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Part 53
Resident Evil 3: Nemesis

Part 53

Complete walkthrough for Part 53 of Resident Evil 3: Nemesis, detailing enemy encounters, item locations, and rewards. Learn how to use Mercenaries mode unlocks.

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Complete walkthrough for Part 53 of Resident Evil 3: Nemesis, detailing enemy encounters, item locations, and rewards. Learn how to use Mercenaries mode unlocks.

Walkthrough
  1. 1
    king Lot: Nemesis B, Barrel (3x)
  2. 2
    115 Hose Alley: Nemesis A, Zombie (4), Ex.Point #4
  3. 3
    114 Zigzag Alley: Drain Deimos (3)
  4. 4
    113 Police Avenue: Crow (9)
  5. 5
    111 Blazing Alley: Zombie (8), Barrel
  6. 6
    110 Barricaded Alley: Sliding Worm (8)
  7. 7
    118 Office Patio: Brain Sucker (2)
  8. 8
    119 Sales Office: Zombie (8)
  9. 9
    120 Office Storage: Hunter Gamma (3), MERC #1 (12 min)
  10. 10
    110 Barricaded Alley: Zombie Dog (3), Ex.Point #5
  11. 11
    108 Playground Alley: Nemesis A (2), Barrel
  12. 12
    109 Bar Black Jack: Zombie (6), MERC #2 (14 min)
  13. 13
    106 Boutique Street: Hunter Gamma (3)
  14. 14
    105 Shotgun Alley: Zombie (9), Ex.Point #6
  15. 15
    104 Business Street: Hunter Gamma (3)
  16. 16
    103 Warehouse Access: Crow (7)
  17. 17
    101 Warehouse: Zombie (8), Barrel
  18. 18
    102 Warehouse Office: FINISH
  • Assault Rifle (Infinite Ammo): $2000
  • Gatling Gun (Infinite Ammo): $3000
  • Rocket Launcher (Infinite Ammo): $4000
  • Infinite Ammo (All Weapons): $9999

Both Jill and Carlos can use the three unlockable weapons after purchase. Newly unlocked weapons require a new playthrough to access. The 'Infinite Ammo (All Weapons)' purchase is permanent and cannot be deactivated, significantly altering game balance.

Appendix: Tools & Key Items

  • GAME INSTRUCTIONS A: Found in Jill's inventory. Explains game actions and map/event operations. Can be archived as File #1.
  • GAME INSTRUCTIONS B: Found in Jill's inventory. Explains bullet creation using Gun Powder and Reloading Tool. Can be archived as File #2.
  • RELOADING TOOL: Found in Item Box. Used to combine with Gun Powder to create ammo.
  • INK RIBBON: Found near typewriters. Required for saving the game, acquired in stacks of three.
  • WAREHOUSE KEY / BACKDOOR KEY: Found in 102 Warehouse Office. Unlocks the exit door in 101 Warehouse.
  • LIGHTER OIL: Found in 105 Shotgun Alley. Combine with EMPTY LIGHTER.
  • LIGHTER / EMPTY LIGHTER: Found in 109 Bar Black Jack. Combine with LIGHTER OIL to create LIGHTER [FULL].
  • LIGHTER [FULL]: Created by combining LIGHTER OIL and EMPTY LIGHTER. Used to burn a rope in 110 Barricaded Alley and a wood pile at 609 Graveyard Shack.
  • CARD CASE: Found on Brad's corpse in 201 RPD Courtyard. Checking it yields S.T.A.R.S. CARD [BRAD].
  • S.T.A.R.S. CARD [BRAD]: Created by checking CARD CASE. Grants access to the computer in 202 RPD Main Hall.
  • S.T.A.R.S. CARD [JILL]: Found in 208 Briefing Room. Grants access to the computer in 202 RPD Main Hall.
  • S.T.A.R.S. KEY: Found in locker in 204 Evidence Room. Unlocks the door to the S.T.A.R.S. Office in 210 Office Corridor.
  • LOCKPICK: Found in 211 S.T.A.R.S. Office. Used to pick four locks: storage locker in 204 Evidence Room, metal gate at 113 Police Avenue, cabinet inside 306 Restaurant, and park office door at 601 Park Street.
  • BLUE GEM / SAPPHIRE: Found in unlocked storage locker in 204 Evidence Room. Used in the clock puzzle with the EMERALD.
  • POWER CABLE: A large capacity power cable.

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