Resident Evil 3: Nemesis is Capcom's 1999 PlayStation survival-horror classic, produced by Shinji Mikami and directed by Kazuhiro Aoyama. Jill Valentine has 24 hours to escape Raccoon City while an eight-foot bioweapon hunts her personally — through doors, across the whole map, for the entire game. It introduced the dodge, the 180° quick turn, ammo crafting, timed Live Selection choices, and the Mercenaries mode the series still carries today.
| Detail | Info |
|---|---|
| Developer / Publisher | Capcom |
| Release | September 1999 (JP) · November 1999 (NA) · February 2000 (EU) |
| Platforms | PS1, then Windows and Dreamcast (2000), GameCube (2003), GOG re-release (2024), PS4/PS5 classic port (2025) |
| Trophies / achievements | None on any official version — not on the GOG release and not on the PS4/PS5 port. This guide's 100% is the game's own: files, epilogues, costumes, weapons |
| Difficulties | Easy and Hard — and they change far more than damage (see Weapons & Ammo) |
| Playthrough length | About 5–7 hours the first time; the rank clock wants under 2:30 |
No trophy list exists, so completion is the game's own reward chain:
| Goal | What it takes |
|---|---|
| Jill's Diary | All 30 files, collected in menu order — one run |
| All 8 Epilogues | Eight Hard-mode clears on the same save data |
| Both endings | Two visits to the bridge choice — one save covers it |
| Eagle 6.0 + Western Custom M37 | Down Nemesis in the optional Hard fights |
| All 5 costumes | Easy clears for two, Hard rank-A clears for the rest |
| Every shop weapon | Mercenaries money, $9,999 for the lot |
Eight areas, in the order the game runs them. Every card carries the route, the key items, the files, and the thing that bites people on a first run. Colours mean the same thing on every card.
Jill starts in a warehouse as Raccoon City falls apart. Fight or slip through the streets and alleys toward Bar Jack, where Brad Vickers is attacked — and later killed by Nemesis at the police station gate.
| Route | Warehouse → back alleys → Bar Jack → boutique street → the RPD gate. The Warehouse Key is in the warehouse office; the Lighter is assembled from parts found around the bar area and burns the rope holding a sealed door shut. |
| Key items | Warehouse Key · Lighter (two parts) · an early Shotgun from a dead officer · handgun ammo and herbs along the alleys |
| Files here | Clock Tower Postcard (bar counter) · Photo A (corpse in the barricaded passage) · Mercenary's Diary (dead UBCS man in the alley) · Dario's Memo (the warehouse container — come back for it) |
| Enemies | Zombies everywhere, dogs in the alleys, crows on the rooftop route |
| Nemesis | Live Selection 1 fires at the RPD gate when Nemesis kills Brad — fight him for an early Hard-mode drop, or run inside |
| Don't miss | The boutique on this street is where the Boutique Key from a cleared save works. Change costumes here — once you leave the district by cable car it is gone for the run. |
A short visit to the RE2 station: the west wing only. Everything here funnels you toward the S.T.A.R.S. office and back out.
| Route | Main hall → west office → dark room → 2F S.T.A.R.S. office. Brad's S.T.A.R.S. Card (from his body or the alternate route) reads out this run's evidence-locker code at the reception terminal. |
| Key items | Lockpick (Jill's own desk in the S.T.A.R.S. office) · the office locker holds the Grenade Launcher or Magnum — which one is random, and the Sub Station locker later holds the other · Emblem Key from the evidence-room locker (randomized code — see Puzzles) |
| Files here | Marvin's Report (west office) · David's Memo (dark room) · Fax from Kendo Gun Shop (S.T.A.R.S. office fax) |
| Enemies | Zombies in the halls; nothing new |
| Nemesis | He can follow you into the station halls — the station is not the safe zone it was in RE2 |
The heart of the game. Mikhail is dying in a stalled cable car, and Jill needs three repairs to move it: a Fuse, a Power Cable, and Mixed Oil.
| Route | Meet Carlos at Grill 13 or the Raccoon Press — whichever building you enter first decides which Live Selection you get and where Carlos and Nikolai turn up afterwards. Then: Sub Station for the Fuse, Lonsdale Yard garage for the Power Cable, Stagla gas station for the Machine Oil, Umbrella sales office storeroom for the Oil Additive. Machine Oil + Oil Additive = Mixed Oil. |
| Key items | Fire Hook (restaurant kitchen cabinet, via lockpick) · Wrench (front of the cable car) · Fire Hose — used on the hydrant to put out the alley fire blocking the sales office · the Sub Station's second locked room holds whichever of the Magnum / Grenade Launcher the S.T.A.R.S. office didn't |
| Files here | City Guide (Grill 13) · Photo B, Photo C and Reporter's Memo (Raccoon Press) · Mechanic's Memo (cable car dashboard) · Manager's Report and Business Fax (sales office) |
| Enemies | Heavy zombie streets, dogs, Drain Deimos on the wires, Brain Suckers near the park edge; sliding worms if you drop underground |
| Nemesis | Live Selections 2/3 (restaurant or press), 4 (Sub Station breach) and 5 (garage earthquake) all fire in this district |
| Don't miss | The gas station explodes after you take the Machine Oil and leave — loot it first. And boarding the repaired cable car is the game's first point of no return: Uptown, Downtown and the RPD close forever. |
The cable car crashes at the tower after Mikhail's sacrifice. The goal: ring the bell to call the rescue helicopter.
| Route | Your crash-choice decides where you wake and where the Winder and Bezel keys sit. Work the music box for the Chronos Chain → Chronos Key, solve the three-goddess clock for the Gold Gear, pair it with the Silver Gear into the Chronos Gear, and ring the bell. |
| Key items | Winder Key / Bezel Key (locations swap with the crash choice) · Mine Thrower near a dead mercenary (Hard) · the Bronze Book → Bronze Compass → Battery chain feeds the freight elevator |
| Files here | Operation Instruction (main hall body) · Art Picture Postcard (library) · Mercenary's Pocketbook (clock room body) |
| Enemies | Sliding worms or zombies in the clock room (it rolls one or the other), Crows in the chapel yard, Hunter Betas later |
| Nemesis | Ringing the bell is the trap: he shoots the helicopter down, infects Jill, and the game's first mandatory Nemesis fight begins. Live Selection 6 (during the crash) decides whether Carlos wrecks his rocket launcher first; Live Selection 7 (balcony) decides whether he keeps stalking afterwards |
| Don't miss | Jill collapses after the fight — the Carlos interlude begins, and the tower's early rooms are effectively done. |
Jill is unconscious and infected. Carlos crosses to Raccoon General Hospital to synthesize the vaccine.
| Route | The recorded doctor's voice unlocks the elevator. 4F: the Sickroom Key, the mirrored cart-pushing puzzle in room 402, and the wall safe (randomized code, written on the dead doctor) holding the Vaccine Base. B3: the synthesizer puzzle makes the Vaccine Medium. Combine them into the Vaccine. |
| Key items | Sickroom Key · Vaccine Base · Vaccine Medium → Vaccine |
| Files here | Director's Diary (doctor's lounge) · Photo D (4F data room) · Medical Instruction Manual (B3 experiment room) |
| Enemies | Hunter Betas own these halls — sidestep their leaps; at low health their slash can decapitate. Synthesizing the vaccine releases more from the tanks |
| Nemesis | Waits near the Clock Tower chapel on the way back — dodging past is the sane play, though he can be fought |
| Don't miss | A planted bomb levels the hospital moments after Carlos escapes. Anything not carried out is gone. Back at the chapel, the vaccine saves Jill and control returns to her. |
Cured, Jill pushes through the city park toward Umbrella's buried facility.
| Route | Park Key at the gate house → fountain gear puzzle drains the pond path → Graveyard Key from a dead mercenary → the Grave Digger pit fight → the monitoring cottage reveals the supervisors' game → Rear Gate Key → the bridge. |
| Key items | Park Key · Graveyard Key · Iron Pipe · Rear Gate Key |
| Files here | Photo E (park office typewriter) · Written Order to the Supervisors (forest path body) · Supervisor's Report and Fax from Headquarters (the secret communications room) |
| Enemies | Hunter Gammas in the pond water — their swallow is an instant kill, so fight them dry and at range · sliding worms herald their parent · zombies in the graveyard |
| Nemesis | The bridge Live Selection (8) at the end of the park is the one choice that decides your ending |
| Don't miss | Save before the bridge — it is the classic spot to see both endings from one save, and the park is unreachable afterwards. |
Umbrella's waste facility, and the end of the line. Your bridge choice decides the entrance: 2F with the Facility Key if you pushed Nemesis off, the 1F sewer side if you jumped.
| Route | Water sample puzzle (randomized) opens the monitor-room door → steam-valve reroute clears the corridor → Nikolai's confrontation plays out by your route → mandatory Nemesis fight in the treatment room → power the rail cannon against his final form → final Live Selection → escape before the missile hits. |
| Key items | Facility Key — and the secret: reprogram it in the machine next to the water-sample terminal instead of using it, and the hidden armory with the Rocket Launcher opens |
| Files here | Manager's Diary (resting room) · Security Manual (monitoring room) · Incinerator Manual (emergency tunnel ladder) · Classified Photo File (car yard) — the last file, and Jill's Diary if your order held |
| Enemies | Hunter Gammas in the sewer route, zombies, and Nemesis twice |
| Nemesis | The treatment-room fight must be won; then the rail cannon does the real work on his final form. Live Selection 10 offers the famous magnum finish — You want S.T.A.R.S.? I'll give you S.T.A.R.S. |
| Don't miss | Once you commit to the final elevator there is no walking back — and the countdown runs through the last choice. |
| Trigger | What closes |
|---|---|
| Boarding the repaired cable car | Uptown, Downtown and the RPD — forever |
| Ringing the Clock Tower bell | The mandatory fight, the infection, the Carlos interlude |
| Carlos leaving the hospital | The whole building, minutes later |
| The bridge Live Selection | The park — and it locks in your ending |
| The final factory elevator | Everything. The countdown runs to the credits |
The screen flashes, the music stings, and you get seconds to choose. Every choice in the game is below — where it fires, both options, and what actually changes. Letting the timer run out is always a hidden third option, and almost always the worst one.
| Option A | Fight the monster — A winnable early fight; on Hard, downing him starts the drop chain (Eagle Parts A). Brad's card case is yours on the spot. |
| Option B | Run into the police station — Skips the fight; the S.T.A.R.S. Card reaches you by an alternate route inside. |
| Timeout | He attacks anyway. |
| Worth knowing | Confirmed both ways; the alternate card pickup's exact spot varies by source. |
| Option A | Run into the basement — A flooded cellar and an escape through the vent. |
| Option B | Hide in the kitchen — Jill drops an oil lamp on Nemesis — he goes down, and on Hard he is beatable here for a drop. |
| Timeout | Damage, then the fight anyway. |
| Worth knowing | Fires only if you met Carlos at the restaurant first. Your choice also swaps where Carlos and Nikolai appear later (gas station vs sales office). |
| Option A | Jump out of the window — Escape to the back alley (one source: exclusive red herbs there — unverified). |
| Option B | Hide in the back — An explosion stuns Nemesis; he is beatable. |
| Timeout | Damage. |
| Worth knowing | You get this one instead of 2 if you entered the press office first. |
| Option A | Head to the emergency exit — Zombies pour in behind you; Nemesis may be waiting outside afterwards. |
| Option B | Increase electricity output — Fries the zombies on the fence — but scrambles the shutter-room wiring you still need. |
| Timeout | The breach happens on top of you. |
| Worth knowing | Either way the Fuse room still opens; the voltage puzzle just gets meaner. |
| Option A | Climb up — The safe route back to the street. |
| Option B | Jump down — An underground passage full of sliding worms — and the first Grave Digger rumble. |
| Timeout | Damage, and you are forced down anyway. |
| Option A | Jump out of the window — Jill wakes at the tower's rear; Carlos hands over Freeze Rounds later — but Nemesis keeps his rocket launcher for the mandatory fight. |
| Option B | Use the emergency brake — You arrive through the front courtyard; no free ammo, but Carlos intervenes in the fight and wrecks the rocket launcher. |
| Timeout | Treated as the worse landing. |
| Worth knowing | This choice also swaps where the Winder and Bezel keys sit. |
| Option A | Use the light — Blinds him and shoves him off — he stops stalking for a while, but you forfeit a Hard-mode drop. |
| Option B | Use the cord — Electrocutes him into the water — beatable for a drop, but he resumes stalking afterwards. |
| Timeout | He grabs you. |
| Option A | Push him off — You enter the factory on 2F with the Facility Key. Nikolai dies at the factory, and Carlos flies the escape helicopter — ending one. |
| Option B | Jump off — You land on the 1F sewer side, Carlos bails you out of the swarm — and Nikolai reaches the helicopter, which forces Live Selection 9 and Barry Burton's last-second rescue — ending two. |
| Timeout | Knocked off — treated as jumping. |
| Worth knowing | The ONLY Live Selection that changes the ending. Save before it. |
| Option A | Negotiate — He taunts you and flies off alive. |
| Option B | Return fire — You shoot the helicopter down and he dies. |
| Timeout | He fires a rocket first. |
| Worth knowing | Both outcomes lead to the same Barry ending — this only decides Nikolai's fate. |
| Option A | Exterminate the monster — Pick up the magnum and finish him for good, with the countdown still running. The famous line plays here. |
| Option B | Ignore it and evacuate — Leave — the missile finishes what you started. |
| Timeout | He spits poison at you. |
| Worth knowing | Does not change the ending — just how personal it gets. |
One branch decides everything: Live Selection 8 at the bridge. The final choice and the Nikolai choice change scenes, not endings.
| Ending | Route | What happens |
|---|---|---|
| Carlos flies you out | Push Nemesis off the bridge | Nikolai dies at the factory; the UBCS helicopter stays yours |
| Barry's rescue | Jump off the bridge (or time out) | Nikolai reaches the helicopter — negotiate or shoot him down, Barry arrives either way |
RE3 was built against guide-memorisation: several solutions are randomized per playthrough. For those, this page gives the rule and the complete set of possible answers where one exists. Where the honest answer is “work it by eye”, it says so.
RANDOMIZED — rolled each run FIXED — same every time
Where: RPD evidence room · Opens: The Emblem Key → S.T.A.R.S. office
Brad's S.T.A.R.S. Card at the reception terminal prints this run's code. The game rolls one of exactly four: 0131 · 0513 · 4011 · 4312 — you can simply try all four.
Where: Umbrella sales office computer · Opens: The storeroom with the Oil Additive
The password is the Umbrella drug being advertised on the in-game TV this run. The full set: ADRAVIL · SAFSPRIN · AQUACURE. Watch an ad, or try all three.
Where: Gas station counter · Opens: The Machine Oil
A lit-letter matching game on the STAGLA panel: note which letter starts lit, then toggle button groups until only that original position remains lit. No fixed sequence exists — it is state-matching, and the start is random.
Where: Sub Station shutter rooms · Opens: The Fuse room and the second weapon
Red raises, blue lowers, wrong steps shock Jill. Documented sequences: weapon room RED · RED · RED · BLUE, fuse room RED · BLUE · BLUE · BLUE.
Where: Clock Tower bedroom · Opens: The Chronos Chain → Chronos Key
Six sliders, up for higher notes, down for lower. The game plays the correct melody and a sour one — match it by ear; the required pattern is rolled per playthrough.
Where: Clock Tower clock room · Opens: The Gold Gear → the bell
Three statues — Past, Present, Future — each take one ball: Amber shifts 3 hours, Obsidian 2, Crystal 1, adding or subtracting by statue. The central clock's starting hour is random: distribute the balls so it lands exactly on 12:00.
Where: Hospital 4F, behind the cart puzzle · Opens: The Vaccine Base
One of four codes per run, written on the dead doctor: 253 · 104 · 531 · 325.
Where: Hospital 4F, rooms 401/402 · Opens: Exposes the wall safe
The two sickrooms mirror each other. Note the corner the first room's cart occupies, then push the locked room's cart to the mirrored corner. Wrong spots shock Carlos; leave and re-enter to reset.
Where: Hospital B3 lab · Opens: The Vaccine Medium
Fixed despite its looks: activate lever I, then III, then A on the lower row — the level lights line up with the arrows.
Where: Park fountain · Opens: Drains the pond passage
Arrange the movable gears so the two black gears sit at the top and the two white at the bottom — the plaque by the pool shows it.
Where: Dead Factory monitor room · Opens: The door onward — mandatory
Three rows of blocks and a target readout. Shift each row until the filled blocks form exactly the full and empty columns the sample shows — think of stacking three Tetris rows. About four target patterns exist per game.
Where: Dead Factory 2F · Opens: The superheated corridor
Press the two southern valve buttons, then the two northern ones, then the control panels.
Where: Beside the water-sample terminal · Opens: The hidden armory — Rocket Launcher
Do not spend the Facility Key on its normal door. Insert it into the key-programming machine first, then take the elevator route back near the steam room: the armory opens with the Rocket Launcher inside.
Around 21 pickups swap between two possible spots per run. The ones that matter:
| What | The swap |
|---|---|
| Grenade Launcher ↔ Magnum | 50/50 between the S.T.A.R.S. office locker and the Sub Station room — you always get both eventually |
| Winder Key ↔ Bezel Key | Bedroom or chapel, by the cable-car crash choice |
| The Emerald | Restaurant basement or press office, by where you met Carlos |
| Gunpowder and herb caches | A dozen spots each with two candidate rooms |
| Enemy loadouts | Some rooms roll their spawn — the clock room is 3 zombies or 8 sliding worms |
He is the first enemy in the series that follows you through doors. Around eleven scripted encounters; roughly eight can be escaped, three must be fought (the Clock Tower courtyard and the two factory battles).
| Fact | Detail |
|---|---|
| Pursuit | Follows through door transitions across most of the map; the stalking theme means he is still active |
| Safe rooms | He does not enter save/typewriter rooms — he waits |
| Attacks | Walking and dashing punches, a grab, tentacle sweeps, a lethal impale, and a rocket launcher with about five rockets per encounter |
| Speed | Faster than Jill in a straight line — dodge and corners, not sprints |
| Weak habits | He corners badly — bait him around geometry for free hits. Freeze rounds stagger him best; enhanced handgun rounds stagger where normal ones do nothing |
On Hard, every optional knockdown pays out, in fixed order. On Easy he drops nothing, ever.
| Down | Drop | Notes |
|---|---|---|
| 1st | Eagle Parts A | |
| 2nd | Eagle Parts B | combine → Eagle 6.0: faster, stronger 15-round handgun |
| 3rd | First Aid Spray Box | three sprays |
| 4th | M37 Parts A | |
| 5th | M37 Parts B | combine → Western Custom M37: the upgraded shotgun |
| 6th | First Aid Spray Box | three more sprays |
| 7th | M4A1 Assault Rifle | on a cleared-data run this becomes the Infinite Bullets case |
Several fast hits stagger them; a high shotgun blast at close range decapitates, a low one breaks legs. Walk past when you can — the ammo economy is the real boss.
Stand your ground and shotgun them out of the leap; running invites the lunge.
Run through. Almost never worth ammo.
Shotgun at mid-range and never let two corner you.
Same as Deimos but carry blue herbs; its grapple is one of the easier attacks to dodge-time.
They turn slowly — sidestep and hit the flank. Freeze rounds or the magnum end them fast.
The pond frogs. Flame rounds excel; fight them out of the water and at range.
Shake off and run — they only herald their parent.
In the pit: when rain floods it, one handgun shot topples the buckling lamppost into the water and electrocutes it instantly. Otherwise feed it acid rounds in the mouth.
See the Nemesis tab. Runs faster than you, follows through doors, dodges your shots.
Slower — keep medium distance and feed it freeze rounds.
Route power to the rail cannon between its lunges; the cannon does the killing.
| Weapon | Ammo | Where | |
|---|---|---|---|
| Combat Knife | — | Item box from the start | |
| M92F Samurai Edge | Handgun rounds | Jill's starting weapon | |
| Sigpro SP2009 | Handgun rounds | Carlos's sidearm; Jill can end up with it too | |
| Benelli M3S Shotgun | Shells | Dead officer early in Uptown (Easy: item box) | |
| Grenade Launcher | Grenade / flame / acid / freeze | S.T.A.R.S. office locker or the Sub Station — random, opposite the Magnum | The workhorse |
| M629C Magnum | .44 | The other of that random pair | Nemesis-stopper |
| M4A1 Assault Rifle | A.R. clips | Carlos starts with it; Jill earns hers from the 7th Nemesis drop or the shop | |
| Mine Thrower | Mine darts | Clock Tower, near a corpse — Hard only | Niche |
| Eagle 6.0 | Handgun rounds | Nemesis drops 1+2 (Hard) | Upgrade |
| Western Custom M37 | Shells | Nemesis drops 4+5 (Hard) | Upgrade |
| Rocket Launcher | Rockets | The Facility Key reprogram secret | Secret |
| Gatling Gun / Infinite weapons | — | Bought with Mercenaries money | Bonus |
Gun Powder A and B drop through the whole game; A + B makes C. The Reloading Tool turns powders into ammo, and yields improve the more you mix. The supply is finite, so the mix is the strategy.
| Mix | Makes |
|---|---|
| A | Handgun ×15 |
| A + A | Handgun ×35 |
| A + A + A | Handgun ×55 |
| B + B + A | Handgun ×60 |
| B | Shotgun ×7 |
| B + B | Shotgun ×18 |
| B + B + B | Shotgun ×30 |
| A + A + B | Shotgun ×20 sources say 20 or 22 |
| C (A+B) | Grenade rounds ×10 |
| A + C | Flame rounds ×10 |
| B + C | Acid rounds ×10 |
| C + C | Freeze rounds ×10 |
| C + C + C | Magnum ×24 |
| Easy | Hard | |
|---|---|---|
| Start | Assault rifle in hand; magnum, shotgun and a spray box already in the item box | Handgun and knife |
| Inventory | 10 slots | 8 until you find the side pack |
| Ink ribbons | Infinite | Limited |
| Ammo yields | Roughly double | Standard |
| Enemy health | Reduced | Full |
| Exclusive | — | Mine Thrower, Nemesis drops, rankings, epilogues, the full costume set |
Collect all 30 and a 31st, Jill's Diary, replaces Game Instructions A. The long-standing rule: pick them up in menu-list order — the order below.
| # | File | Where |
|---|---|---|
| 1 | Game Instructions A | In your inventory at the start |
| 2 | Game Instructions B | In your inventory at the start |
| 3 | Clock Tower Postcard | Bar Jack, on the counter |
| 4 | Photo A | Barricaded passage, on a corpse (Uptown) |
| 5 | Marvin's Report | RPD 1F west office, Marvin's body |
| 6 | David's Memo | RPD 1F dark room, by the typewriter |
| 7 | Fax from Kendo Gun Shop | RPD 2F S.T.A.R.S. office fax machine |
| 8 | Mercenary's Diary | Dead UBCS mercenary in the alley |
| 9 | City Guide | Grill 13, on a table |
| 10 | Photo B | Raccoon Press, payphone |
| 11 | Photo C | Raccoon Press 2F, office table |
| 12 | Reporter's Memo | Raccoon Press 2F, boxes |
| 13 | Mechanic's Memo | Cable car dashboard |
| 14 | Manager's Report | Sales office table |
| 15 | Business Fax | Sales office filing cabinets |
| 16 | Dario's Memo | The warehouse container — the room from the opening |
| 17 | Operation Instruction | Clock Tower main hall, mercenary's body |
| 18 | Art Picture Postcard | Clock Tower library, small table |
| 19 | Mercenary's Pocketbook | Clock Tower clock room, mercenary's body |
| 20 | Director's Diary | Hospital 1F doctor's lounge, on the floor |
| 21 | Photo D | Hospital 4F data room desk |
| 22 | Medical Instruction Manual | Hospital B3 experiment room desk |
| 23 | Photo E | Park office, on the typewriter |
| 24 | Written Order to the Supervisors | Park forest path, mercenary's body |
| 25 | Supervisor's Report | Secret communications room table |
| 26 | Fax from Headquarters | Secret communications room board |
| 27 | Manager's Diary | Dead Factory 2F resting room, by the typewriter |
| 28 | Security Manual | Dead Factory monitoring room, by the chair |
| 29 | Incinerator Manual | Dead Factory emergency tunnel, by the ladder |
| 30 | Classified Photo File | Dead Factory car yard, on the floor |
One per Hard-mode clear on the same save data, regardless of rank. Eight clears, in this order:
| Clear | Epilogue |
|---|---|
| 1 | Jill Valentine |
| 2 | Chris Redfield |
| 3 | Barry Burton |
| 4 | Leon S. Kennedy |
| 5 | Claire Redfield |
| 6 | Sherry Birkin |
| 7 | Ada Wong |
| 8 | HUNK |
Unlocked by finishing the game once and saving. Race from the cable car back to the warehouse before the timer kills you: kills add seconds, chained kills multiply, and rescuing the civilians along the route pays the big bonuses.
| Character | Loadout | |
|---|---|---|
| Carlos | M4A1 Assault Rifle · Eagle 6.0 · handgun ammo · 3 mixed herbs | The balanced pick |
| Mikhail | Rocket Launcher · shotgun · .44 Magnum · spare shells and rounds · mixed herb | The firepower pick |
| Nicholai | Sigpro and a knife · blue herb · First Aid Sprays | The hard mode — knife kills pay the biggest time bonus |
Prizes carry into main-game runs started from that clear data:
| Reward | Price |
|---|---|
| Infinite M4A1 Assault Rifle | $2,000 |
| Infinite Gatling Gun | $3,000 |
| Infinite Rocket Launcher | $4,000 |
| Infinite ammo, every weapon | $9,999 |
Three categories, up to 100 points each:
| Category | Scoring |
|---|---|
| Time | 100 points at 2:29:59 or faster, scaling to 0 at ten hours |
| Saves | 100 points at zero saves, 0 at 31+ |
| Health recovered | 100 points at 1,500 HP or less healed, 0 at 3,350+ |
| Grade | Points |
|---|---|
| S | 270+ |
| A | 230–260 |
| B | 180–220 |
| C | 120–170 |
| D | 50–110 |
| E | 40 or less |
Clear the game once, save, and the new run starts with the Boutique Key. The boutique is on the Uptown shopping street near the start — and it closes when the cable car leaves.
| Costume | Unlock |
|---|---|
| RE1 S.T.A.R.S. Jill | Clear Easy above the lowest rank |
| Regina (Dino Crisis) | Clear Easy |
| Biker leathers | Hard clear, rank A |
| Disco outfit | Hard clear, rank A |
| RPD miniskirt uniform | Hard clear, rank A |
The whole campaign, in the order that wastes the least time. Print it — the print version drops the menus and images.
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