Resident Evil

RE3: Nemesis

The Original (1999) — Complete 100% Guide
10
Live Selections
30
Files
8
Epilogues
~6h
First Run

Game Overview

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.

DetailInfo
Developer / PublisherCapcom
ReleaseSeptember 1999 (JP) · November 1999 (NA) · February 2000 (EU)
PlatformsPS1, then Windows and Dreamcast (2000), GameCube (2003), GOG re-release (2024), PS4/PS5 classic port (2025)
Trophies / achievementsNone 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
DifficultiesEasy and Hard — and they change far more than damage (see Weapons & Ammo)
Playthrough lengthAbout 5–7 hours the first time; the rank clock wants under 2:30

What 100% means here

No trophy list exists, so completion is the game's own reward chain:

GoalWhat it takes
Jill's DiaryAll 30 files, collected in menu order — one run
All 8 EpiloguesEight Hard-mode clears on the same save data
Both endingsTwo visits to the bridge choice — one save covers it
Eagle 6.0 + Western Custom M37Down Nemesis in the optional Hard fights
All 5 costumesEasy clears for two, Hard rank-A clears for the rest
Every shop weaponMercenaries money, $9,999 for the lot
The honest efficiency note: the epilogues alone are eight full Hard clears. Plan short focused runs — under three hours each is realistic once you know the route — and the whole 100% lands somewhere around 20–40 hours.

Missables Warning

File order can void Jill's Diary. Grab files in menu-list order (the Files tab lists them exactly) — out-of-order pickups are the classic way to lose the reward at file 30.
The gas station explodes once you take the Machine Oil and step out. Anything left inside is gone.
The hospital is levelled right after Carlos leaves. Carry out everything you want.
The boutique closes with the district — change costumes before the cable car leaves Downtown.
Nemesis drops are Hard-only. Downing him on Easy pays nothing.

The road out of Raccoon City

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.

1. Uptown The opening streets

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.

RouteWarehouse → 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 itemsWarehouse Key · Lighter (two parts) · an early Shotgun from a dead officer · handgun ammo and herbs along the alleys
Files hereClock 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)
EnemiesZombies everywhere, dogs in the alleys, crows on the rooftop route
NemesisLive Selection 1 fires at the RPD gate when Nemesis kills Brad — fight him for an early Hard-mode drop, or run inside
Don't missThe 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.

2. R.P.D. The police station, briefly

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.

RouteMain 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 itemsLockpick (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 hereMarvin's Report (west office) · David's Memo (dark room) · Fax from Kendo Gun Shop (S.T.A.R.S. office fax)
EnemiesZombies in the halls; nothing new
NemesisHe can follow you into the station halls — the station is not the safe zone it was in RE2

3. Downtown The cable car hunt

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.

RouteMeet 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 itemsFire 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 hereCity 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)
EnemiesHeavy zombie streets, dogs, Drain Deimos on the wires, Brain Suckers near the park edge; sliding worms if you drop underground
NemesisLive Selections 2/3 (restaurant or press), 4 (Sub Station breach) and 5 (garage earthquake) all fire in this district
Don't missThe 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.

4. Clock Tower Saint Michael's

The cable car crashes at the tower after Mikhail's sacrifice. The goal: ring the bell to call the rescue helicopter.

RouteYour 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 itemsWinder 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 hereOperation Instruction (main hall body) · Art Picture Postcard (library) · Mercenary's Pocketbook (clock room body)
EnemiesSliding worms or zombies in the clock room (it rolls one or the other), Crows in the chapel yard, Hunter Betas later
NemesisRinging 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 missJill collapses after the fight — the Carlos interlude begins, and the tower's early rooms are effectively done.

5. Hospital Carlos's interlude

Jill is unconscious and infected. Carlos crosses to Raccoon General Hospital to synthesize the vaccine.

RouteThe 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 itemsSickroom Key · Vaccine Base · Vaccine Medium → Vaccine
Files hereDirector's Diary (doctor's lounge) · Photo D (4F data room) · Medical Instruction Manual (B3 experiment room)
EnemiesHunter Betas own these halls — sidestep their leaps; at low health their slash can decapitate. Synthesizing the vaccine releases more from the tanks
NemesisWaits near the Clock Tower chapel on the way back — dodging past is the sane play, though he can be fought
Don't missA 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.

6. Park Raccoon Park

Cured, Jill pushes through the city park toward Umbrella's buried facility.

RoutePark 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 itemsPark Key · Graveyard Key · Iron Pipe · Rear Gate Key
Files herePhoto E (park office typewriter) · Written Order to the Supervisors (forest path body) · Supervisor's Report and Fax from Headquarters (the secret communications room)
EnemiesHunter 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
NemesisThe bridge Live Selection (8) at the end of the park is the one choice that decides your ending
Don't missSave before the bridge — it is the classic spot to see both endings from one save, and the park is unreachable afterwards.

7. Dead Factory The disposal plant

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.

RouteWater 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 itemsFacility 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 hereManager'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
EnemiesHunter Gammas in the sewer route, zombies, and Nemesis twice
NemesisThe 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 missOnce you commit to the final elevator there is no walking back — and the countdown runs through the last choice.

Points of no return, in one place

TriggerWhat closes
Boarding the repaired cable carUptown, Downtown and the RPD — forever
Ringing the Clock Tower bellThe mandatory fight, the infection, the Carlos interlude
Carlos leaving the hospitalThe whole building, minutes later
The bridge Live SelectionThe park — and it locks in your ending
The final factory elevatorEverything. The countdown runs to the credits

All 10 Live Selections

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.

You will never see all ten in one run: 2 and 3 are mutually exclusive, and 9 only exists on the jump route of 8.
01RPD gate — Nemesis kills Brad
Option AFight 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 BRun into the police station — Skips the fight; the S.T.A.R.S. Card reaches you by an alternate route inside.
TimeoutHe attacks anyway.
Worth knowingConfirmed both ways; the alternate card pickup's exact spot varies by source.
02Grill 13 restaurant, with Carlos
Option ARun into the basement — A flooded cellar and an escape through the vent.
Option BHide in the kitchen — Jill drops an oil lamp on Nemesis — he goes down, and on Hard he is beatable here for a drop.
TimeoutDamage, then the fight anyway.
Worth knowingFires only if you met Carlos at the restaurant first. Your choice also swaps where Carlos and Nikolai appear later (gas station vs sales office).
03Raccoon Press — the alternative to 2
Option AJump out of the window — Escape to the back alley (one source: exclusive red herbs there — unverified).
Option BHide in the back — An explosion stuns Nemesis; he is beatable.
TimeoutDamage.
Worth knowingYou get this one instead of 2 if you entered the press office first.
04Sub Station — zombies breach the gate
Option AHead to the emergency exit — Zombies pour in behind you; Nemesis may be waiting outside afterwards.
Option BIncrease electricity output — Fries the zombies on the fence — but scrambles the shutter-room wiring you still need.
TimeoutThe breach happens on top of you.
Worth knowingEither way the Fuse room still opens; the voltage puzzle just gets meaner.
05Lonsdale Yard garage — the earthquake
Option AClimb up — The safe route back to the street.
Option BJump down — An underground passage full of sliding worms — and the first Grave Digger rumble.
TimeoutDamage, and you are forced down anyway.
06The cable car crash
Option AJump 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 BUse the emergency brake — You arrive through the front courtyard; no free ammo, but Carlos intervenes in the fight and wrecks the rocket launcher.
TimeoutTreated as the worse landing.
Worth knowingThis choice also swaps where the Winder and Bezel keys sit.
07Clock Tower balcony
Option AUse the light — Blinds him and shoves him off — he stops stalking for a while, but you forfeit a Hard-mode drop.
Option BUse the cord — Electrocutes him into the water — beatable for a drop, but he resumes stalking afterwards.
TimeoutHe grabs you.
08The bridge to the Dead Factory — THE ending choice
Option APush 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 BJump 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.
TimeoutKnocked off — treated as jumping.
Worth knowingThe ONLY Live Selection that changes the ending. Save before it.
09Nikolai in the helicopter (jump route only)
Option ANegotiate — He taunts you and flies off alive.
Option BReturn fire — You shoot the helicopter down and he dies.
TimeoutHe fires a rocket first.
Worth knowingBoth outcomes lead to the same Barry ending — this only decides Nikolai's fate.
10After the rail cannon — the last word
Option AExterminate the monster — Pick up the magnum and finish him for good, with the countdown still running. The famous line plays here.
Option BIgnore it and evacuate — Leave — the missile finishes what you started.
TimeoutHe spits poison at you.
Worth knowingDoes not change the ending — just how personal it gets.

The two endings

One branch decides everything: Live Selection 8 at the bridge. The final choice and the Nikolai choice change scenes, not endings.

EndingRouteWhat happens
Carlos flies you outPush Nemesis off the bridgeNikolai dies at the factory; the UBCS helicopter stays yours
Barry's rescueJump off the bridge (or time out)Nikolai reaches the helicopter — negotiate or shoot him down, Barry arrives either way
Save in front of the bridge. One save file, both endings, ten minutes apart.

Every puzzle — and which ones the game rerolls

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

Evidence locker code RANDOMIZED

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.

Sales office password RANDOMIZED

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.

One source claims Safsprin is rolled about two runs in three — unverified.
Stagla oil dispenser RANDOMIZED

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.

The station explodes after you take the oil and leave. Loot first.
Sub Station voltage panel FIXED

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.

Sources conflict on one sequence, and one claims the answers change after a shock. Treat the sequences as a starting point, not gospel — we would rather say so than sound sure.
Music box RANDOMIZED

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.

One source says the very first pressing (v1.0) is fixed at UP·DOWN·UP·UP·DOWN·UP and only later revisions randomize it — single-source, unverified.
Three goddesses clock RANDOMIZED

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.

Hospital wall safe RANDOMIZED

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.

Sickroom carts FIXED

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.

Vaccine synthesizer FIXED

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.

Fountain gears FIXED

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.

Water sample RANDOMIZED

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.

No text source publishes the four patterns reliably — they are visual. The method above always works; expect a minute of shuffling rather than a code to copy.
Steam valves FIXED

Where: Dead Factory 2F · Opens: The superheated corridor

Press the two southern valve buttons, then the two northern ones, then the control panels.

Single-source — verify in play.
Facility Key reprogram FIXED

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.

Item randomization — why guides disagree with your game

Around 21 pickups swap between two possible spots per run. The ones that matter:

WhatThe swap
Grenade Launcher ↔ Magnum50/50 between the S.T.A.R.S. office locker and the Sub Station room — you always get both eventually
Winder Key ↔ Bezel KeyBedroom or chapel, by the cable-car crash choice
The EmeraldRestaurant basement or press office, by where you met Carlos
Gunpowder and herb cachesA dozen spots each with two candidate rooms
Enemy loadoutsSome rooms roll their spawn — the clock room is 3 zombies or 8 sliding worms
The Lockpick is not randomized — it is always on Jill's own desk in the S.T.A.R.S. office.

How Nemesis actually works

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).

FactDetail
PursuitFollows through door transitions across most of the map; the stalking theme means he is still active
Safe roomsHe does not enter save/typewriter rooms — he waits
AttacksWalking and dashing punches, a grab, tentacle sweeps, a lethal impale, and a rocket launcher with about five rockets per encounter
SpeedFaster than Jill in a straight line — dodge and corners, not sprints
Weak habitsHe corners badly — bait him around geometry for free hits. Freeze rounds stagger him best; enhanced handgun rounds stagger where normal ones do nothing

Fight or run — the drop chain

On Hard, every optional knockdown pays out, in fixed order. On Easy he drops nothing, ever.

DownDropNotes
1stEagle Parts A
2ndEagle Parts Bcombine → Eagle 6.0: faster, stronger 15-round handgun
3rdFirst Aid Spray Boxthree sprays
4thM37 Parts A
5thM37 Parts Bcombine → Western Custom M37: the upgraded shotgun
6thFirst Aid Spray Boxthree more sprays
7thM4A1 Assault Rifleon a cleared-data run this becomes the Infinite Bullets case
Seven downs total for the full chain. The candidate encounters: the RPD gate, the alley after the RPD, the restaurant or press office, outside the Sub Station, the Clock Tower balcony (cord option), and the chapel as Carlos. No source enumerates the seven cleanly — we say that rather than invent a list.
Each fight wants heavy ordnance — freeze rounds, the magnum, enhanced ammo — and he gets back up after a while. Take the down, take the drop, leave.

Every enemy, one line each

Zombie — Bite and vomit

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.

Zombie Dog — Fast lunging bites

Stand your ground and shotgun them out of the leap; running invites the lunge.

Crow — Flock pecks

Run through. Almost never worth ammo.

Drain Deimos — Lunge and a draining grapple

Shotgun at mid-range and never let two corner you.

Brain Sucker — Poison spit + grapples

Same as Deimos but carry blue herbs; its grapple is one of the easier attacks to dodge-time.

Hunter Beta — Leaping slash; can decapitate at low health

They turn slowly — sidestep and hit the flank. Freeze rounds or the magnum end them fast.

Hunter Gamma — A swallow that is an instant kill

The pond frogs. Flame rounds excel; fight them out of the water and at range.

Sliding Worm — Latch and drain

Shake off and run — they only herald their parent.

Grave Digger — The giant worm (boss)

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.

Nemesis — Form 1 — Punches, a grab, tentacles, an impale, and a rocket launcher

See the Nemesis tab. Runs faster than you, follows through doors, dodges your shots.

Nemesis — Form 2 — Post-Clock Tower mutation, longer tentacle reach

Slower — keep medium distance and feed it freeze rounds.

Nemesis — Form 3 — The final mass in the disposal plant

Route power to the rail cannon between its lunges; the cannon does the killing.

The arsenal

Swipe the table sideways
WeaponAmmoWhere
Combat KnifeItem box from the start
M92F Samurai EdgeHandgun roundsJill's starting weapon
Sigpro SP2009Handgun roundsCarlos's sidearm; Jill can end up with it too
Benelli M3S ShotgunShellsDead officer early in Uptown (Easy: item box)
Grenade LauncherGrenade / flame / acid / freezeS.T.A.R.S. office locker or the Sub Station — random, opposite the MagnumThe workhorse
M629C Magnum.44The other of that random pairNemesis-stopper
M4A1 Assault RifleA.R. clipsCarlos starts with it; Jill earns hers from the 7th Nemesis drop or the shop
Mine ThrowerMine dartsClock Tower, near a corpse — Hard onlyNiche
Eagle 6.0Handgun roundsNemesis drops 1+2 (Hard)Upgrade
Western Custom M37ShellsNemesis drops 4+5 (Hard)Upgrade
Rocket LauncherRocketsThe Facility Key reprogram secretSecret
Gatling Gun / Infinite weaponsBought with Mercenaries moneyBonus

Gunpowder — the ammo you make

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.

MixMakes
AHandgun ×15
A + AHandgun ×35
A + A + AHandgun ×55
B + B + AHandgun ×60
BShotgun ×7
B + BShotgun ×18
B + B + BShotgun ×30
A + A + BShotgun ×20 sources say 20 or 22
C (A+B)Grenade rounds ×10
A + CFlame rounds ×10
B + CAcid rounds ×10
C + CFreeze rounds ×10
C + C + CMagnum ×24
Enhanced ammo: after about seven mixes of the same family, the tool starts offering Enhanced handgun rounds or shotgun shells — smaller batches that hit far harder. One enhanced handgun round staggers Nemesis. There is no enhanced magnum or grenade ammo.

Easy vs Hard — a different game

EasyHard
StartAssault rifle in hand; magnum, shotgun and a spray box already in the item boxHandgun and knife
Inventory10 slots8 until you find the side pack
Ink ribbonsInfiniteLimited
Ammo yieldsRoughly doubleStandard
Enemy healthReducedFull
ExclusiveMine Thrower, Nemesis drops, rankings, epilogues, the full costume set

All 30 files — in the order that earns Jill's Diary

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.

Swipe the table sideways
#FileWhere
1Game Instructions AIn your inventory at the start
2Game Instructions BIn your inventory at the start
3Clock Tower PostcardBar Jack, on the counter
4Photo ABarricaded passage, on a corpse (Uptown)
5Marvin's ReportRPD 1F west office, Marvin's body
6David's MemoRPD 1F dark room, by the typewriter
7Fax from Kendo Gun ShopRPD 2F S.T.A.R.S. office fax machine
8Mercenary's DiaryDead UBCS mercenary in the alley
9City GuideGrill 13, on a table
10Photo BRaccoon Press, payphone
11Photo CRaccoon Press 2F, office table
12Reporter's MemoRaccoon Press 2F, boxes
13Mechanic's MemoCable car dashboard
14Manager's ReportSales office table
15Business FaxSales office filing cabinets
16Dario's MemoThe warehouse container — the room from the opening
17Operation InstructionClock Tower main hall, mercenary's body
18Art Picture PostcardClock Tower library, small table
19Mercenary's PocketbookClock Tower clock room, mercenary's body
20Director's DiaryHospital 1F doctor's lounge, on the floor
21Photo DHospital 4F data room desk
22Medical Instruction ManualHospital B3 experiment room desk
23Photo EPark office, on the typewriter
24Written Order to the SupervisorsPark forest path, mercenary's body
25Supervisor's ReportSecret communications room table
26Fax from HeadquartersSecret communications room board
27Manager's DiaryDead Factory 2F resting room, by the typewriter
28Security ManualDead Factory monitoring room, by the chair
29Incinerator ManualDead Factory emergency tunnel, by the ladder
30Classified Photo FileDead Factory car yard, on the floor
The in-order requirement is the community's hard-won consensus rather than anything the game states — two of our three deepest sources assert it. Following the order costs nothing; ignoring it risks the run.

The 8 Epilogue files

One per Hard-mode clear on the same save data, regardless of rank. Eight clears, in this order:

ClearEpilogue
1Jill Valentine
2Chris Redfield
3Barry Burton
4Leon S. Kennedy
5Claire Redfield
6Sherry Birkin
7Ada Wong
8HUNK
After the eighth, a short staff message plays. Keep one save file for the whole campaign — a fresh file resets the counter.

The Mercenaries — Operation: Mad Jackal

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.

Swipe the table sideways
CharacterLoadout
CarlosM4A1 Assault Rifle · Eagle 6.0 · handgun ammo · 3 mixed herbsThe balanced pick
MikhailRocket Launcher · shotgun · .44 Magnum · spare shells and rounds · mixed herbThe firepower pick
NicholaiSigpro and a knife · blue herb · First Aid SpraysThe hard mode — knife kills pay the biggest time bonus

What the money buys

Prizes carry into main-game runs started from that clear data:

RewardPrice
Infinite M4A1 Assault Rifle$2,000
Infinite Gatling Gun$3,000
Infinite Rocket Launcher$4,000
Infinite ammo, every weapon$9,999

Rank — how the grade is really scored

Three categories, up to 100 points each:

CategoryScoring
Time100 points at 2:29:59 or faster, scaling to 0 at ten hours
Saves100 points at zero saves, 0 at 31+
Health recovered100 points at 1,500 HP or less healed, 0 at 3,350+
GradePoints
S270+
A230–260
B180–220
C120–170
D50–110
E40 or less
Simplified versions of these rules float around ("S = under 2 hours, no sprays"). The point table above is the better-documented model — and note it scores health recovered, not how many sprays you carried.

Costumes and the boutique

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.

CostumeUnlock
RE1 S.T.A.R.S. JillClear Easy above the lowest rank
Regina (Dino Crisis)Clear Easy
Biker leathersHard clear, rank A
Disco outfitHard clear, rank A
RPD miniskirt uniformHard clear, rank A
The practical rule every source agrees on: an A rank on Hard unlocks everything.

Printable 100% checklist

The whole campaign, in the order that wastes the least time. Print it — the print version drops the menus and images.

Run 1 — learn the city (any difficulty)
  • Both endings seen from a save at the bridge
  • All 30 files in menu orderJill's Diary
  • The gas station looted before taking the Machine Oil out
  • The hospital emptied before the vaccine leaves
  • The Facility Key reprogram secret → Rocket Launcher
  • Clear data saved → Mercenaries + Boutique Key unlocked
The Hard campaign — 8 clears, one save file
  • Nemesis downed 7 times → Eagle 6.0, Western Custom M37, two spray boxes, the Assault Rifle
  • An A rank on Hard → every boutique costume
  • Epilogue 1 — Jill
  • Epilogue 2 — Chris
  • Epilogue 3 — Barry
  • Epilogue 4 — Leon
  • Epilogue 5 — Claire
  • Epilogue 6 — Sherry
  • Epilogue 7 — Ada
  • Epilogue 8 — HUNK, and the staff message
Mercenaries
  • A clean run with each character — Carlos, Mikhail, Nicholai
  • $2,000 — Infinite Assault Rifle
  • $3,000 — Infinite Gatling Gun
  • $4,000 — Infinite Rocket Launcher
  • $9,999 — infinite ammo on everything
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