Resident Evil 3 PS1 Walkthrough: How to Beat Nemesis Without Losing Your Mind

Resident Evil 3 PS1 Walkthrough: How to Beat Nemesis Without Losing Your Mind

Jill Valentine deserved a vacation after the Spencer Mansion incident. Instead, she got a front-row seat to the collapse of Raccoon City. If you’re playing the 1999 original on a gray PlayStation, you know this game isn't just about shooting zombies. It’s about stress management. This Resident Evil 3 PS1 walkthrough isn't going to hold your hand through every single door—you've got a map for that—but it’s going to stop you from wasting all your gunpowder before the clock tower.

Raccoon City is a maze of burning cars and barricades. You start in an alleyway, and almost immediately, the game asks you to make a choice. This is the Live Selection system. It's basically the game's way of asking how you want to die.

The Early Game Scramble and the RCPD

First things first. Get to the police station. You’ll meet Brad Vickers at Jack's Bar, and he's losing it. Rightfully so. Once you hit the R.P.D. entrance, you face your first real "Do I stay or do I go?" moment. Nemesis drops from the sky and kills Brad.

You have two choices: fight the monster or enter the police station.

If you’re a beginner, just run. Seriously. Fighting Nemesis here is a resource sink that'll leave you with three handgun bullets and a prayer. But, if you're feeling brave and have mastered the dodge mechanic—which, let's be honest, is notoriously finicky on a D-pad—downing him here nets you a 9mm Eagle parts kit.

Inside the R.P.D., it's a nostalgia trip for anyone who played RE2. You need the Emblem Key from the STARS office. Don't miss the lockpick in Jill’s desk. It’s the most important tool in the game. You'll spend the next hour back-tracking through the downtown area, using that lockpick on every blue-tinted door you see.

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Managing the Gunpowder Tax

Capcom introduced a crafting system in RE3 that changed everything. You find Gunpowder A (red) and Gunpowder B (yellow). You can mix them into C, or just spam them into the Reloading Tool.

Here is the secret: stop making handgun bullets.

By the time you reach the Sales Office, you should be funneling your powder into Grenade Rounds or Magnum ammo. If you mix the same type of powder repeatedly, Jill actually gets better at it. Her "Reloading Level" goes up, and she starts producing more bullets per batch. It's a subtle mechanic that most people ignore until they’re staring down a boss with an empty chamber.

The Downtown Grind: Wrench, Hose, and Fire

The middle of the game is a series of "fetch quests" that feel like a fever dream. You need a hose to put out a fire. To get the hose, you need a wrench. To get the wrench, you’re dodging Brain Suckers in the sewers.

The most annoying part? The Power Substation.

You have to align the voltage to 15V-25V or 115V-125V depending on which door you're trying to unlock. If you mess it up, you waste time, and time is the one thing Nemesis doesn't give you. Pro tip: always check the bodies of dead mercenaries. Dario’s memo and the various diaries scattered around aren't just lore; they often contain the randomized codes for the pharmacies and offices.

Speaking of randomization, the puzzles in RE3 are "live." The solution to the Water Sample puzzle later in the game or the paintings in the Clock Tower can change every time you play. It keeps the game fresh, but it makes a static Resident Evil 3 PS1 walkthrough tricky. You have to understand the logic, not just memorize a code.

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The Clock Tower: Where Things Get Real

The Clock Tower is the peak of the game's atmosphere. It’s also where Jill gets infected with the T-Virus. After you ring the bell and think you’re being rescued, Nemesis blows up your helicopter. Total jerk move.

This fight is mandatory.

You’re trapped in the courtyard. Use the frozen rounds if you have them. If you don't, you’re stuck kiting him around the central fountain. Use the dodge (press R1 or R2 right as he swings) to get behind him. Once Jill is infected, the game shifts perspective to Carlos Oliveira.

Carlos's segment in the hospital is a race against time. He’s got an assault rifle, which feels great until you realize how fast it burns through ammo. You need to find the Vaccine Base and the Vaccine Medium. Watch out for the Hunters in the hallways. On the PS1, the frame rate can chug a bit when two Hunters are on screen, so try to lure them into corners one by one.

The Dead Factory and the Final Stretch

The final act takes place in the Disused Plant, or the "Dead Factory." This is where the puzzles get mean. The steam room requires precise timing, and the water treatment puzzle is the ultimate "I give up" moment for many players.

For the water puzzle, you have to align three rows of bars to match a target frequency. Start from the bottom row and work your way up. It’s easier to visualize the gaps than the bars themselves.

The endgame gives you one final Live Selection. You can either push Nemesis off a bridge or jump off yourself. Your choice here dictates how the game ends and whether or not you get to see Nikolai get what’s coming to him.

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Dealing with the Final Boss

The Rail Cannon is your best friend. In the final room, you have to push three power batteries into place to fire the "Paracelsus' Sword."

Nemesis is a massive, mutated blob at this point. He’s slow, but his acid spit is lethal. Don't try to shoot him with your regular guns; it's a waste of time. Focus entirely on the batteries. Once the cannon fires, lure him into the path of the beam.

When the prompt "Finish him?" appears, you get to choose. You can walk away, or you can vent twenty years of frustration into his face with a .357 Magnum.

Actionable Insights for Your Next Run

To truly master this game, you need to look beyond just reaching the end credits.

  • The Dodge is Not Optional: Practice the dodge on regular zombies in the first alleyway. Mastering this is the difference between an 'S' rank and a 'D' rank.
  • Item Boxes are Linked: It sounds obvious now, but in 1999, managing the limited slots was a nightmare. Never carry more than one "puzzle item" at a time.
  • The Mine Thrower is Bait: It looks cool, but the ammo is too rare to be reliable. Stick to the Shotgun for crowd control and the Magnum for bosses.
  • Check the Map: If a room is red on your map, there’s still an item there. Usually, it's gunpowder hidden behind a crate or a herb tucked in a corner.

Ending your run with the best rank requires speed and minimal saves. If you're going for the infinite rocket launcher, you'll need to beat the game in under two and a half hours. It sounds impossible, but once you know the route through Raccoon City, the game world actually starts to feel quite small. Focus on your movement, respect the Nemesis, and always keep a spare herb in the box.