Resident Evil 3 Nemesis Walkthrough: Why You’re Probably Doing it Wrong

Resident Evil 3 Nemesis Walkthrough: Why You’re Probably Doing it Wrong

You’re running. That’s basically the entire game in a nutshell. If you aren’t running, you’re probably getting your skull crushed by a nine-foot-tall bio-weapon in a trashy trench coat. Back in 1999, Capcom released a game that felt more like an action movie than a slow-burn horror flick, and honestly, most modern players struggle with it because they treat it like Resident Evil 2. It isn’t. This Resident Evil 3 Nemesis walkthrough is going to break down why your resource management is likely failing and how to actually survive Raccoon City without losing your mind.

The original RE3 is a weird beast. It’s got a dodge mechanic that barely works when you want it to and a crafting system that can either make you a god or leave you throwing rocks at zombies. Most people play it too safe. They hoard gunpowder like it’s gold, only to die with a full inventory because they were too scared to use the "good" bullets on a Hunter Beta. Don't be that person.

The Uptown Panic and Early Choices

Raccoon City is a mess. When Jill Valentine steps out of that exploding apartment, you’ve got about three seconds before the vibe turns sour. The opening of the game is designed to funnel you toward the Warehouse, where you meet Dario Rosso. Poor Dario. He locks himself in a shipping container because he’s terrified, and honestly, can you blame him? But here is the thing: don’t ignore the items in that room. You need the handgun bullets and the first aid spray.

Once you hit the streets, you’ll encounter your first "Live Selection." This is the mechanic that defines the game. When the screen flashes white and time slows down, the game is asking if you have guts or if you’re a coward. At the Raccoon City Police Department (RPD) entrance, Nemesis shows up for the first time. He kills Brad Vickers—sorry, Brad—and then he looks at you.

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You have two choices: fight him or run into the station.

If you’re following a Resident Evil 3 Nemesis walkthrough to get the best items, you have to fight him. Dropping Nemesis on Hard Mode is the only way to get the special weapon parts, like the Eagle 6.0 parts or the Western Custom M37. If you run, you’re just delaying the inevitable and missing out on firepower that makes the mid-game way easier. Fighting him at the RPD is tough because Jill is basically made of paper at this point. Use the environment. Use the distance. If you have the shotgun from the basement of the sub-station area or the warehouse, use it. But mostly, just don’t get cornered.

The RPD Is a Trap

Everyone thinks they know the RPD because of the second game. In RE3, it’s a skeleton of its former self. Half the doors are locked or boarded up. You’re there for one reason: the lockpick. It’s in the evidence room. You also want to grab the STARS office key. While you’re in the STARS office, grab the magnum if you’re lucky, or at least the grenade launcher rounds.

Jill’s desk has her report. Read it. It adds flavor, sure, but it also reminds you that the clock is ticking. When you leave the RPD, Nemesis is going to jump through a window. It’s a jump scare that still works twenty-odd years later. If you’re playing on a high difficulty, this is where most runs end. He’s fast. Faster than you. If you didn't kill him outside, he’s going to haunt you through the hallways. Use the narrow corridors to your advantage. Line up your shots. Don't waste ammo on the zombies in the hall; just dodge.

Managing the Gunpowder System

This is where people mess up. Gunpowder A is for handguns. Gunpowder B is for shotguns. Mix them together for C, which makes grenade rounds. It sounds simple. It’s not.

If you mix Gunpowder A with the Reloading Tool enough times, Jill gets "better" at making it. Eventually, she’ll start making Enhanced Handgun Bullets. These things are lethal. They can pop a zombie’s head in one shot and actually stun Nemesis. Most players just mix whatever they have immediately. Stop doing that. Plan ahead. If you know you’re headed toward the Clock Tower, you need freeze rounds. Freeze rounds are the secret "easy mode" for Nemesis. Mix Gunpowder C with Gunpowder B.

  • Gunpowder A: Red.
  • Gunpowder B: Yellow.
  • Gunpowder C: Blue (A+B).
  • Mixing C+C: High-grade explosives.

I’ve seen people reach the final fight with the Rail Cannon and have nothing but 9mm bullets. It’s embarrassing. Use the Reloading Tool every single time you find powder. Never leave it in the box.

Downtown and the Power Station

After the RPD, the game opens up. You need to get the cable car running. This involves finding the power cable, the machine oil, and a fuse. It’s basically a deadly grocery list. The order you do these in changes how Nemesis spawns. This is why a static Resident Evil 3 Nemesis walkthrough is hard to write—the game is semi-randomized.

If you go to the Press Office first, you might encounter a fire. If you go to the Restaurant, you might meet Carlos. Pro tip: when you’re in the restaurant and Nemesis crashes through the window, choose to hide in the kitchen. If you use the basement, it floods. Flooding is bad. Hiding in the kitchen lets you use a gas leak to blow Nemesis up, which gives you a free item drop and a head start on your escape.

The Power Station puzzle is another sticking point. You have to adjust the voltage. It’s a simple math problem, but when the zombies are banging on the fence, people panic. Set it to the manual mode and aim for the 15-25V range or the 115-125V range depending on the door you’re trying to open. Just breathe. You have more time than the music makes you think.

The Clock Tower: The Point of No Return

Once you fix the cable car, everything goes to hell. The ride to the Clock Tower is iconic. Mikhail, the Russian mercenary with a heart of gold (and a lot of explosives), goes out in a blaze of glory. It’s tragic. It’s loud. And it leaves Jill alone.

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The Clock Tower is the best part of the game. It’s also where the puzzles get actually difficult. The music box puzzle requires you to match a melody. If you’re tone-deaf, good luck. Basically, you move the switches until the high and low notes match the sample. Then there’s the amber, obsidian, and crystal puzzle. You’re trying to get the clock to read 12:00.

  • Amber: Adds or subtracts hours based on position.
  • Obsidian: Usually moves the hand by 2 hours.
  • Crystal: Moves the hand by 3 hours.

Just fiddle with them. There are only so many combinations. But do it fast, because Nemesis is coming. The fight in the courtyard of the Clock Tower is the first "forced" fight where you can't just run away. He’s got a rocket launcher now. It’s honestly unfair.

This is where you use those freeze rounds I told you to make. Freeze rounds slow him down. They break his animation cycles. If you try to use the shotgun here, you’re going to get a rocket to the face. Stay close to him. It sounds counterintuitive, but his rocket launcher is harder to dodge at a distance. If you’re right in his grill, he’ll try to punch you, which is way easier to dodge using the R1/RB timing.

Playing as Carlos

Jill gets infected. She’s out. Now you’re Carlos Oliveira. Carlos is great because he has an assault rifle. Carlos is bad because he doesn't have Jill's variety of weapons. You have to navigate the Hospital to find a vaccine.

The Hospital section is pure survival horror. Hunters are everywhere. Hunter Betas can decapitate you in one hit if your health is in the "Caution" zone. Don't be stingy with the submachine gun ammo. Spray and pray. You also need to solve the vaccine base puzzle. You’ve got two valves and a synthesizer. You’re looking to balance the pressure. It’s trial and error, but usually, it involves hitting the first and third switches.

When you get back to Jill, Nemesis is mutating. He’s less "man in a coat" and more "tentacle monster."

The Park and the Dead Factory

The final stretch is the Park and the Dead Factory. The Park has a giant worm called the Grave Digger. It’s a boring fight, honestly. Just run in circles and shoot it when it pops its head out. The real challenge is the Dead Factory.

The Factory is an industrial nightmare. It’s full of puzzles involving steam pipes and water samples. The water sample puzzle is the most hated part of any Resident Evil 3 Nemesis walkthrough. You have to match a wave pattern. Look at the top line (the target) and then adjust the three sub-lines (A, B, C) to fit.

  1. Start with the biggest peaks.
  2. Align them with the target peaks.
  3. Fill in the gaps with the smaller waves.

It's easier if you think of it as addition and subtraction rather than "matching." If a peak on line A is 3 units high and the target is 2 units, you need a line that subtracts 1 unit at that exact spot.

The Finale: Rail Cannon vs. Nemesis

The final boss isn't really a fight; it’s a chore. Nemesis is now a giant blob of meat and teeth. You need to power up the Rail Cannon (the "Paracelsus' Sword"). Push the three batteries into place. The problem? Nemesis is in the way.

Don't try to kill him with your guns. You can’t. You only use your guns to stun him so you can push the batteries. Once the cannon fires, it’ll blast a hole in him. Lead him into the path of the second shot.

Then comes the final choice.

You’re standing over the dying remains of the creature that haunted you for the last six hours. You can walk away, or you can "Finish him."

Finish him. Jill says her iconic line ("You want STARS? I'll give you STARS!"), and you pump the last of your magnum rounds into his face. It’s the most satisfying moment in gaming history.

Actionable Tips for Your Next Run

If you want to actually master this game, you need to stop playing it like a modern shooter. It’s a game of movement.

  • Master the Dodge: Press the aim button right as an attack is about to land. Jill will do a roll or a duck. Practice this on lone zombies. If you can’t dodge, you can’t beat Nemesis on Hard.
  • The "Map" is a Lie: Don't clear every room. If a room has three zombies and you don't need to go back there, leave them. Killing them is a waste of ammo.
  • Keep the Lighter: You’d be surprised how many people put the lighter in the item box and then realize they need it for a rope or a lamp five rooms away. Just keep it until the fire puzzle is done.
  • Check the Bodies: In the RPD and the streets, many dead Mercs have journals or ammo. Hover over them and press the action button.

The biggest mistake is thinking you have to be perfect. You don't. Resident Evil 3 is a game about being messy, getting hit, and barely limping to the finish line. That’s what makes it a masterpiece. Most people think they need a perfect Resident Evil 3 Nemesis walkthrough to see the end, but really, you just need to know when to fight and when to run.

Go back into Raccoon City. Try to get that Eagle 6.0. It changes the whole feel of the game. And for the love of everything, don't trust the Umbrella Corporation. They never have your best interests at heart. Get to the chopper, watch the city go up in smoke, and realize that you just survived the most intense night in survival horror history.