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Resident Evil 3 (2020)

Before you startLow missable risk
Difficulty
Starting on hardest is not required. Start on Assisted for the collectibles. Difficulty achievements stack, so the Inferno S-rank run also gives Survivor, Veteran, Conqueror, Dominator, Sensational Work! and Sprinter; healing-item and Hardcore runs can share a run.
Difficulty details

Enemies hit very hard on Inferno and the final boss needs care, but shop items such as the infinite rocket launcher make it far easier.

Missables
Low missable risk; the count is not settled.
Missable details

Windows close when the story moves on: leaving downtown (jewels and downtown locks), the end of each Carlos section, the Nurses' Station safe (Carlos only) and the big hospital elevator. Keep a manual save in each part.

Co-op
No co-op requirement recorded.
Online details

Every achievement is single-player and offline.

Save planning
Review the recorded save or replay precautions before advancing.
Read precautions

Windows close when the story moves on: leaving downtown (jewels and downtown locks), the end of each Carlos section, the Nurses' Station safe (Carlos only) and the big hospital elevator. Keep a manual save in each part.

Unofficial guide. Locations are not verified in game. Details

Filters

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Unofficial Resident Evil 3 (2020) 100% achievement guide: how to unlock all 32 achievements, plus all 109 collectibles with step-by-step directions and landmarks. Tick them off as you play.

Downtown Raccoon City (Jill)

Jill's apartment

  1. File — Jill's Report. Inside Jill's flat, first go to the bathroom and switch the lights on. The report is then pinned to the wall covered in photos and notes.
  2. File — Investigation Notes. Pinned on the wall to the same photo-covered corkboard as Jill's Report, next to it. It only appears once the bathroom visit has turned the lights on.
  3. File — Unsealed Envelope. Next to the photo wall, on the dresser or shelf to the left of the corkboard in Jill's flat.
  4. File — Message from a Colleague. In Jill's kitchen and dining area, on the table beside the pizza.

Redstone Street Station

Point of no return: Bring all three jewels to the monument before leaving downtown on the subway.

  1. Charlie Doll #1. After Carlos rescues you and the game drops you underground, do not follow him. Turn around, climb the stairs back toward the street, and look right: the doll stands between two newspaper vending machines.
  2. File — U.B.C.S. Ammo Crafting Guide. After the subway train cutscene, look on the bench on the station platform.
  3. File — Tabloid Front Page. At the lit-up kiosk news stand on the level above the platform, on your way out of the station.
  4. File — U.B.C.S. Herb Field Manual. On a table in the safe room with the item box, near the station exit that leads into downtown.
  5. Lock — Strongbox (Redstone Street Station). A strongbox near the item box room, on a wide table against the wall with the Raccoon City map. It needs the Lock Pick, so return here once you have it. It holds shotgun shells. Watch out: Needs the Lock Pick from the power substation.
  6. Hip Pouch #2 (Clock Tower monument). The wooden Clock Tower Commemoration monument stands in the station safe room. Insert the green, blue and red jewels into its three coloured slots. Two jewels give a shotgun stock; all three give a hip pouch and Power Stones. Watch out: Bring all three jewels back before you leave downtown on the subway.

Downtown streets

Point of no return: Leaving downtown on the subway after the Nemesis rooftop fight ends this area; jewels and locks left behind are gone for this run.

  1. Charlie Doll #2. Inside Moon's Donuts, go behind the counter. The doll is squeezed in on the right, between the wall and the microwave.
  2. Lock — Safe (Drugstore storeroom). Take the stairs to the right of the donut shop to the upstairs storeroom across from the pharmacy. Open the dial safe with 9 left, 3 right, 7 left; the circled numbers on a pharmacy poster give the same code. It holds the Dot Sight for the handgun.
  3. File — Drugstore Owner's Journal. In the upstairs storeroom across from the pharmacy, lying beside the dial safe.
  4. Charlie Doll #3. In the same upstairs storeroom as the safe, look on the upper yellow shelf in the middle of the room, on the side opposite the safe, tucked among boxes.
  5. File — Training Log. In the garage room where you find the Bolt Cutters, on the floor beside the dead soldier in the beanie hat.
  6. Lock — Locker (garage). Come back with the Lock Pick to the garage room where the Bolt Cutters were, and pick the locker there. It holds a First Aid Spray. Watch out: Needs the Lock Pick.
  7. File — U.B.C.S. Suicide Note. After the garage scene with Nicholai, walk out and turn right to the end of the dead-end alley. The note lies on the ground next to a dead soldier.
  8. File — Electrician's Note. Leave the garage and take the left-hand path in the alley. The note is pinned to a wall there.
  9. Lock — Padlock door (Toy Uncle's Supershop). The front door of the Toy Uncle store is padlocked. Pick it with the Lock Pick to get inside. Watch out: Needs the Lock Pick.
  10. Charlie Doll #6. Inside the Toy Uncle store, look among the shelves of small toy figures; the doll sits with them.
  11. File — Your Charlie Doll. Inside the Toy Uncle store, read the large poster on the wall.
  12. Green Jewel (Fancy Box). Inside the Toy Uncle store, take the Fancy Box. Examine it in your inventory and open it to get the Green Jewel.
  13. Blue Jewel (Fancy Box). Across the street from Toy Uncle, cut the chains on the supermarket door with the Bolt Cutters. Grab the Fancy Box inside and open it from the inventory for the Blue Jewel.
  14. Lock — Locker (Moon's Donuts). Inside Moon's Donuts, the locker by the kitchen, on the left as you come in and beside the safe-room door. Pick it with the Lock Pick for a Hand Grenade. Watch out: Needs the Lock Pick.
  15. Red Jewel (Fancy Box). Go into the safe room to the right of the donut-shop locker. Pick up the Fancy Box and open it from the inventory for the Red Jewel.
  16. Charlie Doll #9. After the sewers and the demolition site, use Kendo's Gate Key on the gate next to the gun shop. In the house behind it, the doll sits on a table just inside the door.
  17. File — Raccoon Times Reader's Column. In the house behind Kendo's gate, go up to the second-floor bedroom; the file is on the bed.
  18. Lock — Strongbox (house beside Kendo's). In the upstairs bedroom of the house behind Kendo's gate, pick the strongbox next to the bed. It holds Explosive Rounds.

Kite Bros. subway office

  1. File — Kite Bros. Railway Manual. In the first room of the Kite Bros. subway office, the control room with the route console, on a chair or table.
  2. Charlie Doll #4. In the first room of the subway office, look under the desk, next to the black chair to the left of the route console.
  3. File — Subway Employee's Memo. In the office reached through the door near where the Fire Hose hangs, the room with the chained-up shotgun. It is on a table.
  4. Lock — Strongbox (Subway Office). Back in the first room of the subway office with the Lock Pick, pick the strongbox on the right side of the room, sitting on top of two metal drawers. It holds shotgun shells. Watch out: Needs the Lock Pick.
  5. Weapon — M3 Shotgun. The shotgun is chained in a gun rack in the subway office's back room near the Fire Hose. Cut the chain with the Bolt Cutters from the garage and take it. Watch out: Needs the Bolt Cutters.
  6. Lock — Locker (Subway Office). In the room where the shotgun hangs, pick the locker against the wall beside the gun rack. It holds a First Aid Spray. Watch out: Needs the Lock Pick.

Subway Power Substation

  1. Hip Pouch #1. After the first dog attack you reach the power substation building. Go up to the control room safe room; the pouch is on a ladder to the right as you enter, next to the item box and typewriter.
  2. File — Fax from Substation Chief. In the upstairs control room safe room, on the desk across from the control panel.
  3. Charlie Doll #5. Before leaving the control room safe room, turn back toward the exit door and look on top of the bookshelf in the dark far-left corner.
  4. File — Green Herbs: They Work!. Leave the control room and go downstairs. The file is on a work table or bench next to some green herbs.
  5. File — Substation Internal Memo. Close to the herbs, pinned to the wall beside the padlocked fence door.
  6. Lock — Padlock door (Spider Maze gate). Take the Lock Pick from the box held by the corpse by the fence, then pick the padlocked fence door beside the internal memo. You can go back to downtown to use the Lock Pick before going on.
  7. Lock — Locker (Subway Power Substation). On the substation's ground floor, below the safe room, pick the leftmost locker. It holds handgun ammo. Watch out: Needs the Lock Pick.
  8. File — Chad's Notes. In the infested area where you switch on four circuit breakers, climb the ladder past the first breaker to the metal scaffolding. If it is not there yet, turn on the breakers first.

Sewers

  1. File — Increased Sewer Security. In the sewers' first safe room area, pinned to the wall beside the door that needs a power supply, before you slide down into the lower waterway.
  2. File — Research Assistant's Logs. At the first fork in the lower waterway go left to the end, then climb a short ladder into a second safe room. The file is on the desk.
  3. File — Invoice from Gun Shop Kendo. In the same left-fork safe room, on the stepladder next to the grenade launcher.
  4. Weapon — MGL Grenade Launcher. Take the left path at the first fork of the lower waterway and climb the short ladder into the safe room. The launcher sits on an oil drum or table inside.
  5. File — Sewer Worker's Notes. Take the right path at the fork and pass through the falling water. The notes are on the walkway beyond it.
  6. Charlie Doll #7. Past the falling water, before you climb the ladder up to the lab and the Battery Pack, walk forward into the dead end. The doll is behind the bars.
  7. Lock — Locker (sewer lab). Climb the ladder into the lab and go to the room with the Battery Pack. Pick the locker there, next to a green herb. It holds Explosive A.
  8. File — A Love Letter?. In the lab room with the Battery Pack, on the desk near the locker.
  9. Hip Pouch #3. Once you have the Battery Pack, use it on the door on the sewers' upper level, open the side gate, take the pack back out and fit it to the Security Room door. The pouch is on the desk inside.
  10. Charlie Doll #8. After you fit the Battery Pack for the last time, a staircase leads up out of the sewers. Climb a few steps, turn around and look up above the door you came through.

Demolition Site

  1. File — Notice of Demolition Delay. During the flamethrower chase at the demolition site, enter the second safe room on the upper level. The notice is on the table beside the typewriter.

Raccoon City Police Department (Carlos)

R.P.D.

Point of no return: Leaving the police station ends Carlos's section here.

  1. File — Email Outbox. After Brad, go back toward where Carlos started, take the stairs down through the courtyard tunnel, and enter the small room on the right. The file is on a table.
  2. Charlie Doll #10. Leave the tunnel room and climb the stairs to the end of the walkway, before entering the station. The doll is on a low brick wall by the bushes on the left.
  3. File — ID Card Security Protocols. Talk to the officer so he raises the shutters, then enter the first room on the left. The file is on the bench near the locked case.
  4. File — Sept. 20 Arrest Report. In the West Office, on one of the desks in the middle of the room.
  5. Lock — Safe (West Office). Open the dial safe in the side room of the West Office, behind the desk, with 9 left, 15 right, 7 left. The code is also in the Internal Memo in the dark room. It holds a hip pouch.
  6. Hip Pouch #4. Inside the West Office dial safe (9 left, 15 right, 7 left), in the side room behind the desk.
  7. File — Internal Memo. In the dark-room safe room at the foot of the stairs past the West Office, on the desk in the middle.
  8. Lock — Dial locker (3F hallway). Climb from the dark room to the top floor. In the hallway where the key lies on a box, open the letter locker with DCM. It holds assault rifle ammo.
  9. File — Note to a Friend. In the second-floor shower and locker room, on the bench in the middle.
  10. Lock — Dial locker (Shower Room). In the same shower and locker room, open the letter locker with CAP. It holds a Flash Grenade.
  11. File — 3F Locker. Open the Safety Deposit Room across from the West Office with the 3F key. Take the photo from the whiteboard on the right as you come in.
  12. Charlie Doll #11. Walk to the far end of the Safety Deposit Room. The doll is on a shelf on the left at the back.
  13. File — Report on the Mansion Incident. Blow the weak wall in the shower room with the Detonator, then go into the S.T.A.R.S. Office. The report is on the desk in its small inner office.

Subway tunnels and Clock Tower Plaza (Jill)

Subway tunnels and Clock Tower Plaza

  1. File — U.B.C.S. New Weaponry Notice. As soon as you control Jill again, the file is on a bench in the Dilapidated Shelter safe room.
  2. Charlie Doll #12. Leave the shelter and go through the corridor of cells filled with zombies. Check the second cell on the right, the last recess before the stairs; the doll is under the bench.
  3. Charlie Doll #13. Climb the ladder up from the tunnels and head left along the river before the bridge. Next to a police truck and a breakable crate, look down the side of the van; the doll is hidden behind it.
  4. File — Clock Tower Brochure. In the same riverside area before the bridge, on a bench facing the water.

Spencer Memorial Hospital

Hospital as Carlos

Point of no return: The Nurses' Station safe can only be opened as Carlos, and the breaker-room pouch only during the lobby siege.

  1. File — Spencer Memorial Pamphlet. In the reception where you meet the first zombies, check the newsstand on the right, near the padlocked door.
  2. Charlie Doll #14. Leave reception into the next hallway. At the dead-end corner, before the door with the green light, the doll lies on a gurney outside the Lab Reception room.
  3. File — Nurse's Journal: Sept. 25. On the large desk in the Lab Reception, next to where the Tape Player sits.
  4. Charlie Doll #15. On the open-air roof that joins the two second-floor wings, turn right as soon as you step out of the door and look down at the floor beside it.
  5. File — Nurse's Journal: Sept. 27. Inside the Records Room on the second floor, on the right-hand shelf.
  6. File — Nurse's Journal: Sept. 29. In the second-floor Staff Room, on the desk in the middle of the room.
  7. File — Memos from Administration. In the Staff Room, pinned to the wall beside the inner door.
  8. Lock — Safe (Nurses' Station). On the back counter of the Nurses' Station, open the safe with 9 left, 3 right. It holds the Dual Magazine for the assault rifle. Watch out: Only Carlos can open it; Jill cannot use this safe later.
  9. File — Note about a Tape Recording. On the reception desk of the Nurses' Station on the hospital's second floor, near the safe.
  10. Charlie Doll #16. From the Nurses' Station, enter the sickroom on the side. Look behind the door in the small blue paper bin; the doll is down inside it.
  11. File — RE: Lost Items. Go back downstairs and open the Operating Room with the hospital ID card. The file is behind the medical chair.
  12. File — Banquet Invitation. Open the voice-locked door in Lab Reception with the Tape Player and cassette. The invitation lies beside Dr. Bard's body.
  13. File — Email from Nathaniel Bard. In Dr. Bard's voice-locked lab on 1F, read the computer at the back of the room, near his body.
  14. Hip Pouch #5. During the siege of the lobby, the power cuts and a Hunter breaks in through a chained door behind the reception desk. Kill it and restore power; the pouch is on the back wall of that breaker room. Watch out: Only reachable during the lobby siege.

Hospital as Jill

Point of no return: Riding the big elevator down to Underground Storage ends the hospital.

  1. Weapon — G18 Handgun (Burst Model). When Jill wakes up in the hospital, the gun is on the counter or table to the left of the door.
  2. Lock — Padlock door (Reception). Pick the padlocked door on the right side of reception. It leads down toward the underground storage.
  3. Lock — Strongbox (1F corridor). From reception, take the corridor branching left around the courtyard. Near the drinks machine at its end, pick the strongbox on a cart. It holds MAG ammo.
  4. Lock — Locker (Emergency Entrance). At the emergency entrance where zombies smashed the glass during the siege, pick the locker. It holds Explosive Rounds.
  5. Lock — Locker (Staff Room). In the second-floor Staff Room, among the bodies, pick the locked locker. It holds shotgun shells.
  6. Lock — Locker (Linen Room). In the corner of the second-floor Linen Room, pick the locker. It holds MAG ammo.
  7. Weapon — .44 AE Lightning Hawk. On 2F near the Nurses' Station, crawl under the rubble and stretcher only Jill can pass, then drop through the window with yellow tape into the courtyard. Open the case by the dead mercenary for the magnum.
  8. Charlie Doll #17. Go through the picked reception door, through the dark basement machine room to the red-lit area with the big elevator. Before you ride it, the doll sits on the forklift. Watch out: Take it before using the big elevator.

Underground Storage (Jill)

Underground Storage

  1. File — Elevator Notice. In the first safe room after the big elevator, next to the typewriter.
  2. Hip Pouch #6. In the same first safe room, on the small cabinet to the left as you enter, near the typewriter.
  3. Charlie Doll #18. During the fuse hunt you squeeze through a narrow gap between shelves. Straight after it, look at the shelf on your right.
  4. File — Employee Memo. During the fuse hunt, in the room south of the Office safe room with two zombies and a pale-headed one.
  5. File — Unfinished Activity Log. Fit all three fuses and ride up to the room Nicholai watched from. Read the brightly lit computer screen.

NEST 2 (Jill)

NEST 2

  1. File — NEST 2 Employee Regulations. In the first NEST 2 safe room, which also gives you the area map.
  2. File — Isaac Graves' Diary. Go up to 2F and left to the end of the dead-end hallway. Kill the zombie that wakes there; the diary is on the floor behind it.
  3. File — Essay on Vaccine Synthesis. In the large room with the vaccine equipment, between the Worker's Break Room and Lab 1 on the map, on a bed.
  4. Charlie Doll #19. Step out onto the balcony of the vaccine-equipment room. The doll is in the corner, hidden in a dark patch of shadow.
  5. File — Shipping Notice. Use the flash drive from the vaccine room console on the locked 1F door. The notice is on a tray before the black body bags.
  6. File — Weaponry Authorization Request. From the 1F body bag room, head back upstairs into Lab 1 on 2F; the request is on the desk.
  7. Charlie Doll #20. Enter the small barricaded storage room behind Lab 1. The last doll sits on the floor beside a stack of crates.
  8. File — Scientist's Dying Message. Pass back through the body bag room on 1F. In the next room or stairwell toward B1, the note lies with a dead body on the walkway.
  9. File — Expression of Concern. On the desk in the Incubation Lab, where the Liquid-filled Test Tube is in a drawer.
  10. File — Disposal Center. After you make the vaccine and the cutscene ends in the Worker's Break Room, read the note on the wall by the exit door.
  11. File — Weapon Spec Sheet. In the safe room right after the Stage 2 Nemesis fight in the pit.
  12. File — Suspicious Contract Memo. After the Stage 3 Nemesis fight, climb the yellow ladder behind the boss remains. The memo is on the floor of the small landing before the next door. Watch out: Grab it before going through the door; it is the last file.

Achievements

32 achievements. None can be missed for good. Labels show which ones need Inferno difficulty.

Story (11)

First Escape

Get out of Jill's apartment building in the prologue. It unlocks on its own as the story moves on.

Somebody to Lean On

Escape uptown Raccoon City with Carlos's help early in the story. It cannot be skipped.

Nemesis Down?

Beat Nemesis in the rooftop fight downtown. This is a required story battle.

Escape from the City

Get out of downtown Raccoon City. It unlocks as the downtown part of the story ends.

The Carlos Express

Leave the R.P.D. at the end of Carlos's first section. It comes with the story.

An Unfortunate End

Kill zombie Brad, the first enemy Carlos faces outside the police station. Head shots with the assault rifle work; if he gets away, he turns up again in the Safety Deposit Room.

I Don't Feel So Good

Leave the Clock Tower Plaza during Jill's second section. It is a story achievement.

I Need a Hero

Hold out through the zombie siege of the hospital lobby as Carlos. It unlocks when the siege ends.

The Pursuer

Follow Nicholai deeper underground after the hospital. It comes with the story.

Nemesis Down!?

Beat Nemesis's second form in the NEST 2 pit. Shoot the red panels when he climbs the towers so the crane can hit him.

Nemesis Down!!!

Beat Nemesis's final form at the end of NEST 2. Use the big laser, stun him by shooting the glowing blisters, then push one red power core into the wall per stun.

Gameplay (4)

Basic Chemistry

Combine two items into a new one, for example two gunpowder into ammo or two herbs together.

Gunsmith

Attach any upgrade part to a weapon from the inventory, such as the Dot Sight from the drugstore storeroom safe.

Nemesis Down

Knock Nemesis down until he drops a supply case. The first good chance is downtown after the spider area; keep hitting him once he kneels, or throw a grenade on Assisted.

Two For One Deal

Kill two enemies with one shot. The shotgun against the small spiders in the substation is an easy place for it.

Collectibles (7)

Get Organized

Pick up any hip pouch to expand your inventory. The first one is in the power substation control room.

Hello, Charlie!

Shoot or break any Charlie Doll. The first stands outside Redstone Street Station.

Power Stones

Find the green, blue and red jewels in Fancy Boxes downtown and set all three in the Clock Tower monument in the Redstone Street Station safe room, before leaving downtown.

Bookworm

Read all 56 story files. Files are saved to Records as you take them and count across runs and old saves.

Goodbye, Charlie!

Destroy all 20 Charlie Dolls. Each doll counts once on your profile, so you can pick up missed ones on another run.

Kendo's Armory

Hold every campaign weapon. Six come with the story; find the M3 Shotgun, MGL Grenade Launcher, G18 Burst Model and .44 AE Lightning Hawk. Shop weapons do not count.

RE: Master of Unlocking

Open all 20 safes, lockers, strongboxes and pickable locks. Most need the Lock Pick from the power substation; the Nurses' Station safe is Carlos only.

Challenges (3)

Electric Slide

In the Underground Storage warehouse, collect all three fuses within five minutes after the lights go out. Learn the three fuse spots first; later runs make it easy.

I Might Need These Later!

Finish a run using one healing item or fewer. Save the one for the parasite in the substation; recovery coins from the shop do not count.

Minimalist

Finish a run without opening the item box once. Shop items come from the box, so do this run without them. Tip: A quick Assisted run works best; skipping the grenade launcher saves inventory room.

Difficulty and rank (7)

Survivor

Finish the story on Standard or a harder difficulty. Any Hardcore, Nightmare or Inferno clear also gives it.

Veteran

Finish the story on Hardcore or a harder difficulty. Clearing Hardcore also opens Nightmare.

Conqueror

Finish the story on Nightmare or Inferno. Nightmare opens once you clear Hardcore.

Dominator

(Inferno) Finish the story on Inferno, which opens after a Nightmare clear.

Sensational Work!

Finish any run with an S rank. Rank depends on clear time and number of manual saves, not deaths. Tip: An Inferno S rank also gives this one.

Jill Valentine

(Inferno) Get an S rank on Inferno: clear it in under two hours with fewer than five manual saves. Shop items such as the infinite rocket launcher are allowed. Tip: If you die, quit to the title screen and load your save instead of choosing Continue, so the timer resets to the save.

Sprinter

Finish a run in under two hours of play time. The Inferno S-rank run covers it.