Resident devil 3 game walkthrough complete

--Save the game.

Saving takes place using a typewriter. You must bring at least one

typewriter ribbon. On the Easy difficulty level, there is an unlimited number of ribbons,

For other difficulty levels, look for new ribbons near the typewriters as the game progresses.

We make ammo.

From the very beginning of the game in your inventory there will be a certain device that allows you to make

from gunpowder, which you find during the game in multi-colored jars, various types

ammunition. Just select this device from the menu and combine gunpowder with it.

We make weapons, mix gunpowder.

Gunpowder A - pistol cartridges

B - shotgun shells

C (A + B) - grenades

AA - pistol cartridges

AS - napalm grenades

AAA - pistol cartridges

AAB - fraction

BB - fraction

BC - acid grenades

VVA - pistol cartridges

VVV - fraction

AB - grenades (C)

SS - freezing grenades

CCC - magnum ammo

By making Handgun Ammo and Shot seven times, you will learn how to make an improved version.

cartridges and shots. It is slightly more powerful than the original.

We mix herbs.

Green Herb (G) - Restores 25% health

Blue herb (C) - cures poison poisoning

Red herb (K) - enhances the healing properties of green grass

Z + Z = Restores 50% health

Z + Z + Z = restores 75% of health

Z + S = restores 25% of health and cures poison poisoning.

Z + K = restores 75% of health

Useful tips.

1 - Before starting the game on Hard, run a little on Easy. Your main task is

is to learn how to run between zombies and dogs without getting into their hands and teeth. These are two

the most common groups of enemies in the game and if you learn not to shoot at them, but to run around

(where possible, of course) them, save a bunch of ammo. On the Hard level it's especially

relevant.

2 - Always know exactly how many rounds are left in the clip of your weapon. Otherwise you risk

to be without ammunition surrounded by the enemy. The best tactic is to reload the weapon,

mentally count each shot, and when one cartridge remains in the clip, enter the game

menu and reload weapons.

3 - The cameras in the game are arranged in such a way that in some locations you cannot see

space where you run. Thus, you run the risk of falling directly into the paws (and teeth) of the enemy.

Before you run into these "blind spots", first just drop your weapon - if Jill

Aimed towards the blind zone - there must be some kind of zombie dozing there. If she goes nowhere

did not aim - the location is clean.

Passage.

Part I: A day before the events of Resident Evil 2.

You begin your glorious journey by flying out of the hall of a building into the street. After you

several zombies follow, but I don’t advise you to waste cartridges on them - just run forward,

along the way, demolishing the head of the idle ghoul, and climb over the container. We are watching

mini-scene. Examine the room in which you ended up after the scene, climb up

second floor and go through the only door. To the right of the door is a Warehouse Key.

Hard, it's better to immediately make cartridges out of gunpowder - they will come in handy. Exit the room.

Open the front door of the room with the key taken, go outside.

Walk down the corridor and go through the door. Turn slightly to the left and go through the door. Go straight

until you see Brad Vickers running out of some room. explain

appeared zombies that they are uninvited guests, go down to the room from which you ran out

Rave. After sending a gaping zombie to another world, take gasoline for a lighter. There is a corpse nearby.

police officer with a shotgun. If you take it - later at the S.T.A.R.S.

find Magnum. If you leave it to a dead cop - in the S.T.A.R.S. will be waiting for you

grenade launcher. Decide what is more necessary for you at the moment, because then you will still

get both. Rise upward.

At the top, go straight, along the way, collecting plants carefully placed by someone. Come in

Door. Go straight, explaining to annoying zombies why they shouldn't stand in your way.

Grab a map of the area, as well as a couple of flowers standing at the top of the fire escape.

Follow to the door. Go straight until you hear shots - this is Brad. Follow him and

get into a bar. Do not waste ammo on zombies - Brad will deal with him himself, but rather examine

room. Find a photo of the chapel and some pistol cartridges. Watch a little

scene. After the end of the scene, take an empty lighter near the pay phone. Connect

her with the gasoline found earlier. Exit through the door you entered.

After leaving the bar, run to the far north door. Running through the next location, you

you will see a lattice door tied with a rope and a group of zombies trying to get through

barricades. Use the lighter to light the rope on the door. At this moment a group of rotten

comrades still overcome the barricades and decide to feast on your meat. We won't give

they have such an opportunity, but we won’t give them a lot of cartridges either. See the red barrel? stand up for

her, but a little further away, so that you are not hurt by the explosion, wait until the ghouls come closer

and shoot her. If after such a grandiose fireworks there were still survivors, on their

neutralization will not take much effort. Examine the corpse of a soldier lying behind the barricades. Rope

burned down, opening the way for you. Part of the new location is on fire. While it's still

cannot be extinguished, but we will return here later. And now, being careful of dogs, we make our way to

another door. Along the way, you can drop into the save room and profit from the inventory there.

while closed, we run to the entrance to the site. Overcoming the iron gates, we admire the small

screensaver, along the way getting acquainted with the main boss of the game - Nemesis. With this friend you

will be crossed throughout the game, so remember this face.

After the video, you will have a choice - fight Nemesis or hide in a police station

plot. In principle, if you are playing for the first time, it is better not to make yourself a dead hero, but

choose retreat. But I would suggest another option. We will not fight with him, but we will choose

It's the fight option. As soon as the fight starts, run up to Brad's body and take

S.T.A.R.S. card This will make it a little easier for you to move on. Taking a card, a bullet

run to the station.
If you still decide to stay and be a hero, then for the victory over Nemesis you will get

spare parts for the Desert Eagle pistol (all prizes from the defeated Nemesis can only be obtained for

Hard difficulty level).

In the area.

If you fought Nemesis.

To the left of the front door (from this angle) seedlings of green grass have been waiting for you for a long time. AT

There is a computer in the center of the main hall of the police station. Use Brad's card in it

and write down the received code. Enter the only open door. Practice shooting

on the zombies walking here, examine the room for usefulness. Come into the new

Door. You are in the evidence room. Next to the door you

entered, a red light is lit on one of the lockers. Take the blue stone from this locker.

In the same room there is another crate with a burning flame. To open it, enter the code,

received from a computer (code variations: 0131, 0513, 4011, 4312). Take the key with the emblem

(Emblem Key). Exit through another door. Having dealt with the zombies, go into the room under

Enter the nearest open door. Open an S.T.A.R.S. the key given below. AT

office, take the lockpicks and weapons from the locker. Leave the site the same way you entered.

If you ran away from Nemesis.

In the area, take the weed to the left of the entrance, go through the east door. deal with

walking zombies, examine the room, go through the new door. This is the room of things. docks.

There is a red light on the box next to you. Take the blue stone in this box. Another

the closed locker is not available to you yet. Exit through another door.
Go to the next door. After playing with the dogs, go through the double doors. You

are in the meeting room. Near the board, take the S.T.A.R.S. Come back to

main hall, use the card on the computer, write down the received code. Take advantage of it

(code options: 0131, 0513, 4011, 4312) on the lock of the second closed locker in the room

material evidence. Take the Emblem Key. Exit through another door.

If you wish, you can go into the room under the stairs - save and profit from different

good. Rise to the second floor. Leaving the zombies unattended, enter the only

open door. Follow the corridor to the S.T.A.R.S. office, open the door with the

key. In the office, take the lockpicks and weapons from the locker. Leave the police station.

Move to the previously locked door, open it with the help of master keys. Move through

a series of doors to a broken bus, along the way shooting unlucky enemies and collecting

useful inventory. Come in the door. You are in a car service. Remove wire from

car battery, go to the new door. You can save if you want. Get out of

another door. Follow to the new door, going into the room, remove the terrain map from the wall.

Meet two monsters. If you want, you can try to kill one of them,

by shooting a box suspended from the ceiling. The second monster will have to be dealt with manually.

Or is it better to say "shotgun"? If in this room no one else bothers you freely

to move around, enter the left door (we will return to the lift later). roll up

or visit the local newspaper.

If you have chosen a restaurant.

Take the city guide from the table, follow to the kitchen. There, use the master key,

to open the locker near the back door and get a metal crowbar. By this very

device, open the hatch leading to the sewer. Meet Carlos. Your sweet conversation will

brazenly interrupted by an uncultured big man. You have a choice: hide in the sewers or

blow up the gas cylinders standing in the kitchen. Better blow up the balloons as the big boom is on

time will overwhelm the Nemesis, and you will get a small souvenir.

If you decide to go down the stairs.

Suddenly, a pipe breaks below, and the room begins to flood with water. Upon returning to the top of you

Nemesis will be waiting. You can, of course, spend ammo on him, but better retreat

straight to the back door. After a short conversation, Carlos will hide in the unknown

direction. You are in a small alley, going forward a little, go out to the right, go in

to the first door.

If you hid in the kitchen and blew up the balloon, just go to the resting Nemez and

take your prize from him. Exit through the back door. Carlos left you alone

galloping away into the distance. Walk a couple of meters and turn right. Come in the first door.

This is a saferoom. Pick up the crank from the floor, rid the shelves of shotgun shells.

Exit and follow to the door at the end of the alley. Turn right, run past the fire truck

and go through the first door. You are in the editorial hall. Inspect the hall for orphan

utilities. Move the stepladder to the power shield and press the button. Open the blinds and

climb up the stairs. Upstairs take whatever you find, plus don't forget

grab the green pebble. An old friend with speech impediments came to visit us...

If you went to the editorial office of the newspaper.

Head to the editorial office, collect all the useful items in the hall, move the stepladder to

power shield, press the red button. Climbing up to the second floor, greet first

Carlos, then Nemesis. You have a choice - jump out of the window or hide from a stupid

enemy behind the wall. If you decide to jump out - go out the door below. If you decide cleverly

hide behind a wall, wait for Nemesis to be knocked down by an unexpected explosion, and,

taking advantage of the big guy's temporary hitch, retreat to the exit. Do not forget

take a useful item from him.

From the office head to the restaurant. There, after getting a crowbar from the locker, go down the

the stairs that have just been opened and take the green stone from the unfortunate corpse - he is everything to him

no longer needed anyway. On the way to the editorial office, do not turn right (toward the editorial office), but

head towards the ancient iron gate.

In front of the gate there is a certain panel with a round pattern of multi-colored stones. Paste in it

the two stones you have and the iron doors will miraculously open. Run down the alley

to the left, grab the green grass along the way, then run into the tram. After a short conversation with

members of the special Umbrella squad take the wrench from the seat. Remember the location, half

engulfed in fire? Return there, along the way twisting a fire hose at the end of one alley.

In the burning alley, use the hose on the fire hydrant to put out the flames. Come in

open door, run straight down the alley, pick up the new crank, then enter

to the Sales Office.
We watch the scene. Next, we examine the room for useful things, use the remote

remote control to turn on the TV. Watch the video and remember the name

ADRAVIL, AQUACURE, SAFSPRIN) - the door next to the TV is open. We take to the storage

butter dish. When you try to leave the room, we watch a video. Uninvited guests are here

(moreover, note how politely the last guest closed the door behind him ...). Not worth spending on

there are a lot of cartridges, it is better to shoot at the heating pipes lying near the walls. Zombie scald

streams of hot air, and there will still be plenty of cartridges in your clip.
Now head back to the tram. On the way there, at the car service, you will find yourself in a situation,

when you have to choose the development of the plot - jump down or try to climb up

If you decide to jump.

Just go through the sewers and climb up the stairs. You are just before

car service.

If you climbed up.

Continue your journey!

On the way to the tram, at the fork (after the gate with multi-colored stones), turn not to the left, but

right. You are at the gas station. Use the crank handle first, then the wrench

key to open the entrance to the gas station office. Inside, collect all useful items, go for

rack. Time to solve the puzzle. Your task is to make that particular one burn.

light bulb that refers to the burning letter. This puzzle is elementary, you can handle it without

labor. For successfully solving the puzzle, you will be rewarded with a canister of car oil. Connect

him with an oil can, leave the office. We are watching a spectacular video.

Now we are heading towards the restaurant, but on the way we go into the opened door (suddenly

opened by fellow zombies). On the statue of the mayor (Mayor Statue) press the button, pick up

bronze book. Heading towards the main entrance to the restaurant, approach a certain resemblance

fountain, insert the bronze book into the groove, take the bronze compass. Return to the statue

mayor, insert the compass into the hands of the statue, take the battery. Head with the battery to

the elevator (where you tried to knock out two monsters with a box suspended from the ceiling),

insert it into the lift and go down. Keep your way to the power plant, inside it

You will see two closed doors. To open them, you need to set the voltage of one device

between 115 and 125 volts, and the other between 15 and 25.
We open the device 15-25 first. Click up-down-down-down. Without going into an open room,

on another device, press down-up-down-up. In the first room that opens, we find

fuse, on the way out of it we meet a crowd of zombies.

We choose: to run away through the door or by means of manipulating the switch to turn

uninvited guests in the barbecue "Not a drop of fat!".

If you decide to leave.

If you decide to feed the zombies with current.

There is no one else moving here but you. Go into another room and take the weapon.

Check if you took all the useful items at the power plant, then head to

tram. Walking along one of the alleys, you suddenly fall into the ground, just in time to visit

overgrowth worm. Will not waste ammo on him, just turn on two power shields,

then press the button to descend the stairs and get out into the light of day. Still heading towards

tram. In the tram, use an oiler with a mixture, wires from a car service and a fuse.

Come into the second compartment of the tram. The piece of iron on the rails started, Nemesis was almost late.

Return to the previous compartment, and, for decency, shoot at Nemesis, leave the enemy

Michael.

Again, you have a choice: Jump out of the window or use the emergency brake.

If you decide to jump, later in the chapel Carlos will give you freeze grenades, but you

will have to fight Nemesis, armed with a bazooka. If you have used the emergency brake,

you can’t see grenades, just like the Bazookas in the hands of Nemesis.

If you jumped out of the window.

You will find yourself in the bedroom. Next to the bed you will see a painting. From the approach of Jill she

falls down, revealing the Clock Tower Key. Open the door with the key and

go to the saferoom. After examining the room, exit through the opposite door. Here you will meet

Carlos, who will solemnly hand you freezing grenades. After examining the premises

exit through the east door (the one that is green is still closed). You are in the main hall

chapels. Examine this room, pay special attention to the corpse near the left column

(if you play on Hard - get hold of a mortar). We'll go to the second floor in five minutes, and

until we go to the opposite door. You are in the dining room. Enter the door around the corner, run to

opposite door. Another saveroom. After examining the room, take another key from

chapels (Clock Tower Key) and all lying items, go up to the second floor. Go to

the only door, and on the balcony, using the key, lower the stairs. Explore the room

on the third floor, approach the music box. Listen to the melody. Your task: with

new key(Chronos Key). Head to the library where you met Carlos. On the way there

you will meet the restless Nemesis. You can choose ways to neutralize it: dip

exposed cable into a puddle or blind it with a spotlight. Better give him an electric massage,

since in this case it will be possible to remove a useful object from a dead body. Head to

library and open the previously inaccessible green door.

Puzzle solving examples:



into the apparatus. Save, collect weapons and herbs and go to battle with Nemesis. Our friend

now with a bazooka, so don't stand still and fire at him without restraint. Very good if

you will use freezing grenades - this is one of the most powerful weapons in the game.

If you decide to test the emergency brake.

Running around the courtyard of the chapel, shooting at the birds and enriching themselves with colorful grass,

run into the small door (it is the only one open). Go left, go through the door. If a

there is a need - save, take the key (Clock Tower Key) from the shelf near the altar, exit.

Deal with the mooing party, unlock the door. Passing through the dining room and meeting Carlos,

exit through the opposite door. You are in the main hall. Explore it, give it a special

attention to the corpse near the nearest column. We will visit the second floor later, but for now goes to the door

opposite the one from which they left. Go through the library, the saferoom and into the new room

go to the picture. She suddenly mysteriously falls, and you get the key to the chapel

(Clock Tower Key). Return to the main hall and go up to the second floor, go into

the only door. While on the balcony, use the key to lower the ladder and climb up

her to the third floor. Explore the new room. I advise you not to take the silver gear yet -

we will return to it. Approach the music box. Listen to the melody. Your task: with

using six switches to repeat the melody in the correct key. reward for good

hearing will become the key element (Chronos Chain). Combine it with the chapel key and get

new key (Chronos Key). Get down to the second floor, say hello to Nemesis. You can

choose ways to neutralize it: dip the bare cable into a puddle or blind it

spotlight. It’s better to give him an electromassage, since in this case from a “dead” body (bastard

pretends to forget that he needs to get up) he will be able to remove a useful object.

Head to the library and open the previously inaccessible green door.

Walk down the corridor, looking around and feeling around for useful items.

Finding himself in a room with three clocks (the picture on the left is the past, the picture in the middle is

the present, the picture on the right is the future), take three stones from the three nearby statues.

Your task is to stop the clock in the middle at 12:00 by manipulating the pebbles. Every time

clock faces show different times, but the general scheme for solving this puzzle is as follows:

Black stone (Obsidian Ball) changes time to: past -2, present +2, future +4.

Amber Ball: past -3, present +3, future +6.

Silver Stone (Crystal Ball): vulgar -1, present +1, future +2.

Puzzle solving examples:

Time - Left Clock - Middle Clock - Right Clock

5 - silver - black - gold
7 - black - silver - gold
9 - black - gold - silver
11 - gold - black - silver

By solving the riddle correctly, you will receive a golden gear. Look around the room again and

climb back to the third floor of the chapel. Take the silver gear there (if you didn't

earlier) and combine it with the gold one. In the same room, insert the resulting gear

into the apparatus in the far corner of the room. Save, collect weapons and herbs and go to

fight with Nemesis.

Part II: A day after the events of Resident Evil 2.

After the cutscene, you will find yourself in a male body. Don't worry, Jill won't

turned into a man, but the virus that Nemesis infected her in the last fight made itself known

know. Our heroine urgently needs an antidote. Of course, Carlos will follow him.

It is logical that he will look for him in the hospital. We'll go there.
Move to the room with three clocks, find the door in the opposite corner. Come in

her by moving the bell blocking your path.

Going out into the street, turn left - after walking a little, you will find yourself in the city hospital. Come in

north door, save, if necessary, go through the other door. Explore new

room, you will find a voice recorder. Use the voice recorder on the panel next to the elevator, go to the floor

4F. There are two doors in the alley to the left, but we go straight ahead and enter the door opposite

elevator. We observe the scene, inspect the room. We take the key to the chamber (Sickroom Key),

We leave, we go to the alley. We go into the first room. Examining the dead doctor

we write down the code, notice where the nightstand is. We open the next chamber with the key (number 402).

In this room you will see the same bedside table as in the previous one. You must install it

so that it stands against the opposite wall compared to the position of the bedside table in

the previous chamber. In practice, it looks like this:

Let us denote the corners of the first chamber as

1 - right from the door
2 - left from the door
3 - right far
4 - left far

402 chamber corners

1 - left from the door
2 - right from the door
3 - left far
4 - right far

That is, if in the first ward the bedside table was in corner 1, then in ward 402 you must

place it in corner 1. After successfully solving the puzzle, the painting in the ward will fall, revealing

your bright eyes are safe. Apply to him the code peeped from the doctor in the previous room

(code options: 104, 253, 325, 531), collect the Vaccine Base.

Head to the elevator and go to floor B3.

After walking a little on the floor and passing a couple of doors, take the cone. Activate the device by pressing

red button, insert a cone into it. Before you is another puzzle, your task in which:

set the luminous scales in one position. Let's not bother with different

combinations, but simply press Knob One, Knob Two, and Knob A. Having received the new vaccine,

we combine it with an already existing core vaccine. Having got the medicine for Jill, satisfied

we leave the hospital. In the lobby of the building, someone thoughtfully left plastic explosives for you, but

we will not wait for her to count the last second, but we will head briskly to the exit.

(On the Easy level, you have 20 seconds to save, on the Hard level - only 5.) See more

one spectacular video, then we head back to the chapel, to Jill.

After feeding the beautiful lady with an antidote, we send her to the hospital. Coming out of the chapel and a little

going straight ahead (to the left - the hospital blown up by the explosion, to the right - the entrance to the park), we open

lockpick door. We collect all valuable items, remove the key from the park gate from the shield (Main

Gate Key) and head to the park. We open the door with the recently received key, follow in the park

down the eastern stairs, and, having passed several locations, we stop near the dead

soldier. We take away from him the key to the park (Park Key) and the rest of the good, returning to the main

alley of the park, we go into the opposite gate. Approach the fountain, go down into the reservoir and

study the plate describing the correct installation of the gears. Then go to the device

next to the fountain. You must arrange the gears as shown in the picture. If a

you did everything right, the reservoir of the fountain will be drained, and you can go down to

drainage channels. Walk along the canal, avoiding annoying worms, climb up

stairs. Go through the city cemetery and go through the door. In this room, take the crowbar and

collect all useful items. You can save in the room next to it. Use the lighter in

fireplace, use the crowbar there. We climb into the secret room. There we collect all useful

items, including another key to the park (Park Key), climb back through the fireplace.

Scene. We stock up on ammo and weed, exit the building. Going forward a little, we observe

one scene.

An old friend crawled to visit you - an overgrown worm. This time it'll have to

calm down once and for all. But so that he does not reassure you, do not stand still and do not forget about

what you have in your hands. After defeating the monster, climb up the just fallen

hedges.

Once again in the park, follow towards the body of the soldier from whom you found the key.

Use the second park key on the closed door. When you try to cross the bridge take you to the next

once disturbed restless big man. You can push him off the bridge or you can jump yourself.

Remember: the ending of the game will depend on your choice - if you push Nemesis off the bridge,

get the first ending (Jill and Carlos). If you jump yourself - the second (Carlos, Jill and

If you pushed Nemesis.

Enter the north door, discuss Nemesis's impudent harassment with Carlos. Take from

this room all useful items, including the key to the factory (Facility Key), go

to a new door. You must reach the computer at the other end of the room. But the way

free. Through the previous room, follow the corridor and open the first door on the left. We take

system disk and all good (System Disk) and on the elevator we go down to the lower floor. Below, next to

computer next to the pool, take the fraction, go into the room down the stairs. In the new

inside, take a sample of water (Water Sample), go to the east door. In a new room

use the water sample on the machine. Let's start solving another puzzle. You must

arrange the readings of the three (A, B, C) scales so that together they repeat the amplitude pattern

above. In principle, there is no scheme for solving this puzzle - just strain the gray a little

stuff and everything will work out. Use the factory key on the machine next to the previous one

a riddle. Climb up to the top floor again and go through the door opposite the one in

which you entered. After the scene with Nikolai, insert the system disk into the panel next to the door.

Make sure you have enough weapons and medicines with you. Go through the opened door.

certainly…). If it does not fall out, help him with this with your arsenal. Take a card

fallen out of the pocket of a dead researcher, and use it to open the blocked door.

Follow back to the room with jets of steam (next to the save room). Come to the elevator

and use the recently received card on the panel next to it. Take the elevator down to the bottom

floor. Go to the steel lockers and open one of them with the factory key. get rich

rocket launcher, then go back to the corridor. Open the blinds with the same card, take

radar, and, after listening to the message about the air strike, go down the stairs that have opened. Near

there is a box at the bottom of the stairs. Take the inventory you need for the battle, calming supposedly sleeping zombies,

move towards the door. Move along the scrap metal dump to the iron doors. Near

familiar faces are freely located on them (those who played the second part will understand what I mean). Going in

in the door, go to the computer next to the futuristic-looking cannon (Sword of Paracelsius),

after activating it, slide the first power generator into the slot. For the final conversation with you

Nemesis complained. Cool him down with the flare gun, then push in the other two generators.

The gun activated. You must lure Nemesis into the range of the cannon at the moment it

shot. Do this twice, and the annoying creature will be finished. Come in

unlocked door. Nemesis will suddenly come to life, and you will have a choice - to finish him off with a Magnum

or wash off. Go through the door, turn on the elevator, go up. Final video.

Congratulations on completing the game!

If you jumped off the bridge.

Go through the pipe, talk to Carlos, go up the stairs. Enter the south door.

Take the water sample and go through the east door. Go down the stairs to

machine at the end of the room and apply the water sample. Let's tackle another

puzzles. You must arrange the readings of the three (A, B, C) scales so that together they

repeated the amplitude pattern from above. In principle, there is no scheme for solving this puzzle -

just tighten the gray matter in your head a little and you'll be fine.

We move back to the room where we took the water sample, go through another door and head to

elevator to the second floor. On the second floor we take the system disk (System Disk) and everything useful and

Exit through the north door. We pass along the corridor to the north door - we are in the room

saves. After examining the room and taking the key to the factory (Facility Key), we go into another

Door. Here you have to get to the computer at the other end of the room. But the way

blocks many jets of steam. First switch the switch on the right (1), then two

other nearby switches (2, 3), then switch the first one again. Next, switch the most

far knife switch (5), located along the railing. Then flip the switch next to him

(4), switch the first switch again, then the second and third. Path to computer

free. Having activated the system, we head back to the room where we solved the puzzle with the sample

water. We use the key from the factory on the device next to the already solved puzzle. Now follow

back to floor 2F, through the door closest to the elevator. We go along the corridor and use the system disk

on the panel next to the closed door. Now it is open, which we will use.

Nemesis has been waiting for you here for a long time. Watch the screensaver that will show you the way

fight the annoying bastard. Pay special attention to acid pipes located near

walls. You must lure Nemesis to these pipes and when he is standing in front of one of

them, shoot the valve. Remember that you only have a certain amount of time

for this fight. Jets of acid will make your opponent noticeably sicker, and three times

repeating this trick, he will finally precipitate (well, not completely,

certainly…). If it doesn't work out, please help.

4. Raccoon Hospital. / Raccoon Hospital.

Everything is bad, the plan is completely failed. The second piece of the chronology falls out of the game. Accompanying the subtitles on Malevich Square with a short monologue, Jill wakes up from the sound of rain in the prayer room, under the "two days" "observation" of "doctor" Howe... Carlos. In the course of causal inferences, the guys ascertain infection with the T-Virus. For obvious reasons, a stream of negativity immediately emanates from Jill, however, the Latinos recommends fighting to the end and promises to help in the matter. From now on, the girl will lie here in quiet panic. Management suddenly passes to Carlos.

Our task in this segment is to save Jill. To begin with, it is worth mentioning that you do not have any time limits - you can act measuredly. In your inventory you will find an M4 assault rifle and a regular pistol, one clip each (easy has two clips per assault rifle, plus three sprays). It is highly recommended to spend ammunition wisely, run around more often and go where you shouldn't go less often.

Note: You will not find Jill's things in the chest.

Note: The number of machine rounds is measured as a percentage. 4 zombies can take up to 20%, save.

Note: The machine has two firing modes, aimed and continuous. To switch between modes, use the corresponding menu item.

To feel the seriousness and drama of the moment, disturb Jill again. You can save, do not forget to throw the tape into the chest. Exit the door.

Contrary to expectations, Carlos did not disappear in search of equipment, which means that we had the opportunity to find out in some invisible places he usually snoops. Where to go? The courtyard, the second and third floors are completely inaccessible, we still cannot get out on Raccoon Street. The only clue is the bell in the right wing of the building. Is it possible that such a strong man will not master a couple of centners of iron? Let's check. Head for a location with three paintings and statues, try to run around all the monsters on the way - zombies, small spiders, Drain Deimos. With the wrong route, there is a risk of running into Dobermans. In the right room, fall on the bell. Quest completed, go out the door.

Rain. We left the building and are back on the streets of Raccoon. Ride to the main road, ignore pedestrians, use a barrel as a last resort. Look around. There are about six cars along the perimeter, in front of you is a watchman's chamber, a little to the right is the entrance to the Raccoon Park. It's typical for everyone - not a single car is out of order, the door is locked on the course with a simple lock, the gates to the park are locked with the key to the park. Shrug your shoulders and accelerate to the left past the zombies, set fire to the red sign on the nearby building. Car traffic jam under the handle leads us to an unusual high-rise building entrance - Carlos discovered a random Raccoon medical facility, functioning either from 9 am to 7 pm, or in case of emergency, as the tile says under the biohazard sign. Since recently it has been working seven days a week, and the doors of the hospital are not locked with a key to the hospital, you can safely go inside ... well, not very brave, you never know ...

A stir immediately went from the threshold. The most remarkable thing in the first camera angle is not even a bloody handprint on the navigation board, but a polished floor, which does not fit into the general atmosphere of the hall a bit. Around the corpses of mercenaries and doctors, on the left is the stairs up, on the right is the door. Walk forward a little and observe the order. An ordinary blind man quickly hobbles out from behind a corner and immediately gets a claw on the head. All the Resident Evil 1 connoisseurs have now fucking dropped the joystick and fucking turned off the game, because fuck it. A new enemy appears on the scene, Beta Hunter - one of the unsuccessful subspecies of bio-organic weapons, a mixture of reptile and human DNA, the only monster in the game that can kill instantly. Hunter runs fast, jumps high, hits hard and can cut off the character's head at any moment. For the last skill, many hardcore players called the monster "votzhepi * ar", "sukab * yadyu" and "dununah * ye * anyyvrot", broke several TVs and became addicted to alcohol. There is good news - in RE3 Hunters have been reduced in speed and health, making them much less dangerous enemies than in RE1. Plus, local control will allow you to better maneuver and, accordingly, avoid many attacks. So grab your joystick and keep going.

Having shown who is here, the amphibian yelled at Carlos and went on the offensive. Hardcore players now need to decide what is more important - first-aid kits or ammo? If the second - immediately knock out the door on the right, if vice versa - take out the machine gun, start firing right into the meat. As soon as the monster is a couple of meters away from you and makes a strange sound - aim upwards, this way you will neutralize the air attack and make the enemy temporarily confuse. This tactic carries over into the future. The fact that Hunter is dead, you will be informed by a wild squeaky exclamation and an epic Hollywood fall. Now the bad news is that there are two Hunters in the hall, without quickly killing one, you risk creating some problems for yourself, up to a replay. Do not prolong the skirmish and try not to waste ammunition. Exhale.

If you noticed the Dino Crisis poster the first time, recognized the image and the date - your powers of observation are around the eightieth level. We pass to the reception, we study the navigation stand. In theory, you can call from the hall, in the same theory, you can climb the stairs to the second floor. In the corner of peace, everything is calm - blood, corpses, shabby chairs, a naturally non-working telephone and a looted stall with Raccoon juice. In front of the passage upstairs, two pots of red grass are lying around; on a difficult level, you need to pick them up now. There is nothing else to do in the hall, stair movements are not possible, we move to the door near the column. Going out into the street is a little not recommended - the desire to return can flood after the first two seconds.

Reception, safe room. Everywhere is standard waste paper - nothing suspicious and unusual, if you do not take into account the bloody footprints calling for a visit to the next room. In this location, we are interested in: Spray can, ribbon, chest and typewriter. It is not necessary to save here, it is better to carry red grass with you. We look under our feet, carefully take hold of the handle and open the next door.

A mess and again a bunch of dead doctors, immediately rake in the blue weed on the bedside table. In terms of unwanted adventures, everyone is in relative tip-top, the tracks lead to the sofa, where the head physician of the clinic is comfortably located. His diary clarifies some circumstances. Take the pistol ammo from the locker. Having studied the contents again, Carlos will notice that someone has already been rummaging around here. At the stand on the right, take the hospital map and read the notes about the party at the Jack bar - it is known from verified sources that the party will not take place. There is an elevator in the northeast corner of the room that requires voice recognition to activate. Since Carlos's accent will simply drop the entire system, for this purpose, a voice recorder with a sample of a kosher voice lies on the viewer's desktop. Grab the cassette player and park at the panel. Microphone activation is valid for approximately fifteen seconds. Press the button and use the voice recorder. Without listening to the diagnosis of one of the patients, the elevator will open the doors.

Enter the booth and look at the map of the hospital. In addition to the current one in the building, we are interested in two more floors: One is higher, the other is lower than the asphalt level. You can explore them in any order, but some details of the plot will depend on your choice. Now Carlos will do what the hospital staff did not have time to do. Use the panel and drive to the floor you are interested in.

Note:Be careful, on any floor (including 1F) you may encounter several zombies or Hunters.

Note:The elevator does not move if there is any living enemy in it.

Basement of the third level (B3).


Destroying and running around all living things, get along the corridor to the door, do not touch the dynamite on the wall (if any). Come into the room. Laboratory room with no signs of life. Borrow ammo from the closet (if any) near the table and go behind the rack.

The plot continues to develop - another surviving U.B.C.S. agent, Tyrell Patrick, is found. Threatening a friend with a weapon, the fighter talks about the presence of a gray-haired traitor in the team, thanks to which the mission in Raccoon did not bring profit. With each new word, the allusions to the undead sergeant Zinoviev become more and more obvious. Carried away by descriptions and unflattering reviews, Tyrell is suddenly blown up on C4. As a moral - do not heat explosives in the microwave.

The comrade suddenly died, leaving behind only food for thought and an unpleasant smell of burning. Pick up two pots in the corner and mix in the red herb. Go into the next room. The further into the forest, the more firewood. The setting is unusual even for a hospital. In capsules in front of Carlos are unknown creatures, a mess by default. To the right are all sorts of ridiculous mechanisms, taxi to the camera. On the shelf, hook on a shiny jar of analyzes. A little further on the table, read the "medical instructions" and base to the unit near the vessels with strangers. The contents of the jar are the main component for the creation of the "Daylight" T-Virus vaccine, which must go through a clever process - cultivation. To do this, we will have to drain the water from the capsules with the horrors by switching the right switch to the "On" position. We put the jar in the unit and start brainstorming.

Pressure.
Our task is to follow the instructions, that is, to normalize the pressure. Each switch has specific non-random settings and raises (I, II, III) or lowers (A, B) the indicator in the left column by increasing / decreasing the pressure in the right. This puzzle has only one correct solution.

Nipanyatna!: I, A and III. In any order.

Having achieved system balance, you will receive a chipped version of the base in vitro. Half the job is done, we rake in the sample and go back.

The cut-scene tells about the unkind and encourages you to minimize the distance between the character and the door. Here is an unfortunate collection of chromosomes called "Gamma Hunter" - a toothless, eyeless mixture of human, amphibian and T-Virus. They do not differ from ordinary hunters in almost anything, except for the ability to infect with poison and bite off their heads along their legs. For the first time, you will most likely just be scratched with claws, but usually letting this subspecies get close to you is an extremely extreme exercise. You can leave the location before the enemies get to you, but you need to do this very quickly and with skill. Stop the frog chaos in any way possible and at all times bring down to the elevator, destroying any suddenly appeared threat.

Fourth floor (4F).


civil corridor. Forget the cigarette, cock the trigger and go forward, touch the dynamite only if the Hunters dominate here. The passage on the left is equipped with doors to rooms 401 and 402, one of which is locked - we pass by. Now we are interested in the Data Room at the end of the corridor. We scoop up and pull on the door.

Some ramseys, firing and screams can be heard in the room. In search of a source, Carlos rushes to the place and suddenly finds Nikolai in his very dubious occupation, together with the player, without wondering how the sergeant survived and got to the hospital. Professional. Agent Kohl had just gotten into an argument with another surviving U.B.C.S. agent, Tyrell, and almost immediately ended the argument with a universal argument, coolly working with a colleague. Without coming up with an intelligible reason as an excuse, Nikolai pokes a pistol at the already surprised Latino and imagines himself to be some kind of supervisor. The awkward pause is interrupted as soon as the half-dead Tyrell, tearing the pin out of his grenade, symbolically sends everything to the valley of the Sony PlayStation move controllers. Without thinking twice, the guys skillfully disappear from the radius of destruction - Carlos uses a roll to the side and a sight from behind his shoulder, while the Russian had the skills and brains to jump out of the window. Definitely a professional.

Before we had time to rejoice for the living Nikolai, a shocking plot twist forced us to reconsider our attitude towards the character. It is pointless to look out the window, evaluate the interior, take cartridges from the table (if any) and go to the pantry. Do not touch the pickles, take the key to the ward and photo D. Move back to the corridor.

Now go to the passage with the chambers. Open door 402 with the key and look around the room by sticking your head out the door. A bunk, posters, a sink, chairs, a picture of the Arklay mountains, shelves, bedside tables, four corners - everything is even, close it and go into room 401. First of all, try not to grab it from zombies or worms. The latter are a new subspecies of trivia, it is recommended to run to meet them less often and ignore them more often. Let's see what is here. Bed, nightstand, sink, posters, chairs, a dead doctor, four corners, and maybe two herbs. We leave.

The idea behind this puzzle is that the rooms are mirrored horizontally. The only item you can get to is the mobile bedside table in 402. Figure out where the bedside table is in 401 and start sliding yours into the same position. If Carlos got electrocuted in the soup, you didn't understand shit. To return the item to its original point, exit the room and enter again. Once the pedestal is in the right place, the Arklay landscape will fall to the floor and open access to the safe - those walking through the adjacent option are allowed to be distrustful of the microwave. The box is locked with a combination lock. Since manual selection will take some time, we will have to look for clues. The main one is located at the main difference of the rooms, which pushed the first difference in the first room and helped to get to the bottom of it in the second and ... bleak, at the dead doctor. Go to 401, scan a three-digit number, and head to the keyboard. After counting the combination, the freezer will give you a fresh core vaccine. We put the ampoule in our pocket and return to the elevator - there is nothing more to catch on the floor.

Combine the middle vaccine with the base one. This purple mass in a test tube is the salvation of mankind - the neutralizer of Virus T. Thanks to the gifted doctors of the local hospital who worked on the project for several weeks, and the worthless tram driver who completed it all in five minutes. It's time to return to the Town Hall. We go down to the first floor (1F), clean the location from the running Hunters and move to the door. In the safe room, it is advisable to insure yourself, fill your inventory with all sorts of different goodies and grab a knife. We return to the hall. Scene.

Another surprise. Carlos fires that the entire hall is suddenly poked with C4 charges. Let's think about this issue later - now it's time to tactfully steer. Keep in mind that at the hard level, less time is given here and you are unlikely to have time to pick up the red grass in the corner (if you ignored it earlier). Rush through the main doors and appreciate the action-packed cutscene.

Note: On easy difficulty, you have 20 seconds to leave the building. On the hard level - 6 seconds.

Panic! Action! Explosions! Pedestrian Carlos Oliveira again skillfully avoids death, using all the same rolls and sight from behind his shoulder, unlike the building of the Raccoon City hospital, which is very rapidly deformed, turning trees, cars, poles and fences into a homogeneous mass. The hospital is no more, and it's up to you to pay for it again.

Dust off and check the rubble, make sure there is no setup and the location is no longer available. We return back to the chapel. Adventures are not limited to the collapse of the hospital - something strange begins to happen to the ceiling of the first floor. There is a reason to go to the pharmacy for more powerful diapers. Ignore the women/worms, Deimos in the hallway and successfully reach the central hall. We arm ourselves with the remains of the M4, aim for the dining room and smile until Carlos notices that an unknown person is sternly knocking on the wall of the second floor. Did someone hope to convey the antivirus without hemorrhoids? You made the wrong game.

Nemesis. Form number 2. Extraordinary battle.
Having survived the difficult process of self-extinguishing and mutation twice, Nemesis continues to adhere to his principles. The fire and hard life made some changes in his appearance: The coat and part of the face are almost completely burned, the tentacles crawled out. Thanks to the latter, now Nemesis has a completely different set of arguments - to whip on the cheeks, distribute sweeps and hammer the character into the floor. The blows have become harder and more delicious, but they are much easier to evade than from the ultimatum capture of the first form, which at any moment could become the last. Due to this fact, the current Nemesis loses a little to the previous one in terms of complexity, but it is also not recommended to laugh at the current instance.

As you understand, this is a full-fledged battle, but the only battle where Nemesis tries to get away from you as a priority, since the primary task of the monster is to destroy the members of S.T.A.R.S., and some lousy Umbrella workers are just a passing fad. If Nemesis feels doubts about your interest or superiority in combat, he will most likely head for the chapel. In other words, if you damage him furiously or run a long distance, he can give up on Carlos. By continuing the journey, he will eventually get to Jill, and you will lose. Your mission in this segment is to either keep him out of the doors of the prayer room, or get to the girl earlier. It is not necessary to kill Nemesis here, besides, I give a tooth that the hard will not have enough ammo for the first time. But...

Since a real resident simply cannot leave without once again sticking Nemesis, we uncover the guns and remember the principles of evasion. Killing him will give you some advantage later on. Using the machine gun, inflict as much damage as possible on Nemesis in the hall, do not run far, but do not expose the snout either. All the time try to spin around like an annoying fly. If you're playing on Hard, don't aim for the highest rank, and left a spray on the table while playing as Jill, by all means take advantage of the freebie. In the dining room, do not give passage to the doors and continue to steer the situation. As soon as he starts ripping the doors off their hinges and becomes interested in the safe room, forget about dodges and try to get the dude to switch to Carlos. Do whatever you want, stand in front of the door and imitate the scene on the road from The Prisoner of the Caucasus, but don't let him break down the door of the prayer room. The lack of ammo is just an excuse - get a sharpening and hit the monster in the kidneys, by this time he will not have much health left. If the situation has heated up to the limit and the enemy has not yet fallen, it is better to go into the room yourself and stop the fight. In any other case, hards can be praised, even if it was not Nemesis who died. At least you are brave.

Note: Safe room doors require 5 to 10 tentacle hits.

Note:At this stage, after killing Nemesis, you will not receive any item bonuses.

Nemesis, one way or another, was left with no destiny, go to Jill. The fucking soundtrack started playing, the girl is still unconscious. Approach the altar and use the antivirus (or just click on the action). The risky journey was not in vain - the vaccine immediately passed through. Waking up, the girl learns the latest news about Nikolai and Nemesis. Confining himself to the facts, Carlos hints that both the first and the second cannot be trusted, then leaves. Control passes to Jill.

The fourth stage of the game is over.

5. Park. / Park.

Having completed his mission, our unofficial partner cleared his conscience and returned to his favorite pastime, without discussing further actions to evacuate the city, which would slightly simplify the search for the appropriate equipment. We wish Carlos the best of luck.

Jill is completely healthy, both in terms of story and gameplay. The moral part of the question is much worse. The only possible prospect was covered - what to do, who to call? There are still unlocked doors on the street with the hospital, we are starting to pack for the road. All items in your inventory before the battle are back with you. Keep arming yourself as a governor, grab some joints and save. When leaving the room, you should definitely take a master key with you. We take a course to the back exit from the chapel, we keep weapons and holy water at the ready - in the segment of the way from the piano room to the hall you will also need the good old Validol.

Nemesis. Form number 2. Optional fight #7.
Once again. Regardless of the outcome of the previous fight, Nemesis will either run out of the broken window, or break down the dining room door (assuming it is still intact), or jump from the second floor in the hall. The standard running around, shmalnya and pathos cries begin... as well as: Love and betrayal, despair and hatred, white lies, the pain of loneliness and unexpected gifts of fate. It is highly desirable to win the match by knockout if you have already completed the second spray pack by this point, and especially if this is not your first playthrough. The pulling tactics remain the same, in this round the monster will chase you up to and including the webway corridor. If you did defeat the monster in the previous fight, its stamina will be noticeably less here, which will facilitate and speed up the process of withdrawing freebies at the hard level. Throw the bewilderingly contemptuous look of the Texas Ranger Walker at Nemesis, start active shooting in the chapel of Raccoon City so that the flashes can be seen from the uptown, and destroy the enemy in every possible way. Mat is welcome.

Unable to withstand the psychological pressure, the Tyrant will lie down again, dropping the M4 zero assault rifle or (when re-passing) a diplomat of infinite ammunition. This time, the find will 100% pay for itself.

Note: The diplomat creates infinite ammo for any weapon. To use the bonus, simply connect the case with the selected weapon. Can only be used once.

We continue to move to the area of ​​black doors. Go outside through the location with the bell. The nearest door is closed with a simple lock, ignore the zombies, arm yourself with a master key and use Jill's knowledge for a good cause.

Gatehouse and safe room in combination. On the table, check out photo E, pick up the tape and a pack of mines / grenades. Another pack in the closet. To the left of the zombie with a cooler, there is a sdend with keys, we take the one "from the Park" and move to the chest. Throw off the master key, take either a grenade launcher, or a shotgun, or a machine gun as a neighbor to a pistol (a magnum will also do). Leave a couple of first aid kits in your inventory, save and exit. Try to ignore the zombies again and turn left, go up the steps and use the key on the gate to the park.

Square of Raccoon Park - nature, peace, grace. If a crowd of Hunters immediately swooped down on you, quickly calm them down or run around, keeping to the right side of the courtyard. Worms will not create any particular problems, but you can calmly observe the beauty of the area only by destroying all life here (an interesting theory). Especially for aesthetes in the northern part of the location there is a viewpoint of the entire square, for barbarians - four lanterns around the pool. Look at the map, move up the stairs through the right passage.

At this point, the park smoothly turns into the docks. The absence of a lone zombie in the second camera angle betrays a top-secret Gamma Hunter ambush with giblets. If you are still lucky, neutralize the opponents and open the gate at the end of the bridge. Otherwise, expect a raid of amphibians from the river, which is also desirable to kill. There is nothing useful in the location, go ahead.

At this point, the docks smoothly merge into a grove with a zigzag path - another dangerous and narrow space. The perimeter is patrolled by three combat units - either a pack of dogs, or another brigade of Beta Hunters. Shoot the last ones as usual, you can use the barrel in the center of the location. Cerberus is more practical to line up and calm down with a shotgun. Reclaim the territory and rake up to the corpse of the mercenary at the turn, who hides the key to the cemetery and the "Written order to the observers". The found file conclusively confirms that the U.B.C.S. includes a covert task force of observers, designed to destroy any evidence of Umbrella's involvement in the incident and smile affably to the rest of the team. Now you have to guess who blew up the hospital. Move on, find another corpse and heat it up for magnum rounds. The rear exit of the park is sealed with a chain and locked; The sign says that entry into this area is prohibited. Using the key to the cemetery is useless, climbing over the fence and going into the forest is impractical for Jill. There is nothing to do, we return to the square.

A third of the quest is completed, we go to the opposite side of the courtyard and kick out the gate. Here the park is again trying to flow into something, but associations are clearly not enough for a full-fledged construction site. On the left hangs a plan of the park, a little further than the bench there is another plan of the park, if everything is fine with your supplies, now you can not pick it up. Burn down the local pool and water supply system - the beauty of this location is in another puzzle.

The fountain.
In the northwest corner is the fountain control panel, to the right is the layout of the gears for a particular type of fountain. To go further, we need to open the hatch at the bottom of the aquarium. The official stand will not help us with this - find a ledge, go down into the water and go around the statue to the stop. Look at the diagram, remember the location of the gears responsible for draining water into the sewer. Return to the panel. You have only six moves to move - just enough for the right combination.

Note:For academic interest, you can check the performance of all types of fountain according to the stand on the right.

Nipanyatna!: Black up, white down, black up, white down, black right, black right.

The hatch opened, we go down into the stinking catacombs. All tip-top, run forward and feel suspiciously familiar thrusts with terrifying sounds - the ClearAll hardcore division is now spitting on the screen. Don't piss, keep moving and get to the ledge on the right as soon as possible - as soon as the noise dies down from the south and north grates, as well as at the final stairs, this section of the sewer will begin to attack the worms, in infinite numbers. News fighting it's unreasonable here, climb onto dry concrete, find a ladder and immediately climb up.

Now piss. The park has reached the peak of its transformation - we climbed out of some kind of well, straight to the cemetery. The most symbolic and unusual location of RE3, run a little ahead and find out why. In the central part of the cemetery, two pots of red grass are lying around, along the way a few more fighters will come out. Taxi out to the south path and run around the two at the turn, aim for the only door. Use the key of the mercenary and go into the house.

The cemetery workers' break room, a bit like the dorm from RE1. Appropriate inventory, cabinets, tables, a fireplace with firewood and a traditional mess. First of all, take the four gunpowder on the table. If you press a place in the inventory, a little further there is a pantry with a box and a typewriter. There, a spray will look plaintively at us, we steal and climb into the chest. Free additional cells and blow off the dust from the lighter, go back to the room. Since the key to the current premises was worked out by a top-secret Umbrella employee, we are simply bound to find something shocking and suspicious here.

Pull the suspicious pipe out of the closet and examine the fireplace - a suspicious wind is walking on the other side of the firewood, for fun, set fire to the whole thing and throw out the lighter. The wood burned suspiciously quickly, a suspiciously bright light streams from a suspicious hole in the brickwork, Jill is immediately visited by suspicious thoughts that are also suspect. If you are overwhelmed with suspicions that the author uses the word "suspicion" for no reason, your suspicions are in vain - there really are a lot of suspicious moments here. Arm yourself with a pipe from the closet and start breaking down unstable buildings - after the right swings, a passage to the secret room will open up. We crawl over the perimeter.

Bingo. Wandering around the areas of the park, we unexpectedly discovered the secret headquarters of observers, from the documents it will become clear where everyone has gone. Plans, drawings, notes, radio transmitters, boxes of explosives and a characteristic corpse around the corner - any lawyer will savagely spit into the case and go home. Pick up the grenades on the shelf on the left, read the "observer's report" on the right on the table - the mercenary's reasoning on the topic of the virus and Nemesis. On the other side of the table, the key to the back gate of the park gleams, and there is a ribbon in the mercenary's jacket. On the green board, pull off the "fax from the headquarters" and be horrified. There is also a map of Raccoon with marked objects on the board. The RPD building was lucky to be aborted by the observer mission, which means that our films still continue to increase their ratings on the tracker. Having studied all the nuances of the room, return to the hole and try to crawl away. The radio transmitter re-announces the surroundings about the cancellation of the task, nothing special. Get out into the main room.

A meeting is a meeting. As it turned out, the owner of the chamber, part-time our old acquaintance, is already present here with might and main. Not a scratch on Nikolai, what can I say ... well, you understand. Despite everything, Jill tries to persuade the agent to cooperate, but the girl from the police is still not trusted. Nikolai no longer hides his true intentions and begins to explain the meaning of the mission and the situation in the city with a monologue about Umbrella observers, designed to clear the city of any sources of information, eliminating eyewitnesses, burning research data, placing explosives in any place they like. The dialogue comes out quite restrained and frank, but no one is going to follow anyone on Twitter. Suddenly, the gatehouse begins to shake, Kolya mentions some kind of mutant and nobly taxis.

Visit the safe room again. Grab a grenade launcher with acid/nitrogen charges, some herbal tinctures and be sure to save. We take the key to the park with us, leave also an ordinary cannon with cartridges. Get outside. The weather is changing - the wind has replaced the rain. Run a little forward and feel the delicious push. Cross yourself and move on.

The cemetery is overtaken by a familiar natural disaster, unhealthy bumps and depressions appear on the ground. Jill falls under the batch and ends up in a hole. Suspicious...

Gravedigger. Fight number 2.
Didn't guess. We were again attacked by a worm from the front garden, it was his adventures that we heard in the sewers. In this location, the monster fully justifies its name and this time it will show itself in all its glory. We have a U-shaped corridor, it is impossible to leave the area. Basically, the worm moves under the path, then randomly emerges from the ground and bites on the rolls, or continues to move on the surface until Jill is found and ... yes, still bites on the rolls. In order to avoid ridiculous damage, try not to walk on dynamic pebbles and dodge enemy attacks more often. Always keep an eye on the movements of the worm underground.

In this battle, there are two ways to kill this misunderstanding - the first saves first-aid kits, the second - ammunition. For an active attack, arm yourself with a grenade launcher, preferably with acid charges, and take the characteristic pose of a Texas character. As soon as the redneck shows his face - shoot. If a monster has spawned around the corner and is slowly moving towards you, run back to a moderate distance and start shooting until it dives underground, otherwise you will get bitten on the rolls. In some sorties, the worm thinks for half an hour before attacking - this is your chance for a powerful volley. Repeat procedures, watch your health and dodge.

The second way is to go on the defensive and arm yourself with a pistol. There is a puddle in the center of the pogrom and several lampposts. You need to stagger around the location for about a minute. To do this painlessly, it is best to be at the point with good overview and a decent retreat distance on both sides. Actively monitor the development of events and do not click anything if the ground begins to shake under you. As soon as the game considers that the battle has dragged on, the pillars in the center will begin to storm - shoot at any of them and deploy near the water. Wait for the worm to appear and try not to step into the puddle. Any attempt to crawl into the center of the location will end for the enemy in the same tense relationship with electricity.

Having received the proper amount of damage, the worm will begin to decompose, like a majini from RE5, and humbly die.

We return to the gates of the park. In the northwestern part of the ruins, exactly near the hole in the wall, a piece of the fence SUDDENLY fell. Heal up, reload the guns and climb the grate.

Through a hole in the well, we returned to the septic tanks, here the spiders seized the initiative. We keep heading for the next staircase and, if possible, do not touch anyone. In a location with a pool, take the remaining grass and open the gate. The square is filled with zombies, take out the trunk and gnaw your way to the bridge.

Note:If you want to see both endings of the game with minimal passage, return to the park gatehouse and record your current progress in a separate slot. If you did not take the key to the park gate to the cemetery with you, you will have to return to the nearest safe room.

Overcome all the paths, rush into the gate and use the key - if you look closely, the lock did not affect anything there. We hold the bagpipe at the ready and carefully pull the handle.

Wind. Stairs. Nobody. Go to the gazebo. There is a dubious crossing on the horizon, behind it the environment changes dramatically. The mood is not positive, but there is nothing to do, we move forward to the bridge.

This choice affects the ending of the game, the details of the plot and the possible appearance of enemies.
If you don't make a choice, Nemesis will push you down. The next stage you will start at the river.

Choose the rectangle you like and get a well-deserved cut-scene. You will not fight the monster anyway.

The fifth stage of the game is over.

Game Description

An iconic entry in the classic Resident Evil horror series. Like the previous installments, the game was an enchanting success in its years and was ported to numerous platforms.

Unlike other zombie games, this game has become yet another foundation of the horror revolution thanks to just one single new character Nemesis (Nemesis).

Plot

The action takes place before, during, and after the Resident Evil 2 series. We see firsthand the power of a virus developed by the Umbrella Corporation. People turn into zombies and infect each other. And individual representatives of people and other fauna can become, in general, it is not known what, a monster.

Police Department S.T.A.R.S. trying to do everything possible to clear the city of the surging dead and at the same time push Umbrella to the wall. In response, the corporation creates special machine for the destruction of such insolent Nemesis. Nemesis is a formidable monster, similar, vaguely to a man, with a more developed mindset and is capable of more conscious control of metamorphism (control of his body at an organic level) and use of military equipment. Also, thanks to the enormous physical strength, he can use any other heavy improvised means to eliminate victims.

Our main character Jill Valentine, a former member of S.T.A.R.S., has survived a viral infection of the city. Then she finds new friends and partners who can help her get out of this Hell.

But, Nemesis himself will stand in their way ...

Gameplay

Like the previous series, the game is a third-person shooter with puzzle elements, and the general genre is Survival Horror. The search for first-aid kits and cartridges will be quite rare, the inventory is small, and in each location a crowd of zombies may appear, from which you need to fight back.

In between, you'll often get stuck in front of some kind of puzzle that will block your way further in the story. And its solution will require not only ingenuity and intelligence, but also tactical thoughtfulness. It is quite possible that you will have to get to the next "key" of the puzzle, fighting off the next ghouls.

But the main highlight from the first parts of the game is Nemesis. Nemesis is an extremely hardcore boss that will appear in the most random places and often at the most inopportune moments. Nemesis will have huge health, forcing the player to scurry as fast as they can tactically retreat or, conversely, waste a decent amount of ammo, which, with such difficulty, he accumulated. Worse, Nemesis will often wield deadly moves that kill the main character in one hit.

And the most relish is that even if, with great difficulty, you kill him, it is only temporary. Soon, according to the plot and gameplay, he will again appear even more evil and scary, perhaps taking something from his weapon stock or new deadly tricks.

Nemesis at one time caused a lot of admiration and hatred among the players from the fact that, with each hardest victory, on the part of the player, he became more and more difficult and stronger (one of the game's chips), that even to this day, many who say the words " Resident Evil", at least out of the corner of his mind recalls the formidable Nemesis.

Outcome

A great horror classic and a masterpiece from the 90s, when Resident Evil was as scary as Silent Hill. These were the days when these games became synonymous with the word "horror".

Surely you have already played this game, and if not, then do not ask such stupid questions like “should I play?”. Consider this the unyielding bible of any longtime horror gamer.


  • general information .
  • Achievements . Questions - answers .

general information

The date of the release of the game "Resident Evil 3" on the PC - was not officially released, is on emulators.

Developer: CAPCOM Co, Ltd. Publisher: CAPCOM Co, Ltd.

Difficulty selection
Resident Evil 3: Nemesis

Easy difficulty- from the very beginning there is a machine gun, all weapons are in the chest, you can save an infinite number of times, 10 cells in the inventory. But bosses do not drop rewards, epilogues are not shown at the end.

Hard difficulty- from the very beginning there is only a pistol, the chest is empty, for each save you need to look for a printed tape. Killing bosses unlocks new weapons that are not available on easy difficulty. At the end, you can open 8 options for epilogues, depending on the speed and quality of the passage.

Text decoration
Resident Evil 3

In bold especially important text for the passage is highlighted: the location of quest items, solving game puzzles.

Text about informational things is highlighted in gray: notes, photos, maps.

The text about the location of ammunition, new weapons is highlighted in red.

The text about the location of first-aid kits and medicinal plants is highlighted in green.

Passage of the original game

We play the girl Jill Valentine, she was part of the S.T.A.R.S. squad, and led an investigation against the Umbrella Corporation. When a zombie epidemic broke out in Raccoon City, Jill found herself at the very epicenter of events. Events take place a little earlier than in Resident Evil 2 - September 28, 1998.

1. Outskirts of the city
Resident Evil 3

Stock

We jump out of the burning building. Zombies are chasing us, so we run down the street. On the way 1 zombie, kill him. We climb onto the trash can, get off the other side. We will be surrounded by zombies, we hide from them inside the warehouse.

Another survivor, Dario, has taken refuge in the warehouse, but he will refuse to go with us and lock himself inside the container. In the corner with the barrels we take a healing spray (restores 100% health). On hard difficulty - in the dead end on the right in the box are cartridges.

We go up the bridges, in the safe room we take the Warehouse Key, in the closet there are 2 Gunpowder A. In the inventory we read two instructions. By combining gunpowder with a device in the inventory, we can create cartridges. It is inconvenient to do this on the go, so we also throw the device into a box. All items placed in a chest can always be obtained from any other chest in the game. With the help of a tape and a typewriter, we can survive. Taking the key, go back down, open the door on the left. After use, the key will no longer be needed, throw it away on the advice of the game.


On the left is a dead end with a door, do not go there, go along the main street. There are a few zombies on the way, but it's wide enough here, so it's better to run past them instead of killing them. On hard difficulty, you need to save every cartridge. Or we can make one shot at the red barrel to blow up the enemies closest to it. When we pass by the second police car, the door will move, but it will not open yet. The door on the right is locked, go to the end and to the left.

In the southern courtyards we are trying to open the door at the crossroads, after that a surviving person will run out of there, followed by 4 zombies, we kill them. Behind this door we go down to the basement, there is another 1 zombie. At the bottom on the shelf we take Gasoline, we borrow Shotgun from the dead policeman. We go upstairs, enter the alley opposite the door, collect 2 green herbs (restores 25% of health), and go to the next street.


On the way we will see the Black Jack bar, but it is locked. (Only on consoles - there is a boutique on the right behind the blue doors, when you go through it again, you can change your character's clothes. On PC, all costumes are available initially).

At the turn, the left lane is blocked by cars, climb onto the pallets, take the City Map from the wall, climb onto the balcony, take 2 green herbs. We go further along the street to the right, we run past the zombies.

In the yards we go down the stairs. From a distance we will hear how someone shoots back from the zombies. Through the back door we will enter inside the bar, we help the man fight off the last zombie. Brad Vickers survived, but he was bitten by a zombie (in RE1 he was the pilot of the Alpha squad, in RE2 he was a secret zombie that opened access to the wardrobe, and here we saw the moment of his infection). Brad will tell you that a dangerous stranger is chasing the members of the STARS group, after which he will run out into the street.

We look around at the bar, take from the counter Postcard "Clock Tower", there are cartridges near the cash register, at the exit we take the Lighter, in the inventory we combine it with gasoline to refuel. The front door leads to the previous street, we don’t need to go there, we go back to the backyard.

In the yards we go to the east, unlock the door to the main street, there we pass a second time near the police car. If we left the zombies alive, we will see a girl running away. If the street is empty, the car doors will open, kill 1 crawled out zombie, inside we take Gunpowder B. We return to the yards, go along the northern path.


Alley with fire

In a short alley we approach the fence, it will be destroyed by zombies. We step back, shoot at the red barrel, and blow up most of the enemies. Ahead at the dead end, we take 2 red herbs (it is not used by itself, but when mixed with green it restores 100% of health), examine the body of a policeman, find Photo A. On the side of the door, blocked by a rope, we use a lighter on it, and we can open it.

There is a fire on the left, 2 Cerberus dogs will jump out of the fire at us, it is better to quickly run away from them. There is a fire hydrant on the wall, it cannot be turned on yet. There is a safe room on the side, inside there are Gunpowder A, Gunpowder B, a chest, a typewriter on the shelves. We can throw the lighter into the chest.


We pass along an empty street to the entrance to the police department. In courtyard catch up with Brad Vickers, but right before our eyes, a terrible monster will kill him, and then attack us. You will be given the option to choose what to do next:


Option 1 - Fight the monster.

Boss: Nemesis (1 fight). Having chosen the 1st option, we enter the battle. The monster runs fast, so you can’t constantly run away from it, you just need to sometimes run across to a new place.

Enemy tactics: runs up close, grabs by the throat, and throws it aside. After that, you need to quickly get up, if he lifts us from a lying position, he will try to deliver a fatal blow with a tentacle, at this moment you need to break out of the grip by pressing all the buttons.

It is better to use a pistol against him, later - a grenade launcher. We stand still, shoot, and during his attacks we dodge (by holding the aiming button, we press the movement in the other direction from the enemy). Reloading in battle is long and dangerous, it is better to do it in the inventory, combining cartridges with weapons.

When we defeat the monster, we can pick up the Wallet from the deceased Brad - examine it in inventory, find STARS Card. On hard difficulty, pick up from the body of the boss Part A of the Eagle pistol.


Option 2 - Enter the police station. Automatically dodge the blow and run into the building. The monster will destroy the doors behind us, temporarily we will not be able to open them.

If the boss stays alive, he will follow us in subsequent locations. You can only escape from it in safe rooms. There are a couple of conditions/signs for the appearance of Nemesis at the location: 1 - disturbing music is turned on, 2 - the front door is not visible on the screen.


Resident Evil 3 Raccoon Police Department

1st floor

Let's enter a section from Resident Evil 2, but only a small part of the entire building is available to us here. There are 3 green herbs to the right of the entrance. In the center behind the statue from the table we take cartridges, building map, we can use a typewriter. We approach the computer, use the STARS card, we will see the code 4011 in the text of the message.

We go to the western wing of the building. There are 4 zombies in the office, in a separate room of the chief we will find black Marvin Brannga, while he is unconscious, we take Marvin's Report from his hands, they can lie on the table shotgun shells.

Evidence repository. We examine the cells to the left of the entrance, we will find Blue stone. On the right there is a cell locked with a regular lock. We pass into the second row, unlock the cell with a combination lock, the password is 4011 (or 4312), inside Emblem Key .

In the next corridor there is 1 zombie girl and 2 more regular zombies. Through the middle door you can enter the briefing room, it’s worth going there only if you haven’t fought the boss before, there is the 2nd copy of the item STARS card to the right of the podium, there is a printed tape on the table to the left of the entrance, they can lie above the fireplace shotgun shells. At the end of the corridor there are 5 zombies and 2 red herbs can lie.

Photo lab. There is a safe room under the stairs, there is Gunpowder A in the cabinets, there is a typewriter on the table, behind it is David's Note. In the chest we throw off the blue stone, extra cartridges and spare parts.


2nd floor

We climb the stairs, 3 zombies are waiting at the top. A little further 1 fat zombie. In the next corridor in the far dead end there are 2 red herbs, if they were not on the 1st floor.

Use the key to unlock the S.T.A.R.S. On the left on the table with weapons we take cartridges, on the central table on the right lies the Master Key, near the right table on the wall there is a first aid kit, it contains a healing spray. To the left of the entrance Fax from Kendo Store about the new pistol. To the right of the entrance in the locker we will find Grenade Launcher or Revolver, comes out randomly. When we start to leave the room, the radio transmission will turn on, we will hear a message from a certain Carlos who needs help. Exit, go down the stairs.


Boss: Nemesis (2nd fight)

Returning to the 1st floor, we will see how the monster will jump through the window. Now he is armed with a rocket launcher. We need to either quickly return to the hall, where he falls behind, or take the fight. We dodge missiles or hide behind a corner. The corridors are very narrow, so it's best to go up to the 2nd floor and run around the statue there, firing at the boss. After winning on hard difficulty on the body of Nemesis we will find Part B of the Eagle Pistol. We connect the two parts, and we get a quick-firing Eagle Pistol.


On the way back to the evidence vault, we unlock the cell with a master key, inside we find Gunpowder B. We leave the building. On the street we go to the eastern door, break it open with a master key. We pass the alley, at the corner we examine the dead mercenary, we take cartridges from him, Diary of a Mercenary. Further at the dead end we will see a fire hose, bolted until it is needed. On the left against the wall 2 blue herbs (antidote), 3 green herbs. There are 2 Cerberus on the wide street, 1 more around the corner. To the left behind the car we examine the body of the mercenary, we will find Gunpowder B. We enter the building.


Resident Evil 3 Walkthrough Downtown

parking

There are 2 Cerberus here. A charger is connected to the car on the right, we take the Power cable from here, but it will not be needed soon. Further near the door patch of blue grass you can't take it with you. In the room of the parking guard there are cartridges, a typewriter, a chest. From here we go outside.


Center

Ahead, the showcase of the Eagle's PetShop pet store is broken, 3 Cerberus will run out of there, we can quickly run past. In the yards we pick up from the wall Map of Downtown. At the fork we will be attacked by 2 new monsters Drain Deimos - large spiders with claws, they quickly jump from place to place , it is useless to run away, you need to shoot back and dodge.A box is hanging on a rope from above, you can drop it on monsters if you shoot upwards.To the right is a faulty elevator, where a battery is needed, so go left.

We will see a statue of Aquarius on the square, there are 2 green herbs at the entrance, there are two recesses in the wall, one has the inscription "put your wisdom here", a compass is inserted into the other, but you cannot take it with you. We go further along the street to the next building.


Restaurant Grill 13

On the tables on the right can be 2 Gunpowder A, on the left there is always a City Guide. We pass to the kitchen, we will see the hatch, gas cylinders. At the exit, we can use a master key to open the locker, inside we will find Fire Hook.

If we use the hook to open the hatch, then the mercenary Carlos will enter the building (and we will no longer meet him in the newspaper office). We communicate with him, it turns out that his squad hired Umbrella to save civilians. At this time, Nemesis will catch up with us, choose what to do:

Option 1 - Run to the basement. Together we jump into the hatch, an explosion will occur from above, and the tunnel will gradually flood with water. We'll have to go back upstairs and fight the monster.

Option 2 - Hide in the kitchen. We hide behind the counter, blow up gas cylinders with a lamp, Nemesis will receive a lot of damage and fall, we can take a bonus from his body, but later he will get up again. In any case, you have to join the battle, or run out into the street.

Boss: Nemesis (3rd fight). Carlos will help us in battle, firing from the M4 machine gun. The monster will attack both, if Carlos dies, then we will also lose. Sometimes you will need to run closer to switch the monster's attention to yourself, and thereby save your partner. Having won on hard difficulty, we pick up a first-aid kit from Nemesis (3 sprays).

As soon as we leave the restaurant, Carlos will leave us. If the monster is not killed by this point, then you will have to finish him off alone. We can get into a safe room through the backyard, inside Rusty Handle, shotgun shells. We can throw the master key into the chest.


The next street has a locked gate and a panel with clocks and gems. On the left near the dead man are cartridges. We go to the right, we get into the office of the local newspaper.

We take honey from the table in the hall. spray, next to the boxes there is a printed tape. In the center is a ladder, move it to the left until it stops, climb on it, turn on the shield with a red light. We pick up Photo V next to the telephone. Press the button to the right of the shutters and they will open.

There is a fire on the stairs, but you can run past it. On the 2nd floor, the pressure will knock out the door, you cannot enter there. On the 3rd floor in the hallway 1 fat zombie. In the room, 2 Gunpowder A can stand on the table if they did not appear in the restaurant. Reading Reporter's note, Photo C.

If we did not climb into the hatch in the restaurant, now we will meet the mercenary Carlos here. We bring him to his senses, find out that he was hired by Umbrella to save civilians. The conversation will be interrupted by the monster's attack. Choosing what to do:

Option 1 - Hide in the room. We hide together under the window, the monster will fall under the explosion from the next room, it will take damage and hang on the frame, but will soon join the battle.

Option 2 - Jump out the window. We jump into a pile of garbage, at the bottom we select 2 red herbs. There is no other way to get into this location, it will not work here to fight Nemesis.

Boss: Nemesis (3rd fight). If we stayed in the newspaper building, Carlos will help us. If outside, we will fight the monster alone. To avoid the fight, we can quickly run to the city hall gate. Having won on hard difficulty, we pick up a first-aid kit from Nemesis (3 sprays).

If you didn’t climb into the hatch in the restaurant, now we return there, go down to the basement, kill 3 zombies, inspect the body in the corner, find the Green stone. If you fought with the boss in the restaurant, then the Green Stone will lie in the newspaper office on the top floor.


Path near city hall

We return to the safe room, we take 2 crystals, a rusty handle. We go to the panel with the dial, use colored stones, and the grate on the gate will open.

We pass through the garden, the city hall building is still closed. At the crossroads, the path to the right leads to a gas station, it is useless to go there yet, we go to the left. After passing the path of Lonsdale Yard, in the yards we will find 2 green herbs.

There are a lot of zombies or 3 Cerberus on the street, there is a red barrel. From the corpse on the left you can take shotgun shells. Let's climb wooden pallets on the way. So we get to the tram, go inside through the right door.


Resident Evil 3: Nemesis. Walkthrough Trolley

At the entrance we take the text Mechanic's note, inspect the panel to find out about three malfunctions. In the car we will meet the commander of the UBCS detachment - Nikolai. Nearby lies a wounded mercenary Mikhail. In the next carriage we will meet the already familiar Carlos. Together we come up with a rescue plan: we need to repair the tram, and get to the clock tower on it, where a detachment of mercenaries should be evacuated.

Carlos will give us the Pouch, on hard difficulty it gives +2 slots in the inventory. The mercenaries will go to clear the road, and we are entrusted with repairs. Now we have to visit the previous locations to find the missing parts. In the car we pick up Adjustable key, we leave.


Station "Stagla" (gasoline)

From the crossroads near the city hall we go north, we get to the gas station. There are 2 red herbs on the way. We kill 2 Cerberus. On the building we find a hexagonal recess. First, use the rusty handle, it will break. After that, we twist the remaining chip with an adjustable wrench. Inside, on a round table, 3 Gunpowder A can lie. There is always honey on the shelf behind the counter. spray .

Depending on the choice of restaurant / printing house, we will meet here one of the mercenaries: Carlos / Nikolai. If Carlos is with us, he will go outside to shoot zombies. If Nikolai, he will go to the auto repair shop on the right.

Puzzle: Cupboard with gasoline. Behind the counter we inspect the cabinet for petroleum products, it has an intricate electronic lock. On the lock are the letters ABCD, above them are 4 light bulbs. Clicking on a letter changes the color of the bulb above the letter and on the two adjacent bulbs. We need to make sure that only 1 light is on above the selected letter. You need to solve 3 puzzles in turn, each time they are random. After the decision, the cabinet will open, we take Engine oil.

There will be a short circuit in the auto repair shop, a fire will start. We quickly leave the gas station. If we are with Nikolai, then he will remain inside and supposedly die. If with Carlos, we will meet him at the exit, together we run back to a safe distance. There will be an explosion.


City Hall (battery)

We return to the fork, go to the city hall. Right in front of us, the door will be broken down by 3 zombies, we kill them, we enter the park. To the left may lie green grass. From the hands of the statue of Mayor Michael Warren we take the item Bronze book.

We go to the square east of the restaurant. Near the statue of Aquarius we insert the book into the recess. After that, from the left recess we can pick up bronze compass.

We return to the mayor's office, insert the compass into the hands of the statue of the mayor, from this the statue will turn, we can pick up the Battery from behind.


Substation (fuse)

We go to the alley south of the hotel, there are 2 new spiders. From the fork we go south, we come to a non-working elevator. We apply the found batteries to the panel, and the elevator will work. We're going down.

We examine the body of an electrician from the side, we will find cartridges. There are 6 zombies on the street, explosives hang on the wall ahead on the right, we can blow up all the enemies with it, but it's better to save it for the boss. Through the right door we go into the electrical substation. If there was no grass at the gas station, there will be 2 red herbs here.

Inside the building in the far corridor can be 3 Gunpowder B . We approach the panel with one lever, we switch the generator to manual mode. Now on the left panel we can adjust the voltage level.

The initial level is 50 volts. The red key adds, the blue key decreases the value. In total, you can make 4 clicks, each next click is multiplied: red key +15, 30, 45, 60, blue -5, 10, 15, 20. Correct solutions:

Blue, Red, Blue, Red- 120 volts. Door on the right, inside Magnum or Grenade Launcher.

Red, Red, Blue, Blue- 20 volts. Door on the left, inside Fuse.


As soon as we open any first door, a crowd of zombies will begin to storm the substation building. We will have a choice:

Option 1 - Go to the emergency exit. We knock out the door of the locked corridor, go out into the street. Outside, zombies will attack, but they will die from the rockets. Boss: Nemesis (4 fight). On top of the ledge is Nemesis, and fires at us with rockets. We dodge several times, or move away, and the monster will go into melee. If there is dynamite left on the wall, we blow it up near the boss. After killing Nemesis, we'll take Shotgun parts A.

Option 2 - Increase voltage. We turn on the generator to the maximum, all zombies will die from overvoltage. Nemesis will not appear.

In any case, we return to the substation, unlock the second door with a different voltage, pick up the rest of the thing. We return to the nearest safe room.


We take a wrench, through the parking lot we return to the suburbs. On the street with a pet store, a police car on the corner will open, we pick up grenades from it. Further, crows will fly out of the bus, they can attack us. In the southern dead end we find Fire hose, unscrew it with a key.

We pass to a new street behind a fire, 2 spiders roam here - Brain Sackers, come close and stick, or spit poison. To the right of the wall lies the Handle (with its help we can open the shutters in the backyard of the bar, inside 3 packs of grenades).

Secret. If we return to the very beginning of the game - to the warehouse where the man locked himself, we will see that 3 zombies ate him. We climb into the opened container, inside 2 Gunpowder A, 2 Gunpowder B, Note by Dario .


Umbrella sales office (additive)

At the end of the new street we will enter the office. Inside, Nikolai or Carlos (there will be the character who was not at the gas station), in any case, we will see how the mercenary will kill his infected colleague Murphy. Carlos will do this against his will and then run away, while Nikolai will remain over the body and do something on the laptop.

We take Fax from the table to the left, a spray is hidden a little to the right. On the central table we read the Manager's Report, under it we press the TV control panel. We will see a commercial for the Umbrella corporation, remember the name of the medicine on the screen. There are three random options: Adravil, Safsprin, AquaСure. We enter this word as a password into the computer on the table, as a result we will open the electronic door to the warehouse.

Storage shelves may contain 3 Gunpowder A, 3 Gunpowder B. In the far left corner we take Oil additive. The building will be surrounded by zombies, we kill them by shooting at the gas valves on the walls. If Nikolai was here, only a broken laptop and a pool of blood would be left in his place.

Boss: Nemesis (4 fight). We return to the city center. If we did not fight Nemesis at the substation, then now he will attack us at the fork with the extinguished fire. For the victory we get Shotgun Parts A.


Out of the suburbs, the only way forward is through the parking lot. When we pass the van there, there will be a small earthquake, and we will hang on the cliff. Two boxes will fall on top of us. Choose:

Option 1 - Climb. Jill will have time to climb onto the ledge, the boxes will fall down. So we will not see new underground enemies.

Option 2 - Jump. If we do not have time to choose, then Jill will jump down. In a direct short tunnel we fight with several leeches. We climb up the stairs, exit the hatch near the bus, go back to the parking lot.

We get to the safe room, combine engine oil and additive, we get improved oil. We take from the chest two other things for repair: a cable and a fuse. You will also need a powerful weapon.

Boss: Nemesis (5th fight). At the crossroads of the path at the city hall, a monster will attack us again. Here we can just run to the next door, the monster will not follow us. But if we win on hard difficulty, we get Part B of the shotgun, from two parts we add a Western Custom M37 shotgun.

We go along the next street, at the corner a zombie will come out of the green car, inside the car we can pick up Gunpowder B. When we reach the park, the earthquake will start again, after the second shock we will fall into the sewers.

Boss: Gravedigger. We are in a small tunnel with 4 branches. As soon as we approach any edge, a huge worm will crawl out on us, we need to quickly move away. The boss does not have to be killed, we just need to press the lever in one corridor, then in another, press the button near the stairs, and we can exit from here. We get the rest of the way without incident.


In the tram, we use all three things on the broken panel: improved oil, cable, fuse. Carlos will immediately appear, we report to him that Nikolai has died. If Carlos was with us at the gas station, now he will give us a light. grenades. If he was in the sales office, he will be more gloomy due to the forced murder of a partner. We pass into another car, the mercenary will get behind the wheel, we start the trip.

We hear a noise in the rear car, we run there. An injured Mikhail sits by the door, pointing at Nemesis in the center. It is useless to fight him here, there will be no reward, we can immediately go back through the doors.

Mikhail will cover our retreat, and will fire at the monster to the last bullet. And when Nemesis comes closer, he will blow him up with a grenade. The tram brakes will be damaged from the explosion, we choose what to do:

Option 1 - Jump out of the window. At the last moment, we jump out. The uncontrolled tram will crash and break through the wall of the chapel. We wake up on the right side of the tram.

Option 2 - Use the emergency brake. If we don't have time to choose, Jill will apply the handbrake. Carlos will jump out the window. The tram broke through the concrete fence of the chapel, we wake up to the left of the car.


Resident Evil 3 Remake. clock tower

1 - (We start to the right of the tram). Through the broken wall we enter the right wing of the chapel building. We take from the table 2 Gunpowder A, 2 Gunpowder B. A picture hangs on the right, after it we take the Chapel Key from the safe. Burning zombies are chasing us from behind, we run away from them into the next room.

Living room. The safe room contains only a typewriter and a chest.

We apply the key, we get into the library. Here we will meet Carlos, he will give freezing grenades, and run further to the bell. We take ordinary grenades from the table. On the table on the left is a postcard with a picture. The green door is locked with the key of the "God of Time", so we go to the second door.


2 - (We start to the left of the tram). In the central courtyard of the chapel. Several crows are flying here, we can shoot them. On the left are 5 pots of grass. The main entrance is locked, go to the left door.

Piano room. By the fireplace can lie Gunpowder A. We pass into the prayer room, there is a typewriter, a chest. From the bedside table on the right we take the Key of the chapel. There will be noise on the roof. We return to the piano, unlock the second door with the key. In the dining room we will meet Carlos, he will run away further. We go to the center.


chapel hall

In the center is the main staircase, to the left and right of it there are two music boxes, after listening to them we record the combination. At the columns on the left lies the body of a mercenary, we take shotgun shells(on hard difficulty - weapon Mortar, its shells first stick into the enemy, and then explode). On the second table is Manual, Tower Map, spray .

We examine the remaining unvisited rooms through which the second story path passed in order to collect all the items. Be sure to take the second Chapel Key in the prayer room or behind the painting. After that, in the hall we go up the front stairs.


2nd floor of the chapel

We go out to the balcony with spotlights, on the right there are 2 red herbs. In the center we use the key of the chapel, a ladder will appear, we rise higher. In the safe room there is a machine, a chest, there can be 2 Gunpowder A (on hard - mortar shells). There is a silver gear, we do not touch it yet.

To the right of the clock is a box, you need to set it up correctly by pressing "Up" (B), "Down" (n), "More" (move to the next switch). Below, near the front staircase, we saw two caskets, in one of them the correct combination was encrypted. Let's try both:

Left box - n V n n V n. Right - H n H H n H.

The phrase "Play" appears on the last switch, we launch it, for the correct melody we get the key Chain of Chronos. In inventory, combine it with the second key, we get Chronos Key.


Return trip

When we start to descend, Nemesis will meet us on the balcony. Choose:

Option 1 - Use light. We turn on the spotlight, Nemesis will back up and fall from the balcony. We will avoid the fight, but we will lose bonuses for defeating him in the future.

Option 2 - Use a cord. We tear out one wire, and throw it into a puddle. Nemesis will get an electric shock, we can pick up a first aid kit from him. But soon the monster will start chasing us.

Boss: Nemesis (6th fight). If we do not choose anything in time, we enter into a normal battle. If we defeat him, we will also get a first aid kit. If we reach one of the lower safe rooms, the pursuit will stop.


We go to the library to the right of the hall, unlock the green door with a new key. In the corridor we inspect the zombies in the corner, braided with cobwebs, pick up grenades. There are 3 spiders ahead, we run. There is a dead mercenary and a girl in the room, next to it we read Diary of a Mercenary, in the back room on the table are shotgun shells(on hard - mines), next to the door is blocking the bell.

There are 3 statues of women in the room, we take 3 types of stones from their bowls: obsidian (-2 hours), amber (+3 hours), crystal (+2 hours). On the other wall there are 3 paintings with a clock: a child is the past, a girl is the present, death is the future. It is necessary to put all the stones in the bowls under the clock so that the central clock shows the time 12:00. The correct option depends on what the initial time is on the clock (stones from left to right):

05:00 - crystal, obsidian, amber. 07:00 - obsidian, crystal, amber.

09:00 - obsidian, amber, crystal. 11:00 - amber, obsidian, crystal.

When we enter the correct combination, we take from the opened clock golden gear. We return to the clock tower, take silver gear. We combine two items in the inventory, we get Chronos gear. We insert it into the mechanism, and the clock bell will start ringing. We save, go down, go through the balcony, automatically go down to the courtyard.


Boss: Nemesis (mandatory fight)

A rescue helicopter will arrive, but will not have time to land. Nemesis will fire a rocket and shoot down the helicopter. The fallen debris blocked the exit from the yard, so this time there is no way to avoid a fight. The boss will come, hit with a tentacle, and infect us with a virus.

1 - (If earlier we met Carlos at a gas station, received gifts from him), now he will not come to our aid. Nemesis will start with a rocket launcher.

2 - (If there was no Carlos at the gas station before), now he will come to our aid. The mercenary will fire at the boss, deprive him of the rocket launcher, but he himself will get hit and lose consciousness. Nemesis without rocket launcher.

Since the monster has grown a tentacle, it has new moves: a roundhouse kick, a direct strike with a tentacle at a medium distance. Now we need to prepare and dodge in time, even if the monster is far away from us.

After our victory, Nemesis will try to escape from the battlefield, but will burn in a fire from a helicopter. Jill will faint from poisoning, Carlos will wake up or arrive at the scene and take the girl to a safe room.


Resident Evil 3 Walkthrough Hospital

Chapel ruins

October 1, 1998. Three days have passed (the events of Resident Evil 2 have already ended), Jill is barely alive, lying on the altar of the chapel. Carlos brought the girl to her senses, she felt better, but she is still infected with the T-virus. In the role of Carlos, we need to visit the Umbrella hospital and get a vaccine against the virus.

Carlos is armed with an M4 submachine gun, a pistol and a knife (on Easy - there is an additional 2nd machine clip, 3 sprays). The cartridges of the machine gun are indicated not by quantity, but by percentage. The assault rifle has two firing modes: aimed, burst. Modes can be switched in the inventory.

All side rooms are littered, through the hall and the library we go to 3 paintings, in the back room we move the bell out of the way, unlock the doors to the street. On a small street on the right is a closed park, on the left is a hospital, we go there.


1st floor

All the doctors in the hall are dead. To the right, 2 new monsters will jump out from around the corner - Beta Hunter. These are mutated reptiles, they quickly jump up and strike with their claws. There is a possibility that they will tear off our head with one blow, so we neutralize them as quickly as possible with a powerful weapon. At the dead end where the monsters were, there are 2 red herbs.

We enter the reception room, take a healing spray from the shelves, next to it is a chest, a typewriter. The next is the rest room, in it we take blue grass from the bedside table, there are cartridges in the cabinets, there is a map of the hospital on the far wall, we read near the dead doctor Diary of the head physician. From the desktop we take Tape recorder. We approach the elevator, you need a voice to activate it, so we use an audio recording from a tape recorder. The floors can be visited in any order.


4th floor (4F)

If you entered here in the first place, then in the Data Room we will see how Nikolai kills another mercenary - Tyrell. Before his death, he will pull the pin out of the grenade, we are hiding from the explosion, Nikolai will jump out the window at that moment. (If you come later, we will meet only 2 lizards).

Ammunition can lie on the table, behind the racks on the table we take the Infirmary Key, inspect Photo D. We return to the corridor.

401. There can be 2 green herbs in the room by the window. At the dead doctor, we read the form, there is a 3-digit number on it, remember it. We also remember in which corner the bedside table is located.


Cellar 3 (B3)

If we entered here in the first place, behind the shelves we will find another mercenary, his name is Tyrell Patrick. He is wounded, does not trust us, threatens us with a weapon, and talks about a traitor in the detachment - Sergeant Nikolai Zinoviev. During the conversation, he will open the safe in the wall in search of documents, there will be explosives inside, the mercenary will die from the explosion. (If you come later, we will meet only 2 lizards).

Ammo can be found in the cabinet on the right. We collect in the corner 2 green herbs, we pass through the door. Pod room. We take a jar from the table Nutrient Base, read Medic's Guide. We approach the device Synthesizer of chemicals, we use a jar.

Puzzle: Vaccine. On the left there are 2 scales that need to be aligned, on the right there are 5 levers for this. Looking for the right combination: I, III, A. Having successfully solved the problem, we take the test tube Nutrient medium. The reptilian monsters will break the flasks and start attacking us, quickly leave the room, run to the elevator.


Rescue Jill

In inventory, we combine the test tube with the ampoule, we get the Vaccine. When we go down to the 1st floor, we will see that the entire building is mined with C4 explosives. We quickly run out into the street until the timer expires at 0:20 seconds (on hard - 0:07 seconds), the hospital building will explode right behind us.

We go to the chapel, in the hall we will meet the burnt, but surviving Nemesis. Now he has many more tentacles, he has learned to do undercuts. The more we beat him, the less left to finish him off as Jill. The monster is not particularly interested in destroying the mercenary, his target is the STARS fighters, so he will strive to get to Jill. If he starts to hit the doors to the safe room, then either we drive him away, or we enter the room first, otherwise the girl will die.

We approach Jill, we use an antivirus. The girl wakes up, we tell her about the revived Nemesis and the traitor Nikolai. Carlos will go in search of an escape route, while we continue to play as Jill.

7. Park
Resident Evil 3 Walkthrough Park

Boss: Nemesis (fight 7)

We take a master key from the chest, we leave the room. In the hall, Nemesis attacks us again. Here it is enough to run away from him to a long corridor with cobwebs, but if we defeat him on hard difficulty, we will get the final reward - Automatic M4, and upon re-passing Infinite Ammo Case(in the inventory we combine with any weapon, and it will become infinite).

We run to the bell, go out into the street. Opposite the exit there is a locked door, break it open with a master key. In the watchman's room there is a chest, a typewriter, we look at Photo E, from the table and in the locker we take 2 packs of grenades. We examine the stand with the keys, take the Key of the park. We go outside, on the right we unlock the gates of the park.



Left side of the park


Let's go to the northern cemetery. One of the dead ends can contain 2 red herbs. Several zombies will crawl out of the ground. Along the path we reach the watchman's room.

On the table are 2 Gunpowder A, 2 Gunpowder B, from the closet we take Iron pipe. In the next room there is a healing spray, a typewriter, a chest. We get a lighter from the chest, use it on the fireplace in the main room. Behind the burnt firewood we find a hole in the wall, we destroy it with pipe blows.

We crawl into the secret room, here was a small headquarters of observers. We take grenades from the shelf, read on the table Overseer's report, fax from headquarters, take the Park Key. When we try to leave, the radio transmitter will work, we eavesdrop on the message about the cancellation of the task.

In the main room we will meet Nikolai, the headquarters clearly belonged to him. But we will not have time to communicate with him, an earthquake will occur, and the mercenary will hide. As soon as we go outside, the ground under us will collapse.

Boss: Gravedigger (Fight 2). There is only one curved corridor here, you can hide from a huge worm only in the central puddle. It is not necessary to spend ammo on the boss, we can dodge for a minute, after which the pillars in the center will tilt. From afar we shoot at 2 pillars, they will fall into the central puddle, the puddle will be under electricity. We lure the worm there, and it will immediately die.


We approach the grate on the left, climb along it, go down into the canal, run past the spiders, and return to the park. 3 green herbs appeared near the pool. (Ahead of us is a plot fork, we can return to the city and save ourselves in the watchman's room, so as not to kill the worm again later).

In the square we kill zombies, go to the right side of the park, unlock the last gate. Ahead is a wooden suspension bridge. As soon as we go to it, Nemesis will appear on the way.

This is the second fork, which greatly affects the plot. Choose:

Option 1 - Push. Push the enemy off the bridge, run through the double doors ahead. Let's start exploring the plant from the main entrance.

Option 2 - Jump. If we do not have time to choose, then Nemesis will push us down. On the water we get to the sewerage of the plant, we make our way inside. This path leads to the canon ending.


Resident Evil 3: Nemesis. dead factory

1 - (Entrance from above). We start at the main entrance. In the hallway, only the far door can be opened. We meet Carlos in a safe room, he will tell you that the military is going to destroy the entire city by using an atomic bomb. The mercenary will run away to look for ways to escape.

2 - (Entrance from below). If we jumped off the bridge, we get out of the river, we find a sewer drain, we climb into it. Let's get into the lower safe room. We go along the internal channel of the plant, we will be surrounded by zombies, but Carlos will kill them in time. We learn from him that Raccoon City will be destroyed by an atomic bomb at dawn. We pass into the elevator, in the initial corridor we will meet Nikolai, he will fire at us, and run away into the closed southern corridor.


2nd floor of the factory

From the main corridor we enter the safe room. We take from the table 3 Gunpowder A, 3 Gunpowder B, healing spray , read Manager's diary. From the closet we take the Key of the complex.

Hall with pipes. At the entrance of the elevator, where you need a key card, in the corner 2 blue herbs. In the center, the steam from the pipes prevents us from passing. By pressing the buttons, we can switch steam from one place to another. Solution:

1) go down, press the button, 2) press the left, then the right button near the panel, 3) return to the elevator, press the button again along the way, 4) go right, press the bottom, then the top button, 5) go back down, press only the button closest to the panel.

Both jets of steam will disappear in front of the panel, we approach, after turning on the panel in the initial corridor, the door was unlocked. We return there, kill a couple of lizards, unlock the door with a key.

Control room. At the entrance we take the map of the plant. Around the panel, kill 4 zombies, collect 3 green herbs. From the panel itself we take System disk. We go into the elevator.


1st floor of the factory

Monitor. In the lower safe room there is a chest, a typewriter, text Safety Guide. About three blue light bulbs we take Sample of water. We go down, in the lower room on the table can lie Gunpowder A. There are 3 devices on the far wall. On the panel on the right we use the key with the keychain, in the future it will be needed to open the secret. We approach the left device, we use a test tube.

We have three signal levels: A, B, C. Above is a sample that needs to be added from these three strips. Move the strips left to right, selecting the desired combination:

A - 1 time to the right, B - 3 times to the right, C - 4 times to the right.

We go to the elevator, on the upper floor on the right the door opened. If you entered the factory from below, then simply insert the system disk into the panel, enter the utilizer.

If we entered the plant from above, Nikolai will fire at us in the new corridor. According to him, Umbrella will pay well for killing STARS members. But suddenly, some monster will kill the agent, dragging him into the ventilation on the ceiling.


Boss: Nemesis (Mandatory Fight 2). The front door in the utilizer is blocked, after 4:00 minutes the contents of the room will be destroyed. A burnt Nemesis will attack us, for the first time we will dodge him automatically, he will fall under a stream of acid from the wall. Then we independently lure the enemy closer, shoot at the valves on the walls. The boss no longer runs, but attacks with tentacles from afar.

After the victory, we will notice how the Key card will fall from the doctor's body, we select it, apply it to the panel to the right of the doors, and quickly exit. The body of the slain Nemesis will be thrown down to the bottom floor in a pool of acid.


radio room

At the exit from the utilizer, we hear about a missile attack on the city, we urgently need to leave Raccoon City. We pass by the elevator, killing zombies. You need to return to the starting corridor.

Secret. We go into the northern room with steam, activate the small elevator with the key card, go down. We take 2 packs of grenades. We unlock the double doors with a key with an ultraviolet card, take Rocket launcher (4 shots).

In the initial corridor we go south, unlock the metal shutters with a card. There are 2 green herbs in the hallway. We pass into the radio room. We take a device nearby, it will show the distance to a nuclear missile. Magnum cartridges in the radio room in the closet, healing spray in the boxes to the left of the panel.

1 - (If Nicholas is killed). If we entered the plant through the main entrance, then in the cabin we will immediately hear a message from Carlos, he got a helicopter and is waiting for us outside the building. We get down into the opened hatch in the center.

2 - (If Nicholas is alive). If you entered the plant through the sewer, then Nikolai will get in touch in the wheelhouse. He was the first to get to the helicopter, and now he will try to kill us with machine gun bursts through the windows. Choose:

Option 1 - Enter into negotiations with Nikolai. We ask Nicholas about his motives. He will tell you that a reward has been placed on our head. At the end of the conversation, there will be no time left, and Nikolai will fly away from the city.

Option 2 - Open fire on the helicopter. Boss: Helicopter. Nikolay flies from side to side, attacking with missiles. We fire at him with a fast weapon, preferably a revolver. If you got a rocket launcher, use it. If we do not have time to shoot down the helicopter in a couple of minutes, after a while it will leave us and fly away from Raccoon City.

Carlos will run into the radio room. We tell him that Nikolai hijacked the helicopter. Carlos will start looking for a radio signal, and will contact the nearest lifeguard, you need to wait for him. Carlos will run away through the door, and we go down into the central hatch.


Evacuation

The report of the arrival of the rocket will begin - we have 500 kilometers of distance in stock. Down in the corridor there is the last chest, to the right of the stairs Incineration guide. Ahead are several recumbent zombies, we shoot them. We pick up at the door on the rack shotgun shells. Scrap metal dump, here we select from the ground Photo, there is an experimental weapon on it, next to it classified file.

Let's enter the generator room, there are 3 batteries, there is an experimental one in front laser gun. We activate the remote control on the right, then manually you will need to push all the batteries. We return, we push the 1st battery from the side. At this moment, the rest of Nemesis's body will fall from the ceiling, absorb the remains of the Tyrant's body, and turn into a huge monster.

Boss: Nemesis (Form 3). Attacking with conventional weapons is useless. We run away, push the 2nd, 3rd battery. The gun will start charging, wait, dodge the clumsy monster. The first time the laser will break through the adjacent wall, a circular path will appear. The second time we lure the monster to this place, it will die under the laser beam. On hard difficulty, you need to lure him several times.

After the victory, the device will overheat, the door to the left of the gun will be unlocked, we pass through it. At this moment, the remaining core of the monster will crawl up to us, we choose what to do:

Option 1 - Destroy the monster. We dodge the last attack, pick up the magnum of a dead fighter next to it, and finish off the monster.

Option 2 - Ignore and leave. We leave through the doors, it will not affect anything. If we do not have time to choose, the boss will poison us with poison.


We go down the elevator, go out to the runway:

1 - (If Nicholas is killed by a monster). Carlos will meet us with a helicopter.

2 - (If Nikolai is alive or shot down). Carlos will run to the playground after us. Soon another rescue helicopter will come after us. We sit in the cockpit, we recognize Barry as the pilot, he was specifically looking for Jill.

In any case, we fly out of the city on time, from afar we look at the mushroom of a nuclear explosion. From the news bulletin, we learn that the entire population died in Raccoon City - more than 100,000 inhabitants. Jill promises to finally destroy the Umbrella Corporation.

The Mercenaries: Operation Mad Jackal

A separate game mode - "Mercenaries: Operation Mad Jackal".

You can play as three mercenaries:

Carlos (M4 assault rifle, Eagle pistol, 3 first aid kits);

Mikhail (Shotgun, Revolver, Rocket Launcher, ammo, 1 first aid kit);

Nikolai (Pistol, Combat knife, 3 first aid kits).


You need to run the whole city in 2:00 minutes, from the tram to the initial warehouse. There is not enough pure time for this, but additional seconds are given for the destruction of enemies on the way. Reward increases per combo: +1, +3, +7, +14 seconds. So it's more profitable to kill a crowd of weak monsters with powerful weapons. Single and strong enemies are better to bypass. Nemesis attacks at the construction site (+20 seconds per kill). Near the broken bus - Nemesis with tentacles. In the next corridor is the usual Nemesis.


At the end of the game, time, rank are calculated, and a reward in $ is awarded. For the accumulated money, you can buy endless ammo for the main game mode:

Endless Machine - $2000. Infinite Machine Gun - $3000.

Infinite Rocket Launcher - $4000. All weapons are infinite - $9999.

Questions - answers

Question: What affects rank?(in Resident Evil 3 game)

Answer: The passage time and the number of saves made are exactly affected, the fewer of them, the better the rank. Possibly affected by the amount of damage taken and the sprays spent, but this is not displayed at the end of the game, and most likely is not taken into account.


Question: What drops out of Nemesis?

Answer: Useful items drop from the boss only on hard difficulty. Each subsequent fight has its own reward: 1) Pistol Part A, 2) Eagle Pistol Part B, 3) 3-Spray First Aid Kit, 4) Shotgun Part A, 5) Western Custom M37 Shotgun Part B, 6) 3-Spray First Aid Kit, 7 ) Automatic M4, and when you re-passing the Case of endless cartridges.

Question: Where can I find a grenade launcher?

Answer: It can appear in two places: 1) In the police, in the STARS office, in the right cabinet, 2) In the electrical substation, behind the right locked door, you need to adjust the voltage level to open it.


Question: Where to find the battery?(Resident IVL 3)

Answer: When we return from the tram, the doors of the city hall will open, in the inner park we examine the statue of the mayor, we take away the bronze book. We take it to the square in front of the restaurant, insert it, take the bronze compass. We take this thing to the statue, use it, find the battery behind the statue.


Question: Where are the saves?

Answer: In versions on emulators, the save files are located directly in the game folder. File names: bu00.sav, bu10.sav.


Question: Where can I find a fire hose?(Resident Evil 3)

Answer: The hose is located at the dead end of the street, not reaching the parking building. First you need to get to the tram, take a wrench there, then go back and unscrew the hose. We use it in a burning alley, in front of the police street.


Question: Where to find oil?

Answer: At the gas station. To open the doors, you must first use a rusty lever, and then an adjustable wrench. Inside we examine the cabinet with oil products, we solve the puzzle.


Question: Where is the fuse?(Resident Evil 3: Nemesis)

Answer: At an electrical substation. We can get there by the elevator when we find the battery. At the substation, we adjust the voltage to open the left door.


Question: How to dodge attacks?

Answer: We press the "aiming" key, during the enemy's strike we press the movement back or in the other direction.


Question: How to defeat Nemesis?(Resident Evil 3)

Answer: We constantly shoot with a fast weapon - a pistol or a shotgun, and dodge during its strikes. You need to run across only when there is a wall behind us, and there will be nowhere to dodge.


Resident Evil 3: Nemesis


Please note: Another name for this game is BIOHAZARD 3: LAST ESCAPE
Now you will find out many dramatic mysteries and adventures that happened to Jill Valentine, Chris Redfield, Barry Burton and other characters in the new amazing series of the epic horror film Resident Evil 3.
Jill Valentine, who you play as, appears on the arena of action at the moment when the respectable citizens of Raccoon City begin to turn into zombies! You understand that the action begins as if before the events of RE2, but this is only the beginning, and the second part of the game will take you right at the moment when RE2 ended! It's not very clear, but now we'll figure it out. Returning to a house on the outskirts of town after a nightmarish incident with the T-Virus, Jill, Chris and Barry suddenly find that no one believes them! This is partly because all the evidence was lost in the explosion of the house, but the vile corrupt police chief, who was completely "bought" by the terrible terrorist organization "Umbrella Bio Hazard Countermeasure Troop D Platoon B", also played a fair role.
Furious, Jill heads to Umbrella's headquarters in Europe to unravel the plot in its entirety. She is leaving the S.T.A.R.S. into the city just as the zombies and other abominations from RE2 are taking over the city.
This is how the game starts. Not bad, right? Then, as the game progresses, Jill falls unconscious and you start playing as another character, a scary badass mercenary from Brazil named Carlos Olivera. By the way, he must get the cure and cure Jill so that she can continue her adventures. Jill comes to her senses and finds herself in the thick of things happening exactly one day after the end of RE2. Now it is clear?
As in RE2, the decisions you make during the game have an impact on what happens next. Therefore, in the same places, the action will develop differently, especially if you find yourself there at a different time.
In RE3 you will meet ten different types of zombies from the previous series. Some now wear different clothes, and even look "fresher", as if they had recently become undead. They don't always roam around the city, some just "sleep" against the walls and "wake up" only when you approach them. True, now the zombies have become noticeably stronger, it will take more accurate shots to eliminate them.
Actions take place not only in Raccoon City, but also in some new territories. The first segment of the game takes place in the residential areas of the city. Jill surveys the streets and alleys, looks into the police station, where the tragic saga of Leon and Claire began. She meets Brezd Vickers, an S.T.A.R.S. pilot who was bitten by a zombie (appearing as a "hidden" zombie in RE2). Before Brzd escapes, he has time to inform Jill that someone is chasing and destroying the employees of S.T.A.R.S. This is the Nemesis, a ruthless and implacable monster, somewhat reminiscent of the Tyrant who pursued Claire.
It would seem that Raccoon is a small town, but it is literally a real maze. Numerous barricades block roads, fire escapes, winding paths. endless staircases, etc. create huge opportunities for a sense of diversity, heaps of alternative routes. It's not just the stupid room-to-room pacing that was pretty annoying in previous episodes.
The controls in RE3 have changed little, so veterans of the series will feel very comfortable. You can only draw a pistol in a certain position, which seems outdated, especially after the magnificent "Dino Crisis", but the auto-aim system, to a certain extent, compensates for this shortcoming. You can now automatically switch to another target if you receive a surprise attack. And this happens often, because the company Sarsot specially organized the work of the camera so that unexpected surprises often happened in the game. Therefore, one should not be upset that the review is limited, this has its advantages for gamblers.

Characters.




The main female character in the game. She is a member of the S.T.A.R. special unit stationed at the Raccon City Police Station. Was somehow involved in the incident with the virus, and her main goal is to get out of this nightmarish city and figure out what is happening.

*Carlos.



Carlos was born in South America and has Native American roots. He is a member of an organization with a very long name "Umbrella Bio Hazard Counter-measure Troop D Platoon A
Squard". Wields a very powerful weapon.

*Nicolia.



Nikolai was born in Russia mercenary "Umbrella...". is part of a special detachment of the USSR and often performs numerous secret missions.

*Mlhael.



Mikhail was born in Russia, commander of the "Umbrella..." team, terrorist leader who has carried out many successful terrorist operations.

* Chaser-Nemesis.



Strikes with its strength and speed, a dangerous persistent enemy, constantly pursuing Jill and other employees
S.T.A.R.S.

* Weapon.



Knife- knife.


М92 Custom (Handgun) -
pistol M92 Custom. This is the "starter" weapon for Jill.


STI Eagle 6.0 (Handgun) -
gun STI Eagle 6.0. Good for aimed shooting.


Benelli M3S (Shotgun)- pump shotgun Benelli M3S. Good for shooting at multiple targets.


Western Custom M-37- winchester. The most powerful weapon from a number of guns.


Magnum S&W MG29C- Magnum pistol. Kills most monsters with one shot.


HKp Grenade Gun- grenade launcher. It can be loaded with three types of cartridges.


M4A1 Rifle- army rifle M4A1.


Mine Thrower- a new weapon, something like a powerful grenade launcher. Can fire mini-rockets at the target's torso. Try to move away from the enemy after the shot.


M66 Rocket Launcher- portable rocket launcher. The most powerful weapon in the game.

Various types of ammunition.


You can get these types of ammunition yourself using the appropriate type of gunpowder.

combination scheme.
Charger + Type of gunpowder = Ammo type x number of ammo

Possible options.
(Upload Screw) + (Gun Powder A) = Handgun Bullet x 15.
(Upload Screw) + (Gun Powder B) = Shotgun Bullet x 7.
(Upload Screw) + (Gun Powder C (A+B)) = Grenade Bullet x 10.

(Upload Screw) + (Gun Powder AA) = Handgun Bullets x 35
(Upload Screw) + (Gun Powder AAA) = Handgun Bullets x 55
(Upload Screw) + (Gun Powder BBA) = Handgun Bullets x 66
(Upload Screw) + (Gun Powder BB) = Shotgun Bullets x 18
(Upload Screw) + (Gun Powder AAB) = Shotgun Bullets x 20
(Upload Screw) + (Gun Powder BBB) = Shotgun Bullets x 30
(Upload Screw) + (Gun Powder AG) = Fife Rounds (Ignition Charges) x 10
(Upload Screw) + (Gun Powder BC) = Acid Rounds x 10
(Upload Screw) + (Gun Powder CC) = Cold Rounds (Freeze Charges) x 10
(Upload Screw) + (Gun Powder CCC) = Magnum Rounds x 24
(Upload Screw) + (Grenade Round) + (Gun Powder A) = Fire Rounds x 6
(Upload Screw) + (Grenade Round) + (Gun Powder B) = Acid Rounds x 6
(Upload Screw) + (Grenade Round) + (Gun Powder C) = Cold Rounds x 6

Enemies.


MODEL N MA-121 (HUNTER BETA).


This is a variation of the Hunter that attacked Jill in the house. A very smart model, she is fluent in martial arts, and how she acts with her sharp claws...

MODEL N MA-124 (HUNTER).


Nightmare cannibal, can easily stuff a person into his mouth. Very afraid of sunlight and dryness.

IRREGULAR MUTANT (GRAVE DIGGER - GRAVE DIGGER).


Infects environment the most dangerous T-virus, penetrating even into the soil in Raccoon City, the consequences are obvious.

IRREGULAR MUTANT (SLIDIN0 WORM - slithering worm).


The grave digger lays her eggs in the soil in the sewers, after two hours they turn into a meter long slithering worms that love human blood and after a week turn into grave diggers.

IRREGULAR MUTANT.


Small insects that feed on the meat of animals and live in their bodies. Sometimes, they can also live in the bodies of zombies infected with the virus. Grow to human size.

IRREGULAR MUTANT (BRAIN SUCKER)


This insect grows to a gigantic size, eating rotting zombie meat. A disgusting monster with a snake body and two heads.
In addition to these new mutants, which appeared in the third part of RE.
meet your "good" acquaintances from the first part: zombie dogs, crows, giant spiders spitting poison, and, of course, zombie people (this is the population of Racoon City, 99.9% turned zombies).

Items.


storage key.

Get it in Storage 2F (on the second floor).

Dummy Key

Boutique key.

After you finish the game, you will receive this key. Use it to open the shop door in Uptown.

Chain (chain).

Remote Controller

(remote control, maybe it can be used in Sales Office)

Cells

(batteries).

upload tool.

Used to obtain new types of charges.

Gunpowder A.

Gunpowder V.

"Medal".

??? (Aim?)

Infinite Ammo(infinite ammo).

To get it, you must defeat Nemesis Price: $9999.

handgun bullets

(bullets for a pistol).

Ink ribbon.

Used to save the game.

lighter

(lighter).

Lighter Oil

(gasoline for a lighter).

First Aid Spray (first aid spray).

Restores Jill's health to full.

Green Herbs

(green medicinal plant).

red herb(red medicinal plant).

Mix it with Green/Blue Herb.

Medicine

(medicine). Green + Red Herbs.

FAST PASS.


Here we will give you a short and not at all final walkthrough, since the game developers used a tricky trick - with each passage of the game, the codes change randomly. But in the first case, our information will not be useless at all.

1. How to get to the police station.



After talking to the fat guy, go up the stairs and enter this room, find the Storage Key. Then, using the find, open the door to the first floor (1F): On this floor you will find First Aid Spray and Handgun Bullets. Further on the second floor (2F) take Ink Ribbon and 2 Gun Powder A.

After all these manipulations, leave the Storage, go straight ahead and exit through the door. Further to the left, go through another door, move along the narrow alley to the next door. Enter it. Go down to the basement, get the Shotgun and Lighter Oil. Go back to the alley and continue straight ahead. Along the way you will find 2 Green Herbs.

Meet Brad at the bar, don't stop him from killing the zombies. In the bar, do not forget to take a lighter (Lighter), located next to the phone. Exit through the back door and head north.

Find this door and use the Lighter. But don't forget the simple truth: "No gasoline, no fire." So first combine Lighter and Lighter Oil. In the same alley, you will find 2 Red Herb, where the zombies used to be. If you haven't skipped Green Herb, you can mix plants.

Remember this place, you can come back here later. In the same lane, find a door, go through it and drop some items into the "storage box". If you're going to fight the Nemesis without ENTERING the Police Station, then download the game here.
When Jill is at the police station, she will meet Brad and Nemesis. Your choice is to fight (1) or flee (2).
If you search Brad's corpse, you will find his identification card.

(Case Card). If you have defeated Nemesis, you will be able to get some items from him.

2. Inspection of the police station.


After making your way to the police station, go to the computer in the lobby (Hall), using Brad's ID card, get access to it. (Open the Case Card and get Brad's ID card) If you don't have one, go to the Meeting Room to find Jill's ID card (S.T.A.R.S. card/Jill's ID Card).

Go to the room with numerous locker boxes (Locker Room), find Blue Gem

(blue gem) and S.T.A.R.S. key. Check the computer to find out the number code of the safe "[____] [____] [____]" (code options), but don't relax, it may turn out to be completely different than your friend's, just a matter of chance!

Once you have received the S.T.A.R.S. Key, head up the stairs to S.T.A.R.S. Room. There you will find a lockpick

Key Pick on Jill's table and a Weapon (Random - ie just because you found a Magnum here doesn't mean the next time you want to play RE3 it will be the same weapon.)

Nemesis can ambush Jill on the 1st floor.
It looks like there is absolutely nothing to do in the area, go outside, use the master key and open this door.

3. Downtown Part 1



Take the cable to the car service (Parking)

(Cable). Keep the lockpick for now. Don't dump it in a "storage box".
Further in Downtown, you can go to a restaurant (Restaurant) or to the newspaper office (Newspaper Office).
Restaurant. (If you went there first...)

Use the lockpick to open the locked drawer and get the crowbar

(Crowbar), then open the manhole cover in the kitchen floor. Mind you, Carlos is lurking somewhere in the kitchen... Select Nemesis 2 if you encounter it. Search his corpse to get an item.

Find Green Gem

on the second floor (2F) in the Newspaper Office. This gem is only there, even if you took the first road through the restaurant.
Newspaper editoring. (If you went there first...)

Move the ladder as shown in the picture and turn on the electricity. You will find the switch near the blinds. Then meet Carlos on the 2nd floor...
Choose to fight if you encounter Nemesis. Search his corpse for an item.

Find Crowbar in a locked drawer. Then open the manhole cover in the kitchen floor. Go down to the bottom floor to take

Green Gem.

Take the crank in this room.

Take along the blue and green stones, as well as the cable and the handle. Then go to the main entrance to the City Hall. Insert stones into the lock system to open the entrance gate.

Go to the tram station where you will meet Carlos, Nikolai and Miakiel.

In the tram, insert the cable into the Fuse Box. Take a tool

(Tool/Wrench) in the driver's seat before leaving the tram.

4. Downtown. Part 2. Gas station (Gas Station) and beyond.


Inside the gas station, use the crank to open the blinds, but it's not easy at all. Use the tool (Tool / Wrench), which was taken in the trolleybus.

Find this car in the store, you will see four lights on it (A, B, C, D). If light A glows green, then you must turn on the first button so that it glows red, and so on. Deal with these buttons and get engine oil

(Machine Oil).

When the gas station explodes, immediately return there. Zombies will "open" the door, but such hospitality... Find the statue here, search it and get the Bronze Book.

Return to the residential areas (Downtown) and go to this room (it is located near the restaurant.). Place the Bronze Book on the right side of the car and on the left side take the Compass

(compass). The book is now useless. You can leave it here.

Put the Compass near the statue and get a battery

(Battery).

Go to the house where you will meet two monsters (Drain Deimos). Approach the elevator, insert the battery to activate it.

5. Subway (Sub Station).



At the subway station, turn on this machine to put it in manual mode.
Select R, B, B, B to open 15-25V blinds. Take the fuse indoors. Before you go in and take the item, it is better to open two blinds.

Select B,R,B,R to open the blinds (115-125V), pick up a weapon inside (random).

Here the choice is entirely up to you. It is safer to choose the second one.

Remember this room? Use Tool/Wrench and get fire hose

(firehose).

It's pretty clear how to use a fire hose here. After extinguishing the fire, go through this room and find the knee-shaped handle

(Square Crank). She will serve you well in Uptown.

In the Sales Office, use the remote control you find on the table to view the name of the items. Remember these names, go to the computer, enter one of the codes to open the door. Find an Add-On Oil and mix it with your engine oil. It's time to get on the tram...

6. Clock tower (Clock Tower).



Finally, get to the tram, use the cable, fuse and mixed oil in this car. Meet Carlos...

After a fair amount of adventure, Jill will reach the Clock Tower. Find the entrance, enter the tower (but not the main entrance). Depending on the choice made in the tram, you will have 2 options for locations that you can go to in the Clock Tower.

Go to this room and find the key

Clock Tower Key.

In the main hall, don't forget to grab the Mine Thrower. If you play in Light Mode, then, alas, you will not get this weapon.

Find another in this room

Clock Tower Key.

Climb to the 2nd floor, use the Key and free the stairs.

Run the "music machine" to get the Ornament. Combine the Clocktower Key with the resulting ornament. Now we get a new Key. You will also find a Silver Gear here. After that, go down to the first floor to open the door. You will meet with Nemesis again, select option 2.

U.P.

DOWN

BACK

NEXT

STOP

PLAY
Enter the combination U, U, D, U, D, D.

Walk down to the 1st floor and open the door using the Key.

In this room, take the three green stones from the statues and place them here. Set the middle clock to 12.00, get a gold wheel, which you combine with a silver one.
Clock on the left - Past; Clock in the center - Present; The clock on the right is the Future.

Past -3, Present +3, Future +6

Past -2, Present + 2, Future +4

Past -1, Present +1, Future +2

Come back here, place the wheel in this car, and then be sure to save your game before leaving the room.

 
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