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.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.

Now Playing: Resident Evil 3 Video Review

GameSpot may get a commission from retail offers.

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.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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

Now Playing: Resident Evil 3 Video Review

GameSpot may get a commission from retail offers.

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.

Now Playing: Resident Evil 3 Video Review

GameSpot may get a commission from retail offers.

Resident Evil 3 Remake Walkthrough Guide Part 2: Sewers

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.

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 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.
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.
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.

We’ve got everything else in Raccoon City covered–keep going with our walkthrough in Resident Evil 3 Remake Walkthrough Part 3.

Now Playing: Resident Evil 3 Video Review

GameSpot may get a commission from retail offers.

Resident Evil 3 Remake Walkthrough Guide Part 1: Downtown Raccoon City

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.

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.

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.
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 Notes files. On the blue book to the left of the board is the Unsealed Envelope file, and you’ll find the Message from a Colleague file 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.
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 the lockpick 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.

Now Playing: Resident Evil 3 Video Review

GameSpot may get a commission from retail offers.

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.

NHL 20 Patch Is Coming Soon, Here’s What It Adds And Changes

A new patch for NHL 20 is coming on April 3, and it promises a number of gameplay changes based on player feedback. Starting with the general changes, the new update fixes an issue that could cause an injured player from being able to get off the ice. Ouch!

The new update also makes AI defenders smarter in some cases. It delivers a fix for AI that over-commits to the puck carrier in 2-on-1 situations, which should make scoring goals agains the AI more challenging. Additionally, the weak side defender in a 2-on-2 will now prioritize covering their own assignments over the passing lane. The update also “fixe[s] a case where players other than Brad Marchand would lose the puck at the start of a penalty shot,” which seems to be a reference to how the real-world athlete really botched a penalty shot back in January.

Elsewhere, the NHL 20 update makes goalies even smarter so they are better able to track the puck behind the net and close to the goal line; goalies are now smarter around passes close to the net.

Players may also notice better-looking shots, as the update includes “further shot angle improvements for accurate release trajectories.” You can see the full patch notes below, as posted by EA in the EA Forums.

EA’s NHL franchise typically debuts in September with the start of the new season in real life, so that’s when you can probably expect NHL 21 to debut. 2020 is an interesting year, given that the PlayStation 5 and Xbox Series X are both set to debut this holiday, despite COVID-19 concerns. But whether or not the next NHL game comes to next-gen platforms is unknown at this stage.

NHL 20 April 3 Patch Notes

Goalies

– Further improvements to goalie tracking when the puck is behind the net and around the goal line

– Improved goalie reaction to passes on net

– Fixed an issue where a human goalie could get into a broken state when hugging the post and requesting a goalie pull

Skating

– Fixed an issue where despite having the correct top speed, players above 96 speed weren’t staying in the push puck hustle animation

Shooting

– Further shot angle improvements for accurate release trajectories

GameSpot may get a commission from retail offers.

Battlefield 5 Will Give You A Free Bonus Just For Signing In

The encourage people to choose Battlefield V as their quarantine game of choice, DICE is giving everyone who logs into the military shooter a free bonus over the next few days.

Everyone who logs into Battlefield V on April 2, 3, or 4 will receive a stimulus package of sorts of 1500 Company Coin that will go directly into their game balance. People who log in over the weekend will get the Sapper Chassis and turret set for the Valentine MK VIII tank.

Battlefield V is regularly updated with new content and tweaks, so if you’ve been curious about the game or looking for a reason to come back, now seems like a good time to jump in.

Company Coin is the main in-game currency for Battlefield V that players can spend on various cosmetics, so this is a nice perk that everyone can enjoy.

In other news, Electronic Arts has confirmed that a new Battlefield game is launching for PlayStation 5 and Xbox Series X, though this game has yet to be announced.

Now Playing: Battlefield V – “Into the Jungle” Update Overview Trailer

GameSpot may get a commission from retail offers.

Here Is When Call of Duty: Modern Warfare Season 2 Will End

Call of Duty: Modern Warfare season 2 will soon be coming to an end, with April 7 being the last day of the two-month season of game play.

Season 2 brought a myriad of new content updates, with the return of the fan-favorite Call of Duty: Modern Warfare 2 map Rust and the addition of the battle royale mode, Warzone.

Before season 2 ends, Activision will be running a double XP weekend starting on April 3 at 10 PM PT through to April 6 at 10 AM PT. This overlaps with the free weekend for Modern Warfare’s multiplayer mode, allowing people to download and play the multiplayer content for Call of Duty: Modern Warfare from April 3 at 10 AM PT through to April 6 at 10 AM PT.

If you don’t currently have Modern Warfare, then be sure to download it ahead of time, so you can play as much as possible this weekend. If you want to keep playing past the free weekend, you’ll need to buy the game, but all the unlocks you earned will carry over to the full edition.

This double XP event comes at a good time. With everyone at home and the season coming to an end, everyone will be rushing to reach tier 100 and unlock all the extras. Alternatively, if you are unable to utilize this double XP weekend, you can spend real world money to unlock these items.

In other Call of Duty news, the rumored Call of Duty: Modern Warfare 2 remastered has been released on PS4. The game dropped on the PlayStation Store quietly, with no announcements from Activision before the release. The remaster is a timed-exclusive release on the PS4, with the game set to release on Xbox One and PC on April 30.

Now Playing: Call of Duty Modern Warfare 2: Campaign Remastered – Official Gameplay Trailer

GameSpot may get a commission from retail offers.