockpick, which gives you shotgun shells.
On the control panel, you need to solve a puzzle around programming the route the subway will take to reach the Fox Park station. Check the board to see the route you need to take, avoiding closed tracks. The letter switches designate which station to go to, while the numbers designate which tracks to take. The correct path is FA-02, RA-03, SA-02.
Plot a safe course for the subway train with the Subway Office puzzle, avoiding blocked tracks along the way.
As you leave the subway office, you’ll face a new kind of zombie with a whipping tentacle protruding from its head. Stay well back to avoid the tentacle; you’ll notice the zombie shields its head, making it tough to get an effective shot. Hit it in the knees to get the shield to open (and to slow it down), then shoot it in the face to finish it off.
Mercifully, the Nemesis should have vacated the area as you leave, giving you a chance to head back through the Donut Shop, as well as to save.
Outside, you’ll face the Nemesis again after a short cutscene. This is your second opportunity to knock down the Nemesis for another item: the Handgun Moderator upgrade. You have to down the Nemesis to get this upgrade before you return to the Subway or you’ll miss your chance at it.
Make your way up the stairs and, if you haven’t already, enter the Toy Store and get the stuff inside. Then continue past the cars to the wrought-iron alley doorway. You’ll face a couple zombies here, but if you’ve got shotgun ammo, you can knock them out quickly with that.
At the end of the alley, duck around to the right to get into the subway, avoiding the nearby mutated zombie. Make sure you’ve found and picked up everything you want before heading into the subway, because you can’t return.
The Subway
Inside the subway, put the last jewel in the Kite Bros Monument. Three jewels unlocks another Hip Pouch, expanding your inventory. You can also open a case with your lockpick at the top of the stairs, which contains more shotgun shells.
After the cutscene, run down the hallway, but note the Nemesis will be on you almost immediately. Keep moving until you pass a generator, which you can shoot to stun the Nemesis if you need to. Up ahead, you’ll see a yellow vent cover on the wall. You’ll need to interact with it three times to open it, which can leave you vulnerable to attack. Beside it are two explosive barrels; lead the Nemesis over and blow them up to stun it again and give you time to make your escape. This will also cause him to drop an item case with shotgun shells, if you need them.
Once you drop out of the vent, continue to the end of the hall and through the door to escape.
Keep fighting through Raccoon City with our Resident Evil 3 Remake walkthrough in Part 2: The Sewers.
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Our complete Resident Evil 3 Remake continues, taking you out of Downtown Raccoon City and into the sewers below. The Nemesis is on your tale, but we’ve marked every ammunition pickup, health item, weapon upgrade, and inventory expansion you can find to make the fight a little easier–as well as the collectibles you can snag along the way. Read on for all the information you need to survive Raccoon City, the T-Virus, and the Nemesis.
Note: This walkthrough covers Resident Evil 3 Remake for the Assisted, Standard, and Hardcore difficulties; on Nightmare and Inferno difficulty, enemy encounters and item locations are remixed.
Resident Evil 3 Remake Walkthrough Part 2: Sewers, Demolition Site, And Gun Shop
The Sewers
Open the door immediately on your left to find a safe room. Inside is the Sewer Map, a red herb, and two lockers that contain handgun ammo and shotgun ammo. Once you’re done gathering what you need, head back out.
Follow the hallway to its end, where you’ll hit a door with an electronic lock. The Increased Sewer Security file is on the wall beside it. The file discusses a Battery Pack you need to find in order to proceed. Go down into the waterway and slide down the ramp. You’ll find a hand grenade in the trash on the right side of the path forward. (You can ignore the ladder here for now, since the doors at its top are locked.)
The Hunter Gamma is tough to kill if you shoot its skin, but the inside of its mouth is highly vulnerable. Grenade launcher flame rounds are even more effective, though.
Keep going to the fork and take a left toward the office. You’ll run into some kind of gross fish monster–a Hunter Gamma. When it opens its mouth to come after you, shoot into it to hurt it; don’t bother trying to shoot it when its mouth is closed, because you won’t do much damage. Stay well back, because the creature can take you out immediately if it gets you in its mouth.
Office
The Office is a safe room, and inside, you’ll get the grenade launcher, and find the Research Assistant’s Notes file and the Gun Shop Kendo file, which will teach you how to craft grenades for the launcher. Grab the Explosive B on your way out.
Head back to the fork and take the right path. You’ll face more Hunter Gammas, but you should be able to drop each with a single flame round from your grenade launcher. Check your map to find a fork in the path, hidden by a big poopy waterfall. Take that path to find a wooden crate containing a green herb, and the Sewer Worker’s Notes file nearby.
Head back to the fork and take the pathway to the end. Check the right wall before the ladder to find some grenade launcher flame rounds. Up the ladder will lead you into the Lab.
Lab
Just inside the Lab, check the table to your right to find the Battery Pack that’ll open doors for you. It requires two inventory slots, so make sure you have enough space. Continue around the corner to find the A Love Letter? file, which gives you some information on the Hunter Gammas–they’re susceptible to flames in addition to having a weak point in their open mouths. It’s okay, we taught you that already.
Along the wall, you’ll also find a green herb, high-grade gunpowder, and two lockers. The unlocked one contains gunpowder; the other locker can be opened with your lockpick to reveal some Explosive A.
Return to the ramp you first slid down. You’ll be accosted by a couple more Hunter Gammas along the way, but always one at a time. Clear them out and take the ladder to the left of the ramp. Use the Battery Pack to open the electronically locked door, then kill the Hunter Gamma that jumps out ahead of you. Hang a left to unlatch the iron door so you can reclaim the Battery Pack to take it with you, then use it to open the door to the Security Room. Inside, you’ll find a Hip Pouch and gunpowder on the desk. Be sure to take the Battery Pack with you when you leave.
The path ahead will take you back to the start of the area, so you can return to the first safe room and save before using the battery pack to exit the area. After you pass through the battery pack door and start up the stairs, turn around to find a Charlie Doll up on the wall behind you.
Check behind you as you exit through the final door opened with the Battery Pack to spot this Charlie Doll.
Demolition Site
Run from the Nemesis, dodging the zombies, until you get inside. Use the safe room just head to save and check inside for Explosive A, which you can use to craft explosive rounds to use against the creature. Head up the escalator when you’re ready, dodge past the zombies, and climb the stairs to the top. This isn’t an especially hard escape.
Keep moving until you hit a typewriter as you climb a series of ladders, and check beside it for the Notice of Demolition Delay file.
Rooftop
Now you’ll face the Nemesis for real. Try to keep objects between you and it, especially when it sprays flame at you. After a big gout of fire, the Nemesis will pause briefly and the flamethrower will open up, revealing several yellow vents. That’s a good time to hit the creature with an explosive round from your grenade launcher to do a big blast of damage.
The Nemesis will also shoot flames into the air that’ll rain down near you, so keep moving as much as possible and keep distance between. Also, note that when you try to line up a grenade launcher shot, the Nemesis will often dodge quickly to one side or another, so you’ll need to stun it to avoid wasting ammo.
Stay clear of the Nemesis and his flamethrower and aim for the tank on his back. He’s quick and will often dodge your grenade launcher rounds, so try to stun him with the generator before laying into him.
The creature will chase you around the roof, so try to use objects to your advantage, including generators, to slow it down and put space between you. When you stun it, shoot the big cylindrical fuel tank on its back until you can destroy it. If you need more ammo or health items, run around the edges of the area, as you’ll find a bunch of pickups scattered around. Use your map to help zero in on anything you missed.
Once the tank is destroyed, the Nemesis will pursue you more aggressively. Dodge clear when it slams its flamethrower on the ground to avoid the explosion; do the same when the Nemesis lowers its shoulder to charge at you. Keep hammering it with the shotgun or the grenade launcher every opening you get to finish it off.
Back Downtown
Follow the pathway through the destroyed cars, climbing up onto the fire engine to advance, grabbing handgun ammo off the car hood to your left as you pass. When you jump off its ladder, turn right to head down to the Raccoon City Police Department parking garage–a familiar locale if you played Resident Evil 2 Remake. Check in front of the car for a case that hides some high-grade gunpowder. Back up on the street, make for the Gun Shop.
Gun Shop
Turn left to find Explosive B and the Semi-Automatic Barrel upgrade for the shotgun on the shelves. In front of the entry door is a green herb on top of a crate, and to the left, near the shooting targets, are some handgun bullets. Finally, there’s gunpowder in the back corner, and a key to the padlock door hanging on the wall. Use the typewriter and Item Box before you head out.
Head to the padlocked door and open it up, then dispatch the zombie on the ground ahead of you before it gets up. Grab the red herb next to it, then kill the mutated zombie that comes around the corner. Use the door to enter the house just beyond. Before venturing further in, look on the shadowy counter beside the archway forward to find a Charlie Doll.
This Charlie Doll is secreted in the shadows right when you enter the house at the end of the alley behind Gun Shop Kendo.
Head up the stairs to the bedroom, where you’ll find the Raccoon Times Reader’s Column file. Use the lockpick on the locked case to find explosive rounds inside, then leave the house.
Back To Carlos
Though it’s counter-intuitive, you don’t need to use Jill’s quick dodge ability to avoid too many of the Nemesis’s rockets; for the most part, he’s not especially accurate and you can generally juke the rockets while maintaining your top speed as you run. Be careful not to get hung up on zombies or to let the Nemesis close the gap on you during your escape; watch for generators if you need something to hold him up for a bit. When you hit the power station, dodge past the Nemesis to get to the next area.
Keep running for it until you get to the stairs to the Toy Shop, then double back down the stairs and slip off to the side to avoid getting crushed. When the Nemesis shows up here, you can down him with explosives to get an item drop. Keep moving back down the alley toward the subway station, then follow Carlos when he shows up.
Continue making your way out of Raccoon City with our complete Resident Evil 3 Remake walkthrough. In the third installment, Carlos ventures into the Raccoon City Police Department on his own, changing up the gameplay and returning fans to the familiar locations of Resident Evil 2 Remake. We’ve logged every ammo pickup, health item, upgrade, and collectible to help you make your way through.
Note: This walkthrough covers Resident Evil 3 Remake for the Assisted, Standard, and Hardcore difficulties; on Nightmare and Inferno difficulty, enemy encounters and item locations are remixed.
Resident Evil 3 Remake Walkthrough Part 3: RPD And Clocktower Plaza
Raccoon City Police Station
You’ll encounter Brad Vickers as you approach the police station. He takes a lot of ammo to kill, but it’s worth it to bring him down–it’ll get you the S.T.A.R.S. ID Card. After you’re done, turn around and go back toward the cemetery, then turn right and take the stair down to find a door you can enter. Inside is the Email Outbox file. Up the stairs on the far side you’ll find handgun ammo in a wooden crate and a red herb.
You’ll discover the fate of Brad Vickers just before entering the Raccoon City Police Department. He’s tougher than your average zombie, but spend the ammo to put him down anyway so you can get the S.T.A.R.S. ID Card off his body.
If you played Resident Evil 2 Remake, you’ll recognize the RPD main hall and remember there’s a typewriter and Item Box right up front. Up the small stairs and in the center of the room is a green herb you can grab. If you go up to the second floor, hang a right and head down to the end of the walkway to find handgun ammo.
In Reception, check the couch on the left for the ID Card Security Protocols file. Use the S.T.A.R.S. ID Card to open the locked storage box and get some assault rifle ammo. Leave through the door ahead and follow the hallway around to the Operations Room. Watch out for zombies; one will round a corner ahead of you, another will break in a window, and a third will come through the door of Operations as you approach. Dodge them or knock them down to get by.
Grab the flash grenade from beside the podium and the Assault Rifle Ammo on the table in the next room. Outside in the room with the vending machine, you’ll face more zombies, and they’ll easily overwhelm you if you’re not careful, so be prepared to retreat to put some doors between you and them. Check down the north hallway on your left to find a box you can destroy, which holds a first aid spray. Press forward into the West Office.
West Office
Inside the West Office, there’s another ID Storage Box, which houses the Assault Rifle Scope upgrade. There’s also a red herb in this room, some handgun bullets, some assault rifle bullets in one of the lockers, and the Sept. 20 Arrest Report file on a desk. In the small office on one side, find some more handgun bullets and a safe. The code here is the same as in Resident Evil 2 Remake–if you want the code, hover over to see it: left 9, right 15, left 7. Open it to find a Hip Pouch.
The safe in the West Office has the same combination as in Resident Evil 2, and the same reward: a Hip Pouch.
Continue to the Dark Room, which is a safe room in this game as well as in Resident Evil 2 Remake. You’ll need to get past a zombie to get there. Inside, find a typewriter and Item Box, as well as the Internal Memo file (which includes the safe combination for the West Office). Check the lockers for assault rifle ammo and a red herb.
Take the stairs up, but continue to the third floor. Beside the zombie body you’ll find a key; examine it to reveal it’s the Safety Deposit Key. There’s also a locker with a dial lock here; open it with the code DCM (again, from Resident Evil 2 Remake) for some more assault rifle ammo. Note that a new zombie will be waiting for you on the way to the second floor, though.
Shower Room
Duck into the Shower Room as you head toward the S.T.A.R.S. Office. You’ll find another locker with a dial lock, this one using the code CAP, which you might have seen on a whiteboard as you went through Operations. It has another flash grenade inside. On the bench you’ll find the Note to a Friend file.
Go back downstairs to the Safety Deposit Room. You’ll face the licker that’s been stalking you–it’s fast and aggressive, and likes to leap toward you with its attacks. Keep your distance as best you can and dump assault rifle ammo into it. A flash grenade will also knock out its ability to hear, so you can reposition or lay down some damage without it tracking you as easily.
In the Safety Deposit Room, use the panel to open up lockers 104, 106, and 109. Retrieve the Battery, some assault rifle ammo, and a grenade from the lockers; there’s also a green herb in the back corner of the room. Check the back left corner of the room, up on the shelf, to discover a Charlie Doll.
Don’t skip the Charlie Doll in the back of the Safety Deposit Room, up on a shelf.
Return to the Shower Room and pick up the Electronic Device from the wall. Combine it with the Battery to make a Detonator that’ll allow you to blow a hole in the Shower Room wall and advance. Be sure you’ve collected everything from the lower floors of the RPD, because once you blow up the wall, you can’t return.
As soon as you blow the wall, you’ll face a flood of zombies. Gun them down as best you can or use a grenade, but note that you can’t back up too far because of the damaged hot water heater billowing steam behind you. Make your way out to the hallway again, where you’ll face another licker. Use the same strategy–flash grenades and lots of bullets. A destroyable crate to the left of the Shower Room door contains more assault rifle ammo, and there’s another box of assault rifle ammo on the windowsill at the end of the hall, past the S.T.A.R.S. Office.
S.T.A.R.S. Office
Check the desks for a flash grenade, and go into the smaller office to find the Report on the Mansion Incident file. There’s also a first aid kit on the wall, which contains a first aid spray. Finally, open the ID Storage Box to find assault rifle ammo. Make sure you have everything before you try to exit the S.T.A.R.S. Office, because doing so will advance the story.
Subway Tunnels
Go through the first door to find a mess of ammo. Grab the UBCS New Weaponry Notice file, then pick up the first aid spray and two sets of mine rounds. You can try one out on the batch of three zombies zombies in the next hallway, but don’t go nuts–you’ll need them. Dispatch them and check the second bunk bed alcove on the right to find a Charlie Doll on the ground, beneath a bench.
As you leave the Subway Tunnel, you’ll pass some alcoves with beds and benches. This Charlie Doll is hidden in the last one on the right.
Clocktower Plaza
Find some handgun bullets on the first bench to your right, and the Clock Tower Brochure file on the next bench up. Ahead and on the left, you’ll see a green delivery truck; check around the side of the back bumper for a Charlie Doll to destroy. There’s also a green herb beside the lion statues at the west end of the park, and a red herb in a breakable box past the delivery truck.
Look behind the green delivery truck in the Clocktower Plaza to find this Charlie Doll. Make sure you get everything here before crossing the bridge.
Across the bridge, you’ll face the Nemesis again. This fight takes a lot of ammo, but it’s actually not too difficult if you keep moving, because the Nemesis is fairly easy to dodge. Continually move away from it around the central fountain, hitting it with grenades and shotgun blasts whenever you can. Save your mine rounds, though, because you’ll need them later. If you run out of ammo, there’s plenty scattered around the edge of the area, and the Nemesis will crash through stuff to reveal more ammo and healing items throughout the fight.
The Nemesis will like to dart forward to take a swing at you, but if you’re constantly moving away from it, you shouldn’t have a problem using quick dodge to get away. Watch out for its scream attack, which will momentarily stun Jill–again, it’s best to be as far from the Nemesis as possible, at all times, to avoid dangerous situations like that. When the Nemesis starts to run around the outside of the arena, he’ll eventually stop on top of a building, then leap back into the plaza and come crashing down, creating a shockwave, so stay as far from him as you can before he leaps. Fast as he is, he’s not terribly accurate with any of his attacks in this fight and spends a lot of time telegraphing them to give you time to make an escape. As long as you keep away from him and keep dishing out punishment, you shouldn’t have a problem staying alive.
Hit the Nemesis periodically until it starts darting around the walls of the plaza, then switch to mine rounds. You want to drop a mine in the Nemesis’s path, which will blast it off the wall and send it flying. You’re then free to lay into it with whatever you’ve got to really hurt it, focusing on the red, beating heart that pops out of its chest. Keep repeating that pattern and stay on the move until the battle ends.
The fight to survive Raccoon City and the relentless Nemesis requires a lot of work–but our complete walkthrough for Resident Evil 3 Remake is here to help you keep from winding up a shambling corpse. Part 4 continues with Carlos and Jill heading to Spencer Memorial Hospital, and you’ll need to explore every inch of the dense and cluttered medical center if you want to leave with some of the game’s best weapons and upgrades.
Note: This walkthrough covers Resident Evil 3 Remake for the Assisted, Standard, and Hardcore difficulties; on Nightmare and Inferno difficulty, enemy encounters and item locations are remixed.
Resident Evil 3 Remake Walkthrough Part 4: Hospital
Spencer Memorial Hospital
Grab assault rifle bullets as you leave Jill’s room, then pick up another box of assault rifle ammo on the lobby’s front desk, along with a first aid spray. Through the door, you’ll deal with several zombies in the Reception area. You’ll see a door that requires the lockpick to open, with the Spencer Memorial Pamphlet file beside it. There’s also a red herb on the reception desk.
In the next hallway, the way to the left is blocked, but note the locked crate that’s opened with the lockpick waiting there for later. At the end of the hall near the exit door, check to the left for a gurney with a Charlie Doll on it.
Grab the Tape Recorder and the Nurse’s Journal: Sept. 25 file off the reception desk in Lab Reception. As you head down the hall, grab the green herb. Enter the Emergency Entrance and get ready for a fight–there’s a whole mess of zombies here to give you trouble. Power through, then check for assault rifle bullets on the table beside the glass door. One door here is locked with a keycard, so take the hallway to the left, heading south. You can climb the stairs up to the second floor here, then follow the hallway east to the end and take the Hospital Map off the wall.
Turn left from the map to find a safe room. Inside is assault rifle ammo on a shelf on the left, a green herb beside the typewriter, and the Nurse’s Journal: Sept. 27 file on a shelf on the right. You’ll also find handgun bullets in the right corner, on top of a step ladder.
Back in the hallway, go back west and take the middle hall toward the green door. Hang a right until you see emergency tape on the railing beside you. Head past it around the corner to find some assault rifle ammo and another spot with yellow tape. Return to the first spot and interact with it and you can jump down to the Courtyard below.
Courtyard
Turn to your right to find a crate with the Assault Rifle Tactical Grip upgrade inside. Jump over the hedge and check the ground for a key–examining it will reveal it’s the Locker Room Key. There’s also a green herb in the left corner of the area near the key. Back inside, grab assault rifle ammo off the gurney.
You’re back where you started at the Emergency Entrance, so head back upstairs. This time, go down the hall and toward the safe room in the northeast corner of the area. Go around the corner and through the door on the east side of the map to the Staff Room. Check the desks for some assault rifle ammo and note the locker that requires the lockpick to open. You’ll also find the Nurse’s Journal: Sept. 29 file on a desk to the left, and the Memos from Administration file on the wall next to the door at the far end of the room. Use the Locker Room Key you found to open the door, then check the lockers inside for a flash grenade, more ammo, and a Hospital ID Card.
When you leave, you’ll face off against a Hunter Beta. Blast away at it to break the armor on its head, then focus your fire on the vulnerable brain underneath, and stay back to avoid its attacks. Grenades are also highly effective in taking these guys out. Be careful when the Hunter starts to rear up with one arm drawn back–it’s about to launch a slash attack that’ll open your throat and kill you in one hit. Use Carlos’s punch (it’s in the place of Jill’s quick dodge) to stun the creature, or hit it with a grenade, to stop that attack from happening. Once the Hunter is down, you’re ready to go on to the south side of the second floor and the Nurses’ Station. First, though, head back downstairs and gear up.
Jump down into the Courtyard again and exit the hallway into the Emergency Entrance. Use the ID Card to open the Operating Room. You’ll find a green herb, some assault rifle ammo, and a pile of grenades here–all stuff that’ll help you in a few minutes. Also check the equipment just behind the operating table to find the RE: Lost Items file, which gives you the code to a safe in the Nurses’ Station.
Now return to the second floor and head back toward the middle hallway that goes south, to the green-lit Nurses’ Station.
Nurses’ Station
You’ll hear the zombies before you see them, trying to bust through two of this room’s doors. There’s also a zombie on the ground behind the nurse’s desk. This is a good place to use a grenade to clear out lots of enemies quickly to conserve ammo, although you might want to save it for later.
Once they’re clear, grab the Note About a Tape Recording file from the desk, which will tell you where to find the Tape of Dr. Bard you need. There’s also a safe in this room; the combination is in the RE: Lost Items file, but if you want it, hover over to read: left 9, right 3. You’ll get the Assault Rifle Dual Magazine upgrade for the trouble.
Check the Sick Room once you’ve cleared this one to find a green herb and assault rifle ammo, but be careful of the zombie playing dead on the ground.
Use the ID Card to exit the Nurses’ Station into the hallway and follow it around to the Linen Room. Check the corners here for assault rifle ammo and a locker you can open with the lockpick later. Unlatch the door in the corner so you can get back here easily later as well.
Treatment Room
You’ll be glad you had those extra bullets and grenades as you enter the Treatment Room, which has two Hunters inside. A hand grenade up close can them quickly, but be careful to try to conserve resources, whatever you do. It’s best to avoid going too deep into the Treatment Room and getting stuck there if you can avoid it, but a flash grenade can help you stun the Hunters and retreat if you get into trouble.
When they’re dead, grab the Audio Cassette Tape from the table and combine it with the Tape Player. There’s also assault rifle ammo on one of the tables beside the sick beds.
Head back downstairs to Lab Reception. As you pass through the Emergency Entrance, those zombies banging on the glass will finally break in–hit them in the knees to slow their approaches and give you time to dispatch them. Check the breakable crate for a green herb.
Bard’s Lab
Use the Tape Recorder to open the door to Bard’s lab, then hang a left to grab assault rifle ammo and handgun ammo from the tables. You’ll find Bard in his chair, with the Banquet Invitation file beside him.
Around the corner from Bard is a green herb. Use the computer to get the Email from Nathanial Bard file.
Head back through Lab Reception and you’ll face another Hunter. Take it out and make your way back to the Makeshift Sick Room where you started.
The Lobby
Now your job is to hold off a horde of zombies until Tyrell can manage to get the security shutters closed. You’ll probably be low on ammo at this point, so run around the room stocking up as best you can. You should also pick up the Detonator in front of where you start. Save your assault rifle ammo for as long as you can, because you’ll need it later in the fight. Use the generators in the room to stall the zombies, especially as they get close to the barricade Carlos made for the sick room. If they break it down, you’re done.
It’s a bit frantic, but the fight is pretty straightforward at first. Kill zombies as quickly as you can manage, but try to do so efficiently. Eventually, the lights go out and a Hunter breaks through from the door behind the reception desk. Pull out a grenade if you have one or your assault rifle and go to work on it, focusing on its head, but be careful not to get overrun by zombies. Again, the generator is key here, because it can give you breathing room from other enemies to waste the Hunter.
When you’ve killed the Hunter, clear out room as best you can and then go through the door the Hunter busted open to activate the breaker on the left side of the room. There’s a Hip Pouch here, plus a bunch of ammo and health items here, as well as grenades, so grab everything–but be aware you’ll soon be facing mutated zombies, starting in the breaker room. Kill them and get back out to the main room as quick as you can.
Tyrell will prompt you to set the Detonator on the column in the center of the room, so do that quickly. You’ll need to hold out for a few seconds more, but don’t worry about conservation at this point–do whatever you need to do in order to survive.
When the next Hunter shows up and the room gets too full, use a generator and then a grenade to clear out a lot of enemies at once. Just make sure you get the Hunter with the explosion. When the timer runs out, the battle will end.
Jill’s Sick Room
When Jill awakens, it’s time to search the hospital again. Grab the handgun ammo and the G18 (Burst Model) handgun from the counter beside the Item Box before you leave.
After talking to Tyrell, break the crate beside the reception desk for some handgun ammo. There’s another breakable crate with more handgun ammo in the next hallway, as well.
Continue through Reception, but bypass the padlocked door for now; there are additional pickups scattered through the hospital you can grab, and you’ll want the gear later. Continue into the hall outside the courtyard and go left to find a case you can open with the lockpick. Inside is MAG ammo.
Follow the hall the other way, go through Lab Reception, and enter Dr. Bard’s lab to find Explosive B on the table beside his body. If you’ve got additional Explosive B, use it to craft acid rounds for your grenade launcher. From here, head to Emergency Entrance, where you’ll encounter a Hunter. If you have acid rounds, you can deal with it easily. Use your lockpick on the locker to find handgun rounds. Keep moving up to the stairs and the second floor.
Hospital Second Floor
Enter the roof and immediately turn to your right before advancing–there’s a Charlie Doll in the corner right next to the door here. Pass through the roof, then head left around the corner to the Staff Room. This room was previously full of bodies, but three have been converted to zombies, so be careful where you step. In the corner is a locker you can open with the lockpick; inside is shotgun ammo.
As you make your way down the middle hallway toward the Nurses’ Station, a Hunter will barrel at you from around the corner, so be ready. In the Linen Room is a locker you can open with the lockpick containing MAG ammo, and there’s Explosive A just inside the Treatment Room door, to the left. Head through the Nurses’ Station into the Sickroom to grab high-grade gunpowder off a table beside a sickbed.
That leaves only the Courtyard. From the Nurses’ Station, turn right toward the pile of junk barricading the hallway. Jill can crawl under the barricade to reach another spot where you can jump over the rail down to the Courtyard below. Open the case to the left of where you land to find the .44 AE Lightning Hawk magnum. That’s the last thing you need, so return to the Reception Room–but be careful of the Hunter now waiting for you there.
Open the padlocked door and you should be free to discard your lockpick, having opened every lock in the game. Descend through a boiler room and check near the exit door for a crate you can break to grab gunpowder. Keep moving until you see Umbrella trucks; descend the short staircase and turn right to find an Explosive A bottle on a crate in front of the first one. Ahead on the left is a forklift; check the front of it to discover a Charlie Doll. You’re now clear to ride the big elevator at the far end of the room.
In Resident Evil 3 remake, there’s quite the army of zombies and deadly bio-weapons threatening protagonist Jill Valentine’s effort to escape the infested streets of Raccoon City. And if that wasn’t enough, there’s also a hulking monstrosity known as the Nemesis hunting her every step of the way. If that sounds overwhelming (it can be), then we’re here to offer you a helping hand to guide Jill through the game’s terrifying challenges. Below you can find links to our a step-by-step walkthrough offering insight into surviving Resident Evil 3, as well as some tips guides to ensure you’ve got everything you need to come out of this mostly unscathed.
Be sure to let us know how helpful our walkthrough has been in the comments below. We’d love to hear from you! Otherwise, you can dip into our Resident Evil 3 remake review for our full thoughts about Capcom’s latest remake.
Resident Evil 3 Full Walkthrough
Resident Evil 3 Tips & Guides
We’ve also prepared several guides focused on specific puzzles and optional unlockables below. If any of them have perplexed you, then jump into our guides to find the answers!
Safe Code Guide: Every Location And Solution
Do you have no idea how to unlock those pesky safes? We’ve got the combinations!
There are plenty of weapons around the city to help you survive its final hours, and upgrades to make them more effective–especially if you can find and open the several safes located throughout the game. Here’s everything you need to know about where the safes are, what’s inside them, and how to find their combinations.
Lockpick Guide: Every Lock Location And Reward
It wouldn’t be a Resident Evil game starring Jill Valentine without some masterful unlocking.
In Resident Evil 3, you’ll have to hunt around to find the ways to open all locks you find. As you explore Raccoon City’s Downtown section, you’ll come across a Lockpick that can help you get a host of useful goodies. Here’s a complete rundown of where to find the Lockpick and every single lock you can pick.
Puzzle Guide: How To Find All The Jewels To Unlock The Kite Bros Monument
Don’t miss the jewels. They give you some handy resources!
One of the first puzzles in Resident Evil 3 is also one you can easily overlook. The Kite Bros Railway Monument is found right at the exit of the Subway, and requires you to find three jewels scattered around the Racoon City Downtown. Though there are only three jewels, they can be tough to track down if you don’t know where to look–and if you wait too long and advance too far, you can get cut off from ever finishing the puzzle. Here’s everything you need to know to find the jewels for the Monument puzzle and get the goods.
Hip Pouch Guide: Where To Find Every Inventory Expansion
You’re going to run out inventory space frequently in Resident Evil 3. Fortunately, there’s a way to expand how much you can hold.
As in most of the old-school Resident Evil titles, you’ll have to manage your space carefully in Resident Evil 3, deciding what items to pick up and what items to leave behind. Hip Pouches can help–they expand your inventory capacity so you can carry more stuff. Here’s everything you need to know to find every Hip Pouch in the game and maximize your carrying capacity, as well as your ability to fight the Nemesis.
PSA: Here’s Why You Should Fight Nemesis At These Key Moments
It’s worth stunning Nemesis for the rewards he drops.
The Nemesis is nigh unstoppable, and you’ll spend a lot of the game fleeing as he stalks you relentlessly. Like Mr. X in Resident Evil 2 Remake, you can’t kill him–but you can slow him down, if you’re willing to fight. Running away is usually the better option, though, and it can be tempting to just bail on the Nemesis and conserve your ammo. But there are two moments in Resident Evil 3 Remake when you want to stop and hold your ground, even though you don’t have to, in order to snag some big rewards. Here’s what you need to beat the Nemesis, what you’ll get for doing it, and most importantly, when to take him on.
One of the first puzzles in Resident Evil 3 Remake is also one you can easily overlook. The Kite Bros Railway Monument is found right at the exit of the Subway, and requires you to find three jewels scattered around the Racoon City Downtown. Though there are only three jewels, they can be tough to track down if you don’t know where to look–and if you wait too long and advance too far, you can get cut off from ever finishing the puzzle.
Getting all three jewels requires you to head to a couple of optional areas in Downtown. To get to all of them, you’ll also need the Lockpick and the Bolt Cutters, and you’ll likely have to avoid the Nemesis at the same time. Here’s everything you need to know to find the jewels for the Monument puzzle and get the goods.
Where To Find The Three Jewels In Downtown Raccoon City
The three jewels you need to solve the Kite Bros Railway Monument puzzle aren’t obvious–in fact, each one is hidden in a special item called a Fancy Box, which you can only open by using the Examine option on your Inventory screen. Examining the boxes allows you to open them, revealing the jewels. You get reward for each one you place into the Monument, so it’s worth it to head back and visit the Subway each time you find one as you explore Downtown Raccoon City.
Donut Shop Safe Room – Red Jewel
Find your first Fancy Box and jewel in the safe room found in the Donut Shop.
The first jewel is easy to come by because it doesn’t require any special tools. Head into Moon’s Donut Shop and check the back room, past the counter and beside the padlocked locker. You’ll find the safe room there, along with the Fancy Box. Open it to get the red jewel; if you’re not keen on caring it around or using it on the Monument immediately, place it in the Item Box for quick access when you return to the Subway.
Inserting one jewel into the Monument puzzle gives you a hand grenade.
Grocery Store – Blue Jewel
You’ll need the Bolt Cutters to open the door to the Grocery Store. The Fancy Box with the jewel is right inside the door, on the checkout counter.
To get the second jewel, you’ll need the Bolt Cutters, which you’ll find in the Garage once you’ve put out the fire in the alley. Use the Bolt Cutters to cut the chain off the doors of the grocery store, which is located across the street from the Toy Store. You’ll find the Fancy Box and the jewel right inside the door, sitting on the counter.
Adding the second jewel to the Monument Puzzle gets you the Tactical Shotgun upgrade.
Toy Store – Green Jewel
Once you get the Lockpick from the Power Substation, you can pick the lock on the Toy Store door to get the Fancy Box and jewel inside.
Your last jewel requires you to get the Lockpick from the Power Substation. If you complete the Substation and turn the power back on before you return for the last jewel, you’ll have to contend with the Nemesis chasing you while you retrieve it. Once you have the lockpick, use it to open the padlock on the Toy Store door. You’ll find the Fancy Box and the jewel just inside on the left, near the front window of the shop.
Placing the third jewel in the Monument Puzzle earns you a Hip Pouch.
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There are a whole lot of locked things in Resident Evil 3 Remake–lockers, safes, weapon boxes, and gun cases–that all hold useful pickups to help you survive the T-Virus outbreak and fight off the Nemesis. You’ll have to hunt around to find the ways to open all those locks; as you explore Raccoon City’s Downtown section, you’ll come across a Lockpick that can help you get a host of useful goodies.
Getting the Lockpick is the easy part, but finding all the locks you can open can be tougher. Lockers, gun cases, and doors are hidden in almost every section of the game. Unlocking them all can earn you bonus points for Resident Evil 3’s endgame, as well as more resources to survive on any playthrough. Here’s a complete rundown of where to find the Lockpick and every single lock you can pick as you fight to escape Raccoon City.
You’ll run across lots of padlocks (marked as Simple Locks on your map) before you get the means to unlock them. The Lockpick will come to you as part of the story; you can track it down in the Power Station in the Downtown portion of Resident Evil 3, toward the beginning of the game. Find it in a case held by a dead body.
Downtown Lockpick Locks
Power Substation – Door, Locker
You need to pick the lock to get into the Substation’s maze-like area and reset the breakers, as part of the story. There’s also a locker on the first floor of the Power Substation near its entrance, which contains handgun ammo.
Garage – Locker
Pick the lock on the locker in the side-room of the garage to get a first aid spray.
Toy Uncle Shop – Door
Opening the Toy Uncle Shop gets you a jewel you need for the Kite Bros. Railway Monument in the subway.
Picking the lock on this door gets you a Charlie Doll bobblehead, the Your Charlie Doll file, and a Fancy Box, which contains a Blue Jewel used in the Kite Bros Monument puzzle in the Subway Station.
Donut Shop – Locker
A locker with a padlock is found next to the Donut Shop safe room; it contains a hand grenade.
Kite Bros Subway Office – Locker, Case
The room where you find the shotgun contains a locker you can lockpick to get a first aid spray. There’s a locked case in the control room, to the right of the control panel, which contains shotgun shells.
Subway Station – Case
Look for the case at the top of the stairs as you leave the Subway entrance. Inside are shotgun shells.
Sewer Lab – Case
You’ll only find one padlock to pick in the sewers beneath Downtown.
There are two lockers in the back of the Lab room. The one with the padlock contains Explosive A, for crafting grenade launcher ammo.
House Behind The Gun Shop – Case
After going through the alley beside Gun Shop Kendo, you’ll enter a house with some stairs leading upward beside the front door. This is an optional stop, but you’ll find a padlocked case at the top that contains explosive rounds for your grenade launcher.
Spencer Memorial Hospital Lockpick Locks
Reception – Door
You’ll need to open this door to advance to the Underground Storage area; it’s the first lock you hit, but the last one you want to unlock in the hospital.
Hall Outside Courtyard – Case
On the first floor of the hospital, when you first approach the Courtyard from Reception, hang a left and go around the corner to find a locked case that contains MAG ammo.
Emergency Entrance – Locker
The locker in the Emergency Entrance won’t be accessible until after zombies break the window; then you’ll have to fight a Hunter to get to it.
You’ll have seen zombies trying to break down the glass here several times before the locker becomes accessible, and then you’ll need to kill a Hunter to get to it upon your return. It houses handgun ammo.
Staff Room – Locker
Look for the locker around the corner to the left as you enter the Staff Room. It contains shotgun ammo.
Linen Room – Locker
This locker is located in the back of the room, between the various shelves. Open it to get MAG ammo.
How To Unlock The RE: Master Of Unlocking Record, Achievement, Or Trophy
If you check the Records menu in Resident Evil 3 Remake, you’ll find the RE: Master of Unlocking objective, which tasks you to “unlock all safes, lockers, strongboxes, and pickable locks.” There are 20 locks in total to complete the objective, 15 of which are pickable locks listed here. To complete the Record objective, you’ll need to open three safes and two dial locks. Use our Resident Evil 3 Remake Safes guide to find them all.
You need all the help you can get to survive the Nemesis in Resident Evil 3 Remake, especially at its harder difficulties. Raccoon City is teaming with mutated fiends who want you to join their ranks, and the only way to deal with a lot of them is with a lot of bullets (or explosives, as the case may be). The good news is, there are plenty of weapons around the city to help you survive its final hours, and upgrades to make them more effective–especially if you can find and open the several safes located throughout the game.
The trouble with the safes in Raccoon City is that it’s easy to miss their combinations, denying you some extremely helpful hardware. You’ll need to scour the game for files and clues to find the combinations you need. Or you could use our guide: we’ve cataloged all the safes in the game, along with their codes, and the rewards they’ll dish out. Here’s everything you need to know about where the safes are, what’s inside them, and how to find their combinations.
You can find the code for this safe in the Drugstore, marked on a poster in the back. Inside is an upgrade for your handgun.
Find this room by heading up the stairs to the right of the Donut Shop. You’ll find the safe beside the Drugstore Owner’s Journal file, which mentions that the code is with Aqua Cure Queen. You’ll find the code marked on the Aqua Cure poster in the back of the drugstore.
Code: left 9, right 1, left 8.
Reward: Handgun Red Dot Site upgrade.
Raccoon City Police Department
West Office
The safe in the RPD’s West Office opens with the same code used in Resident Evil 2 Remake, and contains the same reward: a Hip Pouch to expand your inventory.
This safe also appears in Resident Evil 2 Remake, and houses the same item. The code is located in the Internal Memo file you’ll find in the Darkroom near the stairs to the second and third floors.
Code: left 9, right 15, left 7
Reward: Hip Pouch
Spencer Memorial Hospital
Nurses’ Station
Make sure you open the Nurses’ Station safe while playing as Carlos to get an upgrade for his assault rifle. If you wait to open it as Jill, someone else will have beaten you to it.
Getting to the code for this safe is difficult; you’ll first need the Locker Room Key from in the Courtyard to open up the Locker Room, then the ID Card from the locker to open the Operating Room. With that, you’ll find the RE: Lost Items file, which contains the code.
Note that you must open this safe as Carlos. If you wait until you revisit the area as Jill, someone will have opened the safe and pilfered its contents.
Code: left 9, right 3
Reward: Assault Rifle Dual Mag upgrade
Raccoon City Police Department Dial Locks
You can also find two dial locks on lockers in the RPD, which are the same ones that you’ll find in Resident Evil 2 Remake. These only contain regular items and not upgrade materials, but they’re worth opening anyway.
Third Floor Locker
You’ll find this one in the hallway just past the Shower Room. The code is located on a photo in the Safety Deposit Room.
Code: DCM
Reward: Assault Rifle ammo
Shower Room Locker
The code for the second locker isn’t located in a file. Instead, you’ll see it scribbled on a whiteboard in the Operations Room when you first start to explore the RPD.
Code: CAP
Reward: Flash grenade
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