Difference between revisions of "Resident Evil 3"
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− | + | [[File:Bio3 title.jpg |thumb|308px]] | |
− | |||
− | [[File:Bio3 | ||
<div style="float:right; clear:both; margin-left:0.5em;">__TOC__</div> | <div style="float:right; clear:both; margin-left:0.5em;">__TOC__</div> | ||
==GOBLIN6 Forum Discussion== | ==GOBLIN6 Forum Discussion== | ||
Looking to discuss Resident Evil 3? Post [https://forum.goblin6.com/forumG6/viewforum.php?f=10 '''here''']. | Looking to discuss Resident Evil 3? Post [https://forum.goblin6.com/forumG6/viewforum.php?f=10 '''here''']. | ||
+ | |||
+ | ==Difficulties== | ||
+ | |||
+ | * Assisted: In this mode, you'll start with an Assault Rifle, receive more ammo when combining items, and have an additional four inventory slots. Aim Assist will be on, zombies will be weaker and you'll automatically recover a portion of your health as time goes by. | ||
+ | * Standard: This is the standard game mode. | ||
+ | * Hardcore: In this mode, enemies are stronger, ammo and other items are less available, and you'll receive less ammo when combining items. You cannot change the difficulty in a Hardcore playthrough. | ||
+ | * Nightmare: This mode is unlocked after completing the game on Hardcore. In this mode, enemies deal significantly more damage and are way harder to kill. Enemies and items are placed in different areas throughout the game. You cannot change the difficulty in a Nightmare playthrough. | ||
+ | * Inferno: This mode is unlocked after completing the game on Nightmare. In this mode, enemies deal even more damage than in Nightmare and are even harder to kill. Auto-saving is disabled in this mode, enemies and items are in different areas, and ammo and other items are significantly more scarce. | ||
==Resident Evil 2 RPD lockers== | ==Resident Evil 2 RPD lockers== | ||
Line 11: | Line 17: | ||
* Men's Locker Room Dial Lock: CAP | * Men's Locker Room Dial Lock: CAP | ||
+ | |||
+ | [[File:Bio3 puzzle 01.jpg|border|500px]] | ||
+ | |||
* 3F Stairs Dial Lock: DCM | * 3F Stairs Dial Lock: DCM | ||
− | == | + | [[File:Bio3 puzzle 02.jpg|border|500px]] |
+ | |||
+ | ==Charlie Locations== | ||
+ | |||
+ | === <u>Charlie Doll 01</u> === | ||
+ | |||
+ | * Location: Between 2 newspaper boxes | ||
+ | |||
+ | [[File:Charlie 01.PNG|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 02</u> === | ||
+ | |||
+ | * Location: Drug Store owner's Saferoom | ||
+ | |||
+ | [[File:Charlie 02.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 03</u> === | ||
+ | |||
+ | * Location: Inside Moon Donuts | ||
+ | |||
+ | [[File:Charlie 03.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 04</u> === | ||
+ | |||
+ | * Location: Subway Control Room | ||
+ | |||
+ | [[File:Charlie 04.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 05</u> === | ||
+ | |||
+ | * Location: Subway Power Substation Control Room | ||
+ | |||
+ | [[File:Charlie 05.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 06</u> === | ||
+ | |||
+ | * Location: Inside Toy Uncle | ||
+ | |||
+ | [[File:Charlie 06.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 07</u> === | ||
+ | |||
+ | * Location: Sewers, before approaching the Lab | ||
+ | |||
+ | [[File:Charlie 07.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 08</u> === | ||
+ | |||
+ | * Location: Sewers, after going through the exit door | ||
+ | |||
+ | [[File:Charlie 08.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 09</u> === | ||
+ | |||
+ | * Location: After the Demolition Site | ||
+ | |||
+ | [[File:Charlie 09.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 10</u> === | ||
+ | |||
+ | * Location: RPD, Courtyard | ||
+ | |||
+ | [[File:Charlie 10.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 11</u> === | ||
+ | |||
+ | * Location: RPD, Safety Deposit Room | ||
+ | |||
+ | [[File:Charlie 11.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 12</u> === | ||
+ | |||
+ | * Location: Subway Tunnels | ||
+ | |||
+ | [[File:Charlie 12.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 13</u> === | ||
+ | |||
+ | * Location: Clock Tower Plaza, behind RPD SWAT vehicle | ||
+ | |||
+ | [[File:Charlie 13.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 14</u> === | ||
+ | |||
+ | * Location: Hospital 1F | ||
+ | |||
+ | [[File:Charlie 14.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 15</u> === | ||
+ | |||
+ | * Location: Hospital, 2F Roof | ||
+ | |||
+ | [[File:Charlie 15.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 16</u> === | ||
+ | |||
+ | * Location: Hospital, 2F Sickroom | ||
+ | |||
+ | [[File:Charlie 16.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 17</u> === | ||
+ | |||
+ | * Location: Hospital, 1F (as Jill), before Underground Storage Elevator | ||
+ | |||
+ | [[File:Charlie 17.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 18</u> === | ||
+ | |||
+ | * Location: Underground Storage | ||
+ | |||
+ | [[File:Charlie 18.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 19</u> === | ||
+ | |||
+ | * Location: NEST 2, 2F after Override Key | ||
+ | |||
+ | [[File:Charlie 19.jpg|border|500px]] | ||
+ | |||
+ | === <u>Charlie Doll 20</u> === | ||
+ | |||
+ | * Location: NEST 2, 2F small room after Lab 1 | ||
+ | |||
+ | [[File:Charlie 20.jpg|border|500px]] | ||
+ | |||
+ | ==Weapon Upgrades== | ||
+ | |||
+ | === <u>Dot Sight (Handgun)</u> === | ||
+ | |||
+ | * Location: Drug Store owner's Saferoom | ||
+ | * Safe combination: 9 left, 1 right, 8 left (Aqua Cure Poster in Pharmacy) | ||
+ | |||
+ | [[File:Weapon 01.jpg|border|500px]] [[File:Weapon 02.jpg|border|500px]] [[File:Weapon 03.jpg|border|500px]] | ||
+ | |||
+ | === <u>Extended Magazine (Handgun)</u> === | ||
+ | |||
+ | * Location: After restoring power to subway | ||
+ | * Nemesis Drop: Use a grenade on him as he breaks through wall | ||
+ | |||
+ | [[File:Weapon 04.jpg|border|500px]] [[File:Weapon 05.jpg|border|500px]] [[File:Weapon 06.jpg|border|500px]] | ||
+ | |||
+ | === <u>Moderator (Handgun)</u> === | ||
+ | |||
+ | * Location: After Nemesis infects zombie with parasite | ||
+ | * Nemesis Drop: Use a grenade on him after cutscene | ||
+ | * ONLY AVAILABLE ON STANDARD MODE AND ABOVE | ||
+ | |||
+ | [[File:Weapon 25.jpg|border|500px]] [[File:Weapon 26.jpg|border|500px]] [[File:Weapon 27.jpg|border|500px]] | ||
+ | |||
+ | === <u>Tactical Stock (Shotgun)</u> === | ||
+ | |||
+ | * Location: Clock Tower Monument Subway | ||
+ | * Nemesis Drop: Use a grenade on him after cutscene | ||
+ | * Puzzle Solution: Use 2 of the 3 collected jewels | ||
+ | |||
+ | [[File:Weapon 07.jpg|border|500px]] [[File:Weapon 08.jpg|border|500px]] [[File:Weapon 09.jpg|border|500px]] | ||
+ | |||
+ | === <u>Semi-Auto Barrel (Shotgun)</u> === | ||
+ | |||
+ | * Location: Gun Shop Kendo | ||
+ | * Location: Shelf on the left as you walk in | ||
+ | |||
+ | [[File:Weapon 10.jpg|border|500px]] [[File:Weapon 11.jpg|border|500px]] [[File:Weapon 12.jpg|border|500px]] | ||
+ | |||
+ | === <u>Scope (Assault Rifle)</u> === | ||
+ | |||
+ | * Location: RPD West Office | ||
+ | * Key Item needed: STARS ID Card | ||
+ | |||
+ | [[File:Weapon 13.jpg|border|500px]] [[File:Weapon 14.jpg|border|500px]] [[File:Weapon 15.jpg|border|500px]] | ||
+ | |||
+ | === <u>Tactical Grip (Assault Rifle)</u> === | ||
+ | |||
+ | * Location: Hospital Courtyard | ||
+ | * Puzzle Solution: Jump down from 2F window | ||
+ | |||
+ | [[File:Weapon 16.jpg|border|500px]] [[File:Weapon 17.jpg|border|500px]] [[File:Weapon 18.jpg|border|500px]] | ||
+ | |||
+ | === <u>Dual Magazine (Assault Rifle)</u> === | ||
+ | |||
+ | * Location: Safe in Nurses Station | ||
+ | * Safe combination: 9 right, 3 left (Operating Room document) | ||
+ | |||
+ | [[File:Weapon 19.jpg|border|500px]] [[File:Weapon 20.jpg|border|500px]] [[File:Weapon 21.jpg|border|500px]] | ||
+ | |||
+ | === <u>Shell Holder (Shotgun)</u> === | ||
+ | |||
+ | * Location: Underground Storage | ||
+ | * Location: Lower right area of Warehouse | ||
+ | |||
+ | [[File:Weapon 28.PNG|border|500px]] [[File:Weapon 29.PNG|border|500px]] [[File:Weapon 30.PNG|border|500px]] | ||
+ | |||
+ | === <u>Extended Barrel (MAG)</u> === | ||
+ | |||
+ | * Location: Underground Storage Surveillance Room | ||
+ | * Location: Behind Main Terminal | ||
− | + | [[File:Weapon 22.jpg|border|500px]] [[File:Weapon 23.jpg|border|500px]] [[File:Weapon 24.jpg|border|500px]] | |
− | |||
− | |||
− | |||
− | |||
==Shop Unlockables== | ==Shop Unlockables== | ||
Line 63: | Line 262: | ||
==Records== | ==Records== | ||
+ | |||
+ | {| class="wikitable sortable R-Highlight" style="white-space: nowrap; text-align: center; align: center; valign: middle;" | ||
+ | ! Challenge Name !! Challenge Description !! Points Earned !! Reward | ||
+ | |- | ||
+ | | So long, RC || Complete all challenges || 0 || Mystery Model | ||
+ | |- | ||
+ | | First Escape || Escape from Jill's apartment building || 80 || Concept Art: Jill's Room | ||
+ | |- | ||
+ | | Somebody to Lean On || Escape from uptown Raccoon City. || 100 || Concept Art: Bar Jack | ||
+ | |- | ||
+ | | Nemesis Down? || Defeat nemesis on the rooftop. || 120 || Concept Art: Stage 1 Nemesis A | ||
+ | |- | ||
+ | | Escape from the City || Make it out of downtown Raccoon City. || 120 || Concept Art: Gas Station/Boutique | ||
+ | |- | ||
+ | | The Carlos Express || Leave the R.P.D. || 120 || Concept Art: Carlos | ||
+ | |- | ||
+ | | I Don't Feel So Good || Leave the clock tower plaza. || 140 || Model: Stage 2 Nemesis | ||
+ | |- | ||
+ | | I Need a Hero || Withstand the zombie siege. || 160 || Concept Art: Hospital | ||
+ | |- | ||
+ | | The Pursuer || Follow Nicholai deeper underground. || 180 || Concept Art: Creatures | ||
+ | |- | ||
+ | | Nemesis Down!? || Defeat Stage 2 Nemesis. || 260 || Concept Art: Stage 2 Nemesis B | ||
+ | |- | ||
+ | | Nemesis Down!! || Defeat Stage 3 Nemesis. || 800 || Concept Art: Lab Corridors | ||
+ | |- | ||
+ | | Basic Chemistry || Craft an item. || 160 || Concept Art: Interiors | ||
+ | |- | ||
+ | | Gunsmith || Improve a weapon. || 150 || Concept Art: Uptown | ||
+ | |- | ||
+ | | Get Organized || Expand your inventory. || 150 || Concept Art: Donut Shop/Diner | ||
+ | |- | ||
+ | | Master of Sidestepping || Execute a Perfect Dodge. || 200 || Concept Art: Downtown | ||
+ | |- | ||
+ | | The Carlos Takedown || Successfully execute Carlos’ punch ability. || 200 || Model: Marvin Branagh | ||
+ | |- | ||
+ | | Hello, Charlie! || Destroy a Charlie doll. || 200 || Model: Charlie Doll | ||
+ | |- | ||
+ | | Trusty Sidearm || Defeat 80 enemies with a handgun. || 1200 || Concept Art: Stories | ||
+ | |- | ||
+ | | Gunslinger || Defeat 200 enemies with a handgun. || 5200 || Model: Female Zombie | ||
+ | |- | ||
+ | | Close-Range Companion || Defeat 100 enemies with a shotgun. || 320 || Concept Art: Bonus Art A | ||
+ | |- | ||
+ | | Point-Blank Professional|| Defeat 130 enemies with a shotgun. || 6200 || Mystery Model | ||
+ | |- | ||
+ | | Make Some Noise || Defeat 80 enemies with a grenade launcher. || 6200 || Mystery Model | ||
+ | |- | ||
+ | | Grenadier || Defeat 120 enemies with a grenade launcher. || 10400 || Mystery Model | ||
+ | |- | ||
+ | | Do You Feel Lucky? || Defeat 20 enemies with a MAG. || 6600 || Concept Art | ||
+ | |- | ||
+ | | Well? Do Ya? || Defeat 80 enemies with a MAG. || 10400 || Mystery Model | ||
+ | |- | ||
+ | | Suppressing Fire || Defeat 200 enemies with an assault rifle. || 3400 || Mystery Model | ||
+ | |- | ||
+ | | Spiting Lead || Defeat 400 enemies with an assault rifle. || 8400 || Mystery Model | ||
+ | |- | ||
+ | | Necessary Violence || Defeat 400 enemies. || 5200 || Concept Art: Bonus Art C | ||
+ | |- | ||
+ | | Making a Dent || Defeat 800 enemies. || 8200 || Concept Art: Parking Garage/Rooftop | ||
+ | |- | ||
+ | | Thinning the Horde || Defeat 1100 enemies. || 10400 || Concept Art: Demolition Site | ||
+ | |- | ||
+ | | Defeat 1400 Enemies || Defeat 1400 enemies. || 10600 || Mystery Concept Art | ||
+ | |- | ||
+ | | The One Zombies Fear || Defeat 2000 enemies. || 11000 || Mystery Concept Art | ||
+ | |- | ||
+ | | Two For One Deal || Defeat two zombies with a single shot. || 1000 || Model: Zombie Dog | ||
+ | |- | ||
+ | | Hats Off! || Knock the hats off of 28 zombies. || 2000 || Model: Male Zombie | ||
+ | |- | ||
+ | | Nemesis Down || Mystery condition. || 600 || Mystery Model | ||
+ | |- | ||
+ | | Fuggetaboutim! || Mystery condition. || 200 || Mystery Concept Art | ||
+ | |- | ||
+ | | An Unfortunate End || Defeat zombie Brad. || 120 || Model: Brad Vickers | ||
+ | |- | ||
+ | | Power Stones || Place all jewels in the clock tower monument. || 600 || Concept Art: Storyboards | ||
+ | |- | ||
+ | | Electric Slide || Gather all the fuses in the warehouse within 5 minutes. || 2000 || Mystery Model | ||
+ | |- | ||
+ | | Kendo's Armory || Collect all weapons in the campaign. || 600 || Model: Robert Kendo | ||
+ | |- | ||
+ | | Kendo's Protégé || Collect all weapon parts. || 300 || Mystery Model | ||
+ | |- | ||
+ | | Bookworm || Read all story files. || 1000 || Concept Art: Lab Equipment, Model: Drain Deimos | ||
+ | |- | ||
+ | | Goodbye, Charlie! || Destroy all Charlie dolls. || 1000 || Mystery Concept Art | ||
+ | |- | ||
+ | | RE: Master of Unlocking || Unlock all safes, lockers, strongboxes, and pickable locks.|| 0 || Concept Art: Mega Man, Model: Dario Rosso | ||
+ | |- | ||
+ | | Escapee || Complete the game on “Assisted” or higher. || 800 || Model: Jill (Default) | ||
+ | |- | ||
+ | | Survivor || Complete the game on “Standard” or higher. || 1000 || Model: Jill (S.T.A.R.S. Gear) | ||
+ | |- | ||
+ | | Veteran || Complete the game on “Hardcore” or higher. || 1200 || Concept Art and a New Game Mode (Nightmare) | ||
+ | |- | ||
+ | | Conqueror || Complete the game on “Nightmare” or higher. || 3000 || Concept Art and a New Game Mode (Inferno) | ||
+ | |- | ||
+ | | Dominator || Complete the game on “Inferno” or higher. || 8000 || Mystery Model | ||
+ | |- | ||
+ | | RPD Material || Complete the game with an S rank on “Standard” or higher. || 3800 || Mystery Concept Art | ||
+ | |- | ||
+ | | UBCS Material || Complete the game with an S rank on “Hardcore” or higher. || 6200 || Mystery Model | ||
+ | |- | ||
+ | | STARS Material || Complete the game with an S rank on “Nightmare” or higher. || 8000 || Mystery Model | ||
+ | |- | ||
+ | | Jill Valentine || Mystery Condition. || 0 || Mystery Model | ||
+ | |- | ||
+ | | Amazing Work ! || Complete the game with an A rank or higher. || 840 || Mystery Model | ||
+ | |- | ||
+ | | Sensational Work! || Complete the game with an S rank. || 1200 || Concept Art: Jill | ||
+ | |- | ||
+ | | Minimalist || Complete the game without opening the item box. || 7000 || Mystery Model | ||
+ | |- | ||
+ | | I Might Need These Later|| Complete the game using 1 or fewer recovery items. || 7000 || Mystery Model | ||
+ | |- | ||
+ | | Sprinter || Complete the game in under 2 hours of play time. || 7000 || Mystery Model | ||
+ | |} | ||
+ | |||
+ | == Concept Art == | ||
+ | |||
+ | * You can view the complete Resident Evil 3 gallery [http://gallery.goblin6.com/_biohazard_03/ '''here''']. | ||
+ | |||
+ | <gallery> | ||
+ | File:Bio3 conceptart 00001.jpg|Concept Art 01|alt=alt language | ||
+ | File:Bio3 conceptart 00002.jpg|Concept Art 02|alt=alt language | ||
+ | File:Bio3 conceptart 00003.jpg|Concept Art 03|alt=alt language | ||
+ | File:Bio3 conceptart 00004.jpg|Concept Art 04|alt=alt language | ||
+ | File:Bio3 conceptart 00005.jpg|Concept Art 05|alt=alt language | ||
+ | File:Bio3 conceptart 00006.jpg|Concept Art 06|alt=alt language | ||
+ | File:Bio3 conceptart 00007.jpg|Concept Art 07|alt=alt language | ||
+ | File:Bio3 conceptart 00008.jpg|Concept Art 08|alt=alt language | ||
+ | File:Bio3 conceptart 00009.jpg|Concept Art 09|alt=alt language | ||
+ | File:Bio3 conceptart 00010.jpg|Concept Art 10|alt=alt language | ||
+ | File:Bio3 conceptart 00011.jpg|Concept Art 11|alt=alt language | ||
+ | File:Bio3 conceptart 00012.jpg|Concept Art 12|alt=alt language | ||
+ | File:Bio3 conceptart 00013.jpg|Concept Art 13|alt=alt language | ||
+ | File:Bio3 conceptart 00014.jpg|Concept Art 14|alt=alt language | ||
+ | File:Bio3 conceptart 00015.jpg|Concept Art 15|alt=alt language | ||
+ | File:Bio3 conceptart 00016.jpg|Concept Art 16|alt=alt language | ||
+ | File:Bio3 conceptart 00017.jpg|Concept Art 17|alt=alt language | ||
+ | File:Bio3 conceptart 00018.jpg|Concept Art 18|alt=alt language | ||
+ | File:Bio3 conceptart 00019.jpg|Concept Art 19|alt=alt language | ||
+ | File:Bio3 conceptart 00020.jpg|Concept Art 20|alt=alt language | ||
+ | File:Bio3 conceptart 00021.jpg|Concept Art 21|alt=alt language | ||
+ | File:Bio3 conceptart 00022.jpg|Concept Art 22|alt=alt language | ||
+ | File:Bio3 conceptart 00023.jpg|Concept Art 23|alt=alt language | ||
+ | File:Bio3 conceptart 00024.jpg|Concept Art 24|alt=alt language | ||
+ | File:Bio3 conceptart 00025.jpg|Concept Art 25|alt=alt language | ||
+ | File:Bio3 conceptart 00026.jpg|Concept Art 26|alt=alt language | ||
+ | File:Bio3 conceptart 00027.jpg|Concept Art 27|alt=alt language | ||
+ | File:Bio3 conceptart 00028.jpg|Concept Art 28|alt=alt language | ||
+ | File:Bio3 conceptart 00029.jpg|Concept Art 29|alt=alt language | ||
+ | File:Bio3 conceptart 00030.jpg|Concept Art 30|alt=alt language | ||
+ | |||
+ | {...} | ||
+ | </gallery> | ||
+ | |||
+ | [[Category:Resident Evil 3]] |
Latest revision as of 23:35, 10 July 2022
GOBLIN6 Forum Discussion
Looking to discuss Resident Evil 3? Post here.
Difficulties
- Assisted: In this mode, you'll start with an Assault Rifle, receive more ammo when combining items, and have an additional four inventory slots. Aim Assist will be on, zombies will be weaker and you'll automatically recover a portion of your health as time goes by.
- Standard: This is the standard game mode.
- Hardcore: In this mode, enemies are stronger, ammo and other items are less available, and you'll receive less ammo when combining items. You cannot change the difficulty in a Hardcore playthrough.
- Nightmare: This mode is unlocked after completing the game on Hardcore. In this mode, enemies deal significantly more damage and are way harder to kill. Enemies and items are placed in different areas throughout the game. You cannot change the difficulty in a Nightmare playthrough.
- Inferno: This mode is unlocked after completing the game on Nightmare. In this mode, enemies deal even more damage than in Nightmare and are even harder to kill. Auto-saving is disabled in this mode, enemies and items are in different areas, and ammo and other items are significantly more scarce.
Resident Evil 2 RPD lockers
As with the 1999 PlayStation original, we return to the RPD. We will be accessing the same lockers as Leon and Claire.
- Men's Locker Room Dial Lock: CAP
- 3F Stairs Dial Lock: DCM
Charlie Locations
Charlie Doll 01
- Location: Between 2 newspaper boxes
Charlie Doll 02
- Location: Drug Store owner's Saferoom
Charlie Doll 03
- Location: Inside Moon Donuts
Charlie Doll 04
- Location: Subway Control Room
Charlie Doll 05
- Location: Subway Power Substation Control Room
Charlie Doll 06
- Location: Inside Toy Uncle
Charlie Doll 07
- Location: Sewers, before approaching the Lab
Charlie Doll 08
- Location: Sewers, after going through the exit door
Charlie Doll 09
- Location: After the Demolition Site
Charlie Doll 10
- Location: RPD, Courtyard
Charlie Doll 11
- Location: RPD, Safety Deposit Room
Charlie Doll 12
- Location: Subway Tunnels
Charlie Doll 13
- Location: Clock Tower Plaza, behind RPD SWAT vehicle
Charlie Doll 14
- Location: Hospital 1F
Charlie Doll 15
- Location: Hospital, 2F Roof
Charlie Doll 16
- Location: Hospital, 2F Sickroom
Charlie Doll 17
- Location: Hospital, 1F (as Jill), before Underground Storage Elevator
Charlie Doll 18
- Location: Underground Storage
Charlie Doll 19
- Location: NEST 2, 2F after Override Key
Charlie Doll 20
- Location: NEST 2, 2F small room after Lab 1
Weapon Upgrades
Dot Sight (Handgun)
- Location: Drug Store owner's Saferoom
- Safe combination: 9 left, 1 right, 8 left (Aqua Cure Poster in Pharmacy)
Extended Magazine (Handgun)
- Location: After restoring power to subway
- Nemesis Drop: Use a grenade on him as he breaks through wall
Moderator (Handgun)
- Location: After Nemesis infects zombie with parasite
- Nemesis Drop: Use a grenade on him after cutscene
- ONLY AVAILABLE ON STANDARD MODE AND ABOVE
Tactical Stock (Shotgun)
- Location: Clock Tower Monument Subway
- Nemesis Drop: Use a grenade on him after cutscene
- Puzzle Solution: Use 2 of the 3 collected jewels
Semi-Auto Barrel (Shotgun)
- Location: Gun Shop Kendo
- Location: Shelf on the left as you walk in
Scope (Assault Rifle)
- Location: RPD West Office
- Key Item needed: STARS ID Card
Tactical Grip (Assault Rifle)
- Location: Hospital Courtyard
- Puzzle Solution: Jump down from 2F window
Dual Magazine (Assault Rifle)
- Location: Safe in Nurses Station
- Safe combination: 9 right, 3 left (Operating Room document)
Shell Holder (Shotgun)
- Location: Underground Storage
- Location: Lower right area of Warehouse
Extended Barrel (MAG)
- Location: Underground Storage Surveillance Room
- Location: Behind Main Terminal
Shop Unlockables
Once the game is beaten on any mode. You can purchase the items below from the shop.
A few of these items could take multiple runs to purchase.
Item | Description | Cost |
---|---|---|
Jill - STARS Gear | Jill’s S.T.A.R.S. gear, as she wore during the Mansion Incident. | 2000 |
Recovery Coin | Gradually regenerate health when held. Carry two to increase the effect. | 4000 |
Defense Coin | Greatly increases your defense when held. Carry two to increase the effect. | 4000 |
Assault Coin | Greatly increases your attack power when held. Cary two to increase the effect. | 4000 |
Crafting Companion | While held, increases the amount of ammo gained when crafting. | 4000 |
STARS Field Combat Manual | A manual of compiled S.T.A.R.S. close-range combat knowledge. Edited by Chris Redfield. While held, physical feats such as Perfect Dodge become easier to perform. | 6400 |
Lock Pick | A specialized tool which allows a skilled user to unlock simple locks when no key is available. | 2800 |
Bolt Cutters | A tool for cutting chains, cables, and the like. | 2800 |
Hip Pouch | A small belted pouch, good for carrying more items. Will be placed in the game when purchased. Will not be available in Assisted mode, as this would exceed the maximum inventory capacity. | 4800 |
Hot Dogger | As its name implies, this Umbrella-developed anti-bioweapon knife is used by those who like to show off. This blade can be superheated, causing the target to burst into flames. | 7200 |
Samurai Edge | 15-shot capacity 9mm handgun. It’s been customized according to Jill’s personal specifications. Excellent across the board, with exceptional accuracy and firepower. | 5600 |
RAI-DEN | An energy weapon developed by Umbrella based on airborne electrical phenomena. It possesses great stopping power, but only when targeting enemy weak points. | 12000 |
Infinite MUP Handgun | A very well balanced 16-shot 9mm handgun. Its pinpoint accuracy has led to its adoption by countless militaries. | 8000 |
Infinite CQBR Assault Rifle | A 5.56x45mm assault rifle optimized by U.B.C.S for this operation. Its short length affords great mobility, even in urban settings. | 284000 |
Infinite Rocket Launcher | A recoilless rocket launcher that fires 84mm projectiles. The piercing power of the rocket causes more damage than the explosion. | 624000 |
Records
Challenge Name | Challenge Description | Points Earned | Reward |
---|---|---|---|
So long, RC | Complete all challenges | 0 | Mystery Model |
First Escape | Escape from Jill's apartment building | 80 | Concept Art: Jill's Room |
Somebody to Lean On | Escape from uptown Raccoon City. | 100 | Concept Art: Bar Jack |
Nemesis Down? | Defeat nemesis on the rooftop. | 120 | Concept Art: Stage 1 Nemesis A |
Escape from the City | Make it out of downtown Raccoon City. | 120 | Concept Art: Gas Station/Boutique |
The Carlos Express | Leave the R.P.D. | 120 | Concept Art: Carlos |
I Don't Feel So Good | Leave the clock tower plaza. | 140 | Model: Stage 2 Nemesis |
I Need a Hero | Withstand the zombie siege. | 160 | Concept Art: Hospital |
The Pursuer | Follow Nicholai deeper underground. | 180 | Concept Art: Creatures |
Nemesis Down!? | Defeat Stage 2 Nemesis. | 260 | Concept Art: Stage 2 Nemesis B |
Nemesis Down!! | Defeat Stage 3 Nemesis. | 800 | Concept Art: Lab Corridors |
Basic Chemistry | Craft an item. | 160 | Concept Art: Interiors |
Gunsmith | Improve a weapon. | 150 | Concept Art: Uptown |
Get Organized | Expand your inventory. | 150 | Concept Art: Donut Shop/Diner |
Master of Sidestepping | Execute a Perfect Dodge. | 200 | Concept Art: Downtown |
The Carlos Takedown | Successfully execute Carlos’ punch ability. | 200 | Model: Marvin Branagh |
Hello, Charlie! | Destroy a Charlie doll. | 200 | Model: Charlie Doll |
Trusty Sidearm | Defeat 80 enemies with a handgun. | 1200 | Concept Art: Stories |
Gunslinger | Defeat 200 enemies with a handgun. | 5200 | Model: Female Zombie |
Close-Range Companion | Defeat 100 enemies with a shotgun. | 320 | Concept Art: Bonus Art A |
Point-Blank Professional | Defeat 130 enemies with a shotgun. | 6200 | Mystery Model |
Make Some Noise | Defeat 80 enemies with a grenade launcher. | 6200 | Mystery Model |
Grenadier | Defeat 120 enemies with a grenade launcher. | 10400 | Mystery Model |
Do You Feel Lucky? | Defeat 20 enemies with a MAG. | 6600 | Concept Art |
Well? Do Ya? | Defeat 80 enemies with a MAG. | 10400 | Mystery Model |
Suppressing Fire | Defeat 200 enemies with an assault rifle. | 3400 | Mystery Model |
Spiting Lead | Defeat 400 enemies with an assault rifle. | 8400 | Mystery Model |
Necessary Violence | Defeat 400 enemies. | 5200 | Concept Art: Bonus Art C |
Making a Dent | Defeat 800 enemies. | 8200 | Concept Art: Parking Garage/Rooftop |
Thinning the Horde | Defeat 1100 enemies. | 10400 | Concept Art: Demolition Site |
Defeat 1400 Enemies | Defeat 1400 enemies. | 10600 | Mystery Concept Art |
The One Zombies Fear | Defeat 2000 enemies. | 11000 | Mystery Concept Art |
Two For One Deal | Defeat two zombies with a single shot. | 1000 | Model: Zombie Dog |
Hats Off! | Knock the hats off of 28 zombies. | 2000 | Model: Male Zombie |
Nemesis Down | Mystery condition. | 600 | Mystery Model |
Fuggetaboutim! | Mystery condition. | 200 | Mystery Concept Art |
An Unfortunate End | Defeat zombie Brad. | 120 | Model: Brad Vickers |
Power Stones | Place all jewels in the clock tower monument. | 600 | Concept Art: Storyboards |
Electric Slide | Gather all the fuses in the warehouse within 5 minutes. | 2000 | Mystery Model |
Kendo's Armory | Collect all weapons in the campaign. | 600 | Model: Robert Kendo |
Kendo's Protégé | Collect all weapon parts. | 300 | Mystery Model |
Bookworm | Read all story files. | 1000 | Concept Art: Lab Equipment, Model: Drain Deimos |
Goodbye, Charlie! | Destroy all Charlie dolls. | 1000 | Mystery Concept Art |
RE: Master of Unlocking | Unlock all safes, lockers, strongboxes, and pickable locks. | 0 | Concept Art: Mega Man, Model: Dario Rosso |
Escapee | Complete the game on “Assisted” or higher. | 800 | Model: Jill (Default) |
Survivor | Complete the game on “Standard” or higher. | 1000 | Model: Jill (S.T.A.R.S. Gear) |
Veteran | Complete the game on “Hardcore” or higher. | 1200 | Concept Art and a New Game Mode (Nightmare) |
Conqueror | Complete the game on “Nightmare” or higher. | 3000 | Concept Art and a New Game Mode (Inferno) |
Dominator | Complete the game on “Inferno” or higher. | 8000 | Mystery Model |
RPD Material | Complete the game with an S rank on “Standard” or higher. | 3800 | Mystery Concept Art |
UBCS Material | Complete the game with an S rank on “Hardcore” or higher. | 6200 | Mystery Model |
STARS Material | Complete the game with an S rank on “Nightmare” or higher. | 8000 | Mystery Model |
Jill Valentine | Mystery Condition. | 0 | Mystery Model |
Amazing Work ! | Complete the game with an A rank or higher. | 840 | Mystery Model |
Sensational Work! | Complete the game with an S rank. | 1200 | Concept Art: Jill |
Minimalist | Complete the game without opening the item box. | 7000 | Mystery Model |
I Might Need These Later | Complete the game using 1 or fewer recovery items. | 7000 | Mystery Model |
Sprinter | Complete the game in under 2 hours of play time. | 7000 | Mystery Model |
Concept Art
- You can view the complete Resident Evil 3 gallery here.