Resident Evil 3 Remake Walkthrough Guide Part 3: Raccoon City Police Department

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.

If you need more Resident Evil 3 content, we’ve got you covered. Check out our full Resident Evil 3 Remake walkthrough for help on everything. We’ve also got a complete list of Resident Evil 3 lockpick locks, as well as safe locations and codes, a guide to finding every Hip Pouch, a guide to finding the jewels for the Kite Road Railway Monument puzzle, and an explanation of when you should fight the Nemesis for big rewards.

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.
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.
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.

Continue helping Jill and Carlos escape the Umbrella Corp.’s carnage with our Resident Evil 3 Remake Walkthrough: Part 4.

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Resident Evil 3 Remake Walkthrough Guide Part 4: Hospital

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.

If you need more Resident Evil 3 content, we’ve got you covered. Check out our full Resident Evil 3 Remake walkthrough for help on everything. We’ve also got a complete list of Resident Evil 3 lockpick locks, as well as safe locations and codes, a guide to finding every Hip Pouch, a guide to finding the jewels for the Kite Road Railway Monument puzzle, and an explanation of when you should fight the Nemesis for big rewards.

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.

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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.

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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.

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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

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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.

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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.

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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.

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The fight for survival is coming to an end. Finish up with our Resident Evil Remake Walkthrough: Part 5.

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Resident Evil 3 Remake PSA: Here’s Why You Should Fight Nemesis At These Key Moments

The Nemesis in Resident Evil 3 Remake 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.

As in the original Resident Evil 3, if you hit the Nemesis with enough firepower or explosives as he’s sprinting after you through the streets of Raccoon City, you can knock him out for a few moments. Do that, and he’ll drop a Supply Case. There are two important handgun upgrades you can only get by fighting the Nemesis at key moments, and if you miss your chance at them, you’ll never receive those items. Without them, you can’t complete one of the bonus Record objectives for Resident Evil 3 Remake’s post-game; you’ll also want all the firepower you can get, especially on RE3 Remake’s tougher difficulties. Here’s what you need to beat the Nemesis, what you’ll get for doing it, and most importantly, when to take him on.

If you need more Resident Evil 3 content, we’ve got you covered. Check out our full Resident Evil 3 Remake walkthrough for help on everything. We’ve also got a complete list of Resident Evil 3 lockpick locks, as well as safe locations and codes, a guide to finding every Hip Pouch, a full rundown of weapon upgrades and where to find them, and a guide to finding the jewels for the Kite Road Railway Monument puzzle.

Nemesis Fight No. 1: The Power Substation

The Nemesis's ambush on you after you activate the Power Substation is your first chance to get some unique goodies from him.
The Nemesis’s ambush on you after you activate the Power Substation is your first chance to get some unique goodies from him.

Resident Evil 3 Remake introduces you to the Nemesis right away, but you’ll slip away for him for a good chunk of your time in the game’s first big area, Raccoon City Downtown. That changes once you turn on the power to the subway in the Power Substation. As you leave, the Nemesis will come after you, and from here on, he’ll chase you around Downtown.

This is your first opportunity to fight the Nemesis in an open area, so knock him down here, either with an explosive like a grenade or exploding red barrel, or by firing away at the black mechanical heart on his chest. Do enough damage and the Nemesis should writhe in pain and drop a supply box. Add it to your inventory, then Examine it to open it.

Note that you must down the Nemesis once before you head to the Kite Bros Subway Office, or you’ll miss your chance.

Reward: Handgun Extended Magazine upgrade

Nemesis Fight No. 2: After The Mutated Zombie Cutscene

You can get a second handgun upgrade right after the first, after the cutscene in which you see the Nemesis mutating zombies.
You can get a second handgun upgrade right after the first, after the cutscene in which you see the Nemesis mutating zombies.

The second time you can down the Nemesis for a big reward is almost immediately after the first. Once you’ve programmed the subway route at the Kite Bros Subway Office, you can leave and head back toward the subway by traveling through the Donut Shop. When you exit on the other side, however, you’ll see the Nemesis again, using his tentacle to mutate a nearby zombie.

This cutscene serves to separate your first encounter with the Nemesis from this one–if you downed the Nemesis more than once after encountering him at the Power Substation, you would only have received one drop. The cutscene resets the drop, allowing you to down him again to get another item.

To knock the Nemesis out here, shoot the sparking generator left of him, or throw a grenade his way. There’s also a red barrel at the top of the stairs beyond the Donut Shop, if you didn’t already use it to kill zombies there.

Be sure to down the Nemesis for this item drop before you enter the subway, or you won’t be able to get this item.

Reward: Handgun Moderator upgrade

Other Item Drops: In The Subway And After The Demolition Site

There are two other opportunities to knock out the Nemesis for benefits, but they’re way less useful than the first two–you’ll only get ammo for your trouble, so you can skip these.

Running In The Subway

Right after you reach the subway after restoring the power and programming the train route, Jill will distract the creature so Carlos can escape. The Nemesis will chase you down a concrete hallway underground, which will lead you to a yellow vent cover you can pry off so Jill can get away. Look nearby for a couple of explosive barrels you can use against the Nemesis. Knock him down and he’ll drop a case containing shotgun ammo.

After The Demolition Site

Later, you’ll face the Nemesis again, only this time he’ll have a rocket launcher. Flee from him until you get past the Power Substation and back into the more familiar Downtown area, near the Donut Shop and Toy Shop. When you reach the stairs up to the Toy Shop, you can down the Nemesis to get him to drop a case with grenade launcher flame rounds.

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Resident Evil 3 Remake Full Walkthrough, Guides, And Tips

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!
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.
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.

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Resident Evil 3 Remake Hip Pouch Guide: Where To Find Every Inventory Expansion

Working your way through Raccoon City in Resident Evil 3 Remake can be tough as you work to balance weapons, ammunition, herbs for first aid, and the items you need to solve puzzles and open doors. As in most of the old-school Resident Evil titles, you’ll have to manage your space carefully, 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.

You’ll get some Hip Pouches for advancing through the story, but more of them will require you to go the extra mile of unlocking safes or completing puzzles. 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.

If you need more Resident Evil 3 content, we’ve got you covered. Check out our full Resident Evil 3 Remake walkthrough for help on everything. We’ve also got a complete list of Resident Evil 3 lockpick locks, as well as safe locations and codes, a full rundown of weapon upgrades and where to find them, and a guide to finding the jewels for the Kite Road Railway Monument puzzle.

Downtown – Power Substation

Your first Hip Pouch is the easiest to get. You’ll find it in the control room of the Power Substation, sitting on a stepladder to the right of the controls and typewriter. You can’t miss it.

Downtown – Kite Bros Railway Monument

Be sure to collect all three jewels for the Kite Bros Railway Monument in the subway before returning here after restoring the power, or you won't be able to complete the puzzle and get your Hip Pouch.
Be sure to collect all three jewels for the Kite Bros Railway Monument in the subway before returning here after restoring the power, or you won’t be able to complete the puzzle and get your Hip Pouch.

The second Hip Pouch in the Downtown area requires you to solve a puzzle to reach it. You’ll need to complete the Kite Bros Railway Monument in the subway by finding three jewels. Look for them in the Donut Shop, Grocery Store, and Toy Store–but make sure to get them before you return to the subway while fleeing the Nemesis. Check out our guide for finding the jewels for more details.

Downtown – Sewer Security Room

Once you have the Battery Pack in the sewer, take the ladder near the waterway ramp you first slid down to reach the area’s second floor. Kill the Hunter Gamma that jumps up to attack you, then use the Battery Pack to open the Security Room. You’ll find the Hip Pouch on the desk.

Raccoon City PD – West Office

The safe in the West Office of the RPD also appears in Resident Evil 2 Remake. It requires the same code and houses the same Hip Pouch.
The safe in the West Office of the RPD also appears in Resident Evil 2 Remake. It requires the same code and houses the same Hip Pouch.

You’ll need to open a safe to earn this Hip Pouch for Carlos. You’ll find it in the West Office area after fighting off a bunch of zombies. The code to open the safe is the same as in Resident Evil 2 Remake, if you remember it. If not, you can find the file with the information to unlock the safe in the Dark Room, or hover over this spoiler box to get it right now. The code is left 9, right 15, left 7.

Hospital – Lobby Breaker Room

After finding the vaccine as Carlos, you’ll be tasked with defending the hospital lobby against an onslaught of zombies. Midway through the fight, the power will go out, and a Hunter will break into the room through a chained doorway behind the reception desk. Once you kill it and restore the power, look for the Hip Pouch on the back wall of the newly opened breaker room.

Hospital Underground Storage – Warehouse Safe Room

The last Hip Pouch is another freebie. It pops up in your path as you leave the Hospital to enter the Underground Storage Facility. Look for it next to the typewriter in the room just before you enter the warehouse and start looking for fuses to restore the power.

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Resident Evil 3 Remake Puzzle Guide: How To Find All The Jewels To Unlock The Kite Bros Monument

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.

If you need more Resident Evil 3 content, we’ve got you covered. Check out our full Resident Evil 3 Remake walkthrough for help on everything. We’ve also got a complete list of Resident Evil 3 safes and their combinations, a guide to finding every Hip Pouch, a full rundown of weapon upgrades and where to find them, and a guide to finding every lockpick lock.

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.
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.
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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Resident Evil 3 Remake Lockpick Guide: Every Lock Location And Reward

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.

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If you need more Resident Evil 3 content, we’ve got you covered. Check out our full Resident Evil 3 Remake walkthrough for help on everything. We’ve also got a complete list of Resident Evil 3 safes and their combinations, a guide to finding every Hip Pouch, a full rundown of weapon upgrades and where to find them, and a guide to finding the jewels for the Kite Road Railway Monument puzzle..

Where To Get The Lockpick

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.
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.
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.

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Resident Evil 3 Remake Walkthrough Guide Part 5: NEST 2

After battling the Nemesis, killing hordes of zombies, and venturing across the city, Jill Valentine is nearing the end of her journey in Resident Evil 3 Remake. Keep going and find every item, upgrade, and collectible along the way with our RE3 Remake walkthrough. Part 5 takes you underground to uncover Umbrella’s secrets and find a way to make it out of Raccoon City alive.

If you need more Resident Evil 3 content, we’ve got you covered. Check out our full Resident Evil 3 Remake walkthrough for help on everything. We’ve also got a complete list of Resident Evil 3 lockpick locks, as well as safe locations and codes, a guide to finding every Hip Pouch, a guide to finding the jewels for the Kite Road Railway Monument puzzle, and an explanation of when you should fight the Nemesis for big rewards.

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: Underground Storage And NEST 2 Underground Lab

Underground Storage

Exit the elevator and go past the smaller lift to find a forklift just past it, with a green herb waiting. At the top of the lift is a safe room with a Hip Pouch inside; check the desk for the Elevator Notice file as well.

When you reach the warehouse, first grab the Explosive A before you drop down; it’s on the pile of junk next to the gap in the railing. You’ll need to find three fuses to restore the power. The first is at the top of the first lift you encounter; be careful of the skinless “Pale Head” zombie that drops down to accost you as you approach. These guys regenerate when you shoot them, so it’s recommended you use something strong like the shotgun or magnum to dispatch them quickly and permanently. Take the ladder down from the first generator and then head west into the container crate to find handgun ammo.

Keep moving and your path will be blocked. Deal with the two zombie dogs that appear; you’ll have a zombie to fight up ahead as well. Push between the shelves to keep advancing and snag the red herb at your feet as you get through the gap. There’s also a Charle Doll on the shelf on the right as you exit the gap between the shelves.

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Ahead, lower the lift beside the staircase, then cross it to the darkened corner on the other side. There’s a case here that holds the Shotgun Shell Holder upgrade. Raise the lift back up, then take the stairs up to the door at the top. The next room has three zombies, including one of the tougher Pale Head zombies, so use caution. Grab the Employee Memo file off the crates on the left and the shotgun shells from the shelf on the right. Unlatch the door to get back to the safe room; take the door on the left.

Your second fuse is just at the bottom of the ladder, but prepare yourself to fight off a Hunter to get to it. This is a tight spot and it’ll come at you fast, so if you have acid rounds, get them ready. There’s also gunpowder on the crate on the left side of the aisle.

Backtrack up the ladder and return to the stairs. Use the lift to get into the back corner of the room to find handgun bullets. Exit the lift on the other side to find the path forward; raise a second lift and check the crate on the left side of the platform it connects to for high-grade gunpowder.

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Get ready for a fight when you drop down the ladder. The shipping container closest to the red generator will open first, spilling out some zombies; after that, the one near the ladder will open, revealing a Hunter Gamma. The Hunter is the bigger threat here, since it can kill you in one shot if it gets close enough. One strategy is to drop a few mine rounds near the container where the zombies will attack from to cover your back, then focus on taking down the Hunter Gamma. If you’ve got a flame round, you can do it in one shot; if not, fire into its open mouth when it goes in for an attack with the shotgun or Lightning Hawk until it goes down, then mop up the zombies or escape up the ladder to heal.

If you managed to clear out the enemies, check the Hunter Gamma’s container for a green herb and the zombie container for two gunpowders and a high-grade gunpowder. Then grab your fuse and head back to the elevator. Be careful, because the three bodies that were lying in front of the elevator before are now three mutated zombies.

At the top of the elevator is a typewriter and an Item Box, and you’ll get the Unfinished Activity Log file from the control panel. In the front right corner of the room near the window, open a crate to find the MAG Extended Barrel upgrade.

Don’t take the elevator here until you’re all done in the warehouse, because you won’t be able to return

NEST 2

The room at the end of the hall as you enter is a safe room; find a green herb inside on the right, high-grade gunpowder on the left, and the NEST 2 Employee Regulations file on the table near the typewriter. It also includes the NEST 2 Map.

Go up the stairs beside the safe room, then take a left into the hallway. You’ll find a zombie on the ground and another around the corner. Break the wooden crate to find shotgun shells, and grab the Isaac Graves’ Diary file off the ground beside it.

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Ahead, you’ll enter a room with several tanks and hospital beds. Turn left from the door and check the corners on the south side for high-grade gunpowder and handgun ammo. In the center of the room, on a bed, is the Essay on Vaccine Synthesis file. Finally, head to the green computer in the corner on the right and get a Flash Drive out of it; examine it to reveal that it’s the Override Key.

Back downstairs, the Override Key can open the locked door you passed coming in. Inside you’ll find one regular zombie and several Pale Heads, so be careful not to get cornered; the magnum can drop the Pale Heads with one headshot, if you want to be quick about it. Grab the Shipping Notice file off the table at the base of the stairs; go past them to the back of the room to find a green herb, shotgun shells, and Explosive A along the back wall. Ignore the door back here and climb the stairs instead.

Lab A

Turn left when you enter to find the Weaponry Authorization Request file on the desk and gunpowder on a rolling cart beside it. Activate the machine to get the Capture Syringe; examine it to turn it into an Antigen Sample. Note that when you pick up the syringe, one of the bodies will stand up and attack you as a zombie. Leave Lab A by the far door to find handgun ammo in the next room and a Charle Doll on the ground near the crates blocking the way.

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Return back down the stairs. A fresh Pale Head will drop out of one of the weird packages above you, so be prepared to deal with it. Leave by the door at the back of the room to enter a server room with more stairs. Go around the servers on your right to find a case that contains acid rounds. In the corner to your left as you enter is a red herb, and you can grab gunpowder off a table on the left near the laptop. Near the body at the end of the catwalk on the right side of the door is the Scientist’s Dying Message file, beside a slumped body.

At the bottom of the stairs, head around toward the power generator thing. Kill the zombie that shambles after you, then go to the far side of the big computer server to find a case that contains first aid spray. Push in the big red thing to power the big door on the other side of the room. Before you go further, if you don’t have acid rounds, make some. You’ll find Explosive B just ahead if you’re short on resources.

Tyrant Lab

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Check around the back of the first jar with the big heart in it for a case that holds Explosive B. The elevator will take you to a catwalk; as you advance, zombies will pour out of the door ahead, including a Pale Head, two mutated, and a regular. Beyond them is a case with Explosive B inside.

Head into the Incubation Lab, dealing with the zombie in the corner. This room contains the Liquid-Filled Test Tube; examine it to turn it into the Adjuvant Sample. Combine that with the Antigen Sample to get a Vaccine Base. You’ll also find Explosive A in a case in the corner, gunpowder near the sample tubes nearby, and the Expression of Concern file on the desk beneath the Mega Man poster.

As you leave the area, the Hunters watching you suspiciously from the sample tubes will bust out. You’ll fight two at first, then a third. Use acid rounds on them to weaken them, then finish them with the shotgun (or whatever other weapon you prefer). When all three are down, you can continue. Head back to the vaccine synthesis machine and use the Vaccine Base. Set the temperatures to Med, High, Low to get the Vaccine.

Worker’s Break Room

Check the room for lots of goodies: flame rounds, explosive rounds, high-grade gunpowder, and a first aid spray. The breakable wooden box also has Explosive B. On the wall beside the door, you’ll find the Disposal Center file. Exit onto the big catwalk and turn left to find a case with more flame rounds in it, then head to the stairs. Before you get to them, check your gear: you want a few healing items, plus all the grenade launcher rounds you can carry. Around 10 extra rounds for the magnum will be helpful as well.

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Like the fight at the Clocktower, you’ll want to keep moving when dealing with Nemesis in the Disposal Center. He has a number of attacks he’ll throw at you, most of which are pretty heavily telegraphed, but if you keep moving and rely on your dodge, you’ll be able to avoid most of them. Watch out for the Nemesis backing way up and hunkering down for a second–this means he’s about to fling his tentacle arm at you. You’ll also see him rear up for a quick jump toward you, and slash away with his other arm.

Even better than keeping away from the Nemesis is blowing it up with the grenade launcher, which briefly stuns it out of all of its attacks. You should have a mess of grenade launcher rounds at this point, and this is the time to use them. Flame rounds are effective in damaging the Nemesis early on since it’ll catch fire and burn for a while, but explosive rounds are most effective for stunning it. You’ll want those for later when the Nemesis uses more aggressive attacks, so best to save them in the beginning portion of the fight.

When Carlos shows up, the Nemesis will start running around the outside of the arena like he did in the Clocktower Plaza fight, stopping occasionally behind one of the big electrical generators. When that happens, shoot the red squares on the generator Carlos names with your handgun; that’ll trigger a burst of electricity and toss the Nemesis back into the disposal tank, where you can lay into it. Shoot it in the exposed floppy red heart or hit it with a grenade when it lands and do as much damage as you can–but hold onto your explosive rounds for stunning, because the Nemesis will be a lot more aggressive during this part of the fight.

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Another important point: when the Nemesis runs along the side of the tank, two zombies will drop in through chutes around the edges. If you’re distracted, they can wander up behind you and ruin your day. The best way to handle them is to ignore the Nemesis when he starts running, pull out your magnum, and kill the zombies as soon as possible. One magnum shot will usually do the job. You’ll also find ammo and other pickups scattered around the edges of the area if you need a refresh.

The more you hurt the Nemesis, the more aggressive it’ll get–especially after the first time Carlos smashes it with a piece of machinery. When that happens, watch for the Nemesis to hunker down and take longer to prepare bigger attacks. Stun it with grenades if you can, because all these hits are tough ones. You particularly want to avoid the attack when it raises its tentacle high into the air. It takes a moment or it to bring it down, but when it does, the Nemesis starts flailing around and can hit you two or three times before you’re able to get up, get away, and heal yourself. It’s this attack that’s most likely to kill you, so do your best to keep it from happening altogether with your grenades.

Repeat the process a few times and you’ll put enough hurt on the Nemesis to defeat it.

Staff Break Room

When you’re through in the Disposal Center, head to the Staff Break Room ahead, where you can save. You’ll find gunpowder and a first aid spray in here, along with the Weapon Spec Sheet file on the shelf. Gear yourself up with ammo and healing items, as much as you might have left, before you head out.

As you might have guessed from the Weapon Spec Sheet file, you’ll need something special to take the Nemesis down. The rail gun you read about is actually right behind you when you start the fight, so spin around, take it out, and give it a shot to get the fight going properly.

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Once you’ve blasted away with the rail gun, you’ll see that three of the blue power cells around the room have turned red, requiring you to push them back into place. You can’t do that while the Nemesis is actively attacking you; it takes too long, you’re left too vulnerable, and there’s a good chance he’ll use an attack where he grabs you in his hand and crushes you to death while you’re unable to get away. First, you need to shoot the monster to stun it.

Focus on the big, pulsating orange sacs that pop up on the Nemesis. These are its weak points, and they’re easy to destroy. Use whatever ammo you’ve got, but the handgun or the magnum are actually the most effective weapons for damaging these, thanks to their accuracy. It doesn’t take many handgun shots to destroy each one, and there’s a lot of spare ammo around.

While you’re popping the sacs, the Nemesis will be attacking you. Keep an eye on its hands and tentacles and try to keep clear of them. When it smashes the floor in front of it, with each hand coming closer, dodge out to the sides to avoid a big slam in the center of the room; when it raises its tentacles up, run between them in the center. Its attacks will be pretty easy to see coming, since the Nemesis is very big and slow at this point. Watch where it looks like his arms are going and dodge clear to avoid taking damage–he mostly just slams them straight down. You’ll also have to dodge the acid globs he spews in your direction, but they’re also generally pretty slow and easy to anticipate.

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When you pop all the weak points, the Nemesis will fall over for a few seconds. On Standard difficulty, you should have time to push back the two power cells on the right before the Nemesis gets itself back together, but don’t risk going after the third if the timing seems close; you’re likely to die in the attempt. (On Hardcore, the Nemesis will recover more quickly, and you’ll only have enough time to push one power cell back into place.) Take a second to destroy the weak points again before getting the last cell. If you’re low on healing items or ammo, check the crates immediately to the left and right of the rail gun–there are a ton of ammo boxes for the handgun, plus hand grenades and first aid sprays.

Power up the rail gun, grab it, and go to town. Repeat the process until you’re finally victorious.

Now That It’s Over

You might have escaped Raccoon City, but there’s still more to do in Resident Evil 3. Completing the game on Hardcore difficulty unlocks Nightmare mode, which remixes enemy encounters and item locations, while making everything tougher. Beat that and you can unlock Inferno mode, which ratchets up the difficulty even more. In our opinions, the harder difficulties are definitely the best way to enjoy Resident Evil 3 Remake.

You can also use the Shop on the Bonuses screen to add new weapons and items to your repertoire that can help you speedrun Resident Evil 3 Remake and complete the objectives on the Records screen. There’s a lot more to complete that’ll keep you busy for a bit.

Missed something? Go back and find it all with our Resident Evil 3 Remake Walkthrough Part 1, Part 2, Part 3, and Part 4.

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Resident Evil 3 Remake Safe Code Guide: Every Location And Solution

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.

If you need more Resident Evil 3 content, we’ve got you covered. Check out our full Resident Evil 3 Remake walkthrough for help on everything. We’ve also got a complete list of Resident Evil 3 lockpick locks, a guide to finding every Hip Pouch, a full rundown of weapon upgrades and where to find them, and a guide to finding the jewels for the Kite Road Railway Monument puzzle..

Downtown

Art Storage Room

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.
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.
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.

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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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Hideo Kojima’s Next Game Might Not Include So Many Celebrities

In a recent interview with the British Academy of Film and Television Arts, Hideo Kojima, the head of Kojima Productions and game industry auteur, talked about working with celebrities in his video games and the future of his projects as a part of his induction into the organization’s fellowship program.

In Kojima’s last game, Death Stranding, the cast was predominantly made up of big name celebrities and cast members who weren’t usually affiliated with video games. Hollywood actor Norman Reedus, best known for The Walking Dead, starred as the main character, with Hannibal’s Mads Mikkelsen playing the antagonist role. Famous horror and comic book movie director, Guillermo del Toro, also played a major role in the game.

The game also included cameos from media personality Geoff Keighley, American talk show host Conan O’ Brien, and director Edgar Wright, just to name a few.

However, it seems that Kojima may be looking to pivot away from using such stars in his next project.

“Going forward, I don’t know if other games will work with celebrities. It’s quite a big burden on the creator,” said Kojima.

“However, this time, as we featured actors connected to the film industry, it’s become clearer that the distinction between games and films is starting to dissolve. I’ve heard stories from a variety of people–from active film workers, producers, directors, screenwriters, actors, artists, composers–who all say that their respect for games is very high. In particular, those in the film industry in their 40s or younger grew up in the age of video games. They remarked, “[We] were raised with games. From them, we learned storytelling, art, and music. I’m doing work in film now, but my respect for games is special,” said Kojima.

Kojima also touched on the success that was the P.T. demo, a limited-time demo for a Silent Hill game that was never completed. Konami, the company that Kojima was working for at the time, cancelled the Silent Hill game after conflict with Kojima.

Kojima Productions has not announced any new projects in 2020. The team is currently working from home after a staffer tested positive for COVID-19.