- Estimated achievement difficulty: 5/10 or 2/10 once you've unlocked the Infinite Ammo weapons from the Shop [Achievement Difficulty Rating]
- Offline: 32 [1000]
- Online: 0
- Approximate amount of time to 1000: Likely anywhere from 11-15 hours, depending on which achievements you'd want to combine as well as save points for grinding kills for Shop items. [Estimated Time to 100%]
- Minimum number of playthroughs needed: 3 full playthroughs but 4 is recommended with save point weapon kill grinds.
- Missable achievements: Yes, several. See individual achievements for more details
- Does difficulty affect achievements: Yes
- Unobtainable/glitched achievements: None
- Extra equipment needed: None needed, however buying items from the Shop, which requires you to beat the game once to unlock it, will make the tougher difficulties levels much easier.

Leaving so soon, Jill? I think not, at least that's what Nemesis' thoughts are. We return to Raccoon City, and, I must say, it is gorgeous-looking with awesome game mechanics to boot.

Unlike Resident Evil 2 Remake, this one does not have a Side A/Side B campaign run so getting to Point A to Point B will be rather quick, and once unlocking several key items from the Shop, the harder difficulties will seem WAY too easy after repeat runs.

Step 1: Beating the on Assisted/Standard/Hardcore
Depending on whether you are a Resident Evil vet, Hardcore may be your cup of joe but a full campaign run on either difficult setting is a must to unlock the harder difficulties. I recommend starting on Standard just to get the feel and locations of the game. Then work your way up the food chain as difficulties do stack i.e. if you start on Standard then finish the game on Nightmare, you'll also receive the Hardcore achievement run. Also, during this run, hunt down all of collectibles (Mr. Charlie Dolls, locks, safes and files.)

You can try a campaign run with multiple achievements together, such as "Sensational Work!", "Minimalist", "I Might Need These Later!" and "Sprinter" which involve completing the game with an S rank, complete the game without opening the item box, complete the game using 1 or fewer recovery items, and completing the game in under 2 hours. Although, tackling some of these off gate will require superb knowledge of the game, what will be needed and where to go just by skipping entire sections and avoiding enemies. Please see 'Step 2' for more on making higher difficulty runs much easier.

That being said, you'll unlock these achievements no matter which ones you've decided to stack as they're story related. They are:

  • Basic Chemistry - Craft an item.
  • Gunsmith - Improve a weapon.
  • Get Organized - Expand your inventory.
  • First Escape - Escape from Jill's apartment building.
  • Somebody to Lean On - Escape from uptown Raccoon City.
  • Escape from the City - Make it out of Downtown Raccoon City.
  • I Don't Feel So Good - Leave the clock tower plaza.
  • Nemesis Down - Cause Nemesis to relinquish an item.
  • Nemesis Down? - Defeat Nemesis on the rooftop.
  • The Carlos Express - Leave R.P.D.
  • An Unfortunate End - Defeat zombie Brad.
  • I Need a Hero - Withstand the zombie siege.
  • The Pursuer - Follow Nicholai deeper underground.
  • Nemesis Down!? - Defeat Stage 2 Nemesis.
  • Nemesis Down!!! - Defeat Stage 3 Nemesis.

Step 2: Save Points for Weapon Kills to Buy Shop Items
As you familiarize yourself with the game's levels, sections and where enemies spawn, making save points is a must when it comes to grinding weapon kills for the Shop items that will make things a lot easier in the later, albeit more difficult campaign runs. Once you've reached these safe rooms, make a save and note which points require which weapon kills.

- Raccoon City Outskirts / Dilapidated Shelter (Find a way above ground)
Work on Grenade Launcher, Shotgun and handgun kills. After 6 kills in this area, reload save. Rinse and repeat until you've reached 120 kills with the Grenade Launcher.

- Hospital / Makeshift Sickroom (Defend Jill)
Work on Assault Rifle, handgun and overall kills. If you're working on this section DO NOT plant the detonator as this will keep the zombies spawning continuously until you run out of ammo. Rinse and repeat.

- NEST 2 / Storage (Get the vaccine)
(Work on Lighting Hawk kills. After 5 kills in the room that needed the USB Drive to open, reload save. Rinse and repeat until you've reached 80 kills.)

Once you have enough points, go to Main Menu / Bonuses / Shop. The first thing to buy will be the Infinite Rocket Launcher (for 62,400P) as this will make campaign runs a breeze but won't come in handy during your "Minimalist" run (more on that later). You will also get additional points from completing tasks that are tied to achievements so no need to worry on those. When enough points are earned, start working on these: x2 Recovery Coin (8000P), x2 Iron Defense Coin (8000P), x2 Assault Coin (8000P), S.T.A.R.S. Field Combat Manual (6400P), x2 Hip Pouch (9600P). To get all of the necessary items listed you'll need a total of 114,400P

Step 3: S Rank/Higher difficulty Runs
To tackle the Nightmare and Inferno runs, make sure that you have have all of the items listed in Step 2. Obviously you can't get "Minimalist" during these runs since you have to open the item box to retrieve the Shop items. For the Nightmare run, I did not have to save once since the checkpoints are pretty decent, so just speedrun through it since, at this point, you'll know what to get and what you can skip.

For the Inferno difficulty run, believe it or not, the real danger prior to certain sections in the game, is the first zombie that lunges at you when you meet up with Brad, the second zombie by the fenced gate (near the school bus) after acquiring your handgun, and the two by the elevator as you must time your dodges perfectly to get by them or lure them away. If they happen to grab you, it's instant death, and it'll reload you to the only "free" checkpoint, when you're climbing out to through the window onto the fire escape. After that you must keep your saves to a minimum as this will affect your S Rank on that particular run. 5 saves max will keep your S Rank safe. Make a save at these points: after activating the power at the Substation, head back to the Garage 88 saferoom where you first got the bolt cutters, just in case you mess up trying to avoid the Toy Uncle big rolling head, and the saferoom after defeating Nemesis Stage 2. With the coin perks equipped in your inventory, you should be able to knock these runs out with 1 hour, 35-50 minutes, but well under the 2 hour mark for the "Sprinter" achievement.

You can actually stack "I Might Need These Later!" since the only time you'll use a health herb will be when Jill gets infected at the Subway Power Substation. This is where the Recovery coins come into play. Remember to practice your dodge skill (+) so that when Nemesis or any enemy at that gets to close, you'll enter slowmo, hold then fire since the Infinite Rocket Launcher cannot hurt you, causing a nice radius of splash damage.

Step 4: Minimalist Run
For this run, I recommend Standard since playing on Assisted will automatically give you an Assault Rifle you can't put away/get rid of. Only pick up items that you'll know you need and items with the little trash icon, discard immediately. Hunt down all of the hip pouches to expand your on-person inventory. Or, if at this point, you've already bought the pouches in the Shop. You don't have to kill every zombie in the area, just the ones that'll be in your way on your trips back and forth.

Remember, under any circumstances, DO NOT open or get near an item box. Opening one up will void the "Minimalist" achievement.

Although the outcry from Resident Evil fans has been that this game was a bit short and lacking in content, I absolutely enjoyed it. I've even gone as far as getting all of the Records challenges done just to continue playing. Playing the game through twice really gave me the confidence to run through areas since I know what to expect. So "Wellcome" Jill and Carlos into the fray!

[XBA would like to thank Redemption Mode for this Roadmap]

Resident Evil 3 Achievement Guide

Printable Guide
Show completed achievements
Show secret achievements

There are 32 achievements with a total of 1000 points

  • Craft an item.

    As soon as you regain control of Jill after meeting Mikhail Victor in the subway car, head up stairs, grab the two green herbs and combine them in your inventory. You can also do this with the gunpowder.

  • Improve a weapon.

    After heading down some steps and into a handful of zombies, head right, up the steps and into the left. Here, it'll be a storage room with a safe near a body on the floor. Use the combination of 9 LEFT, 3 RIGHT, 7 LEFT. It'll reveal a laser dot upgrade for your pistol. Combine it in your inventory.

  • Expand your inventory.

    You can expand your inventory slots in the Control Room at the Subway Power Substation. It is on a small latter next to a window to the right as you enter the room.

  • Place all jewels in the clock tower monument.


    To get this one, you first must find 3 fancy-looking boxes that you must examine for it to reveal what's inside. Their locations are:

    • 1st Fancy Box (Red Jewel) - Moon's Donuts' safe room
    • 2nd Fancy Box (Green Jewel) - Toy Uncle Supershop (lock pick needed)
    • 3rd Fancy Box (Blue Jewel) - Supermarket across the street from Fancy Box #2 (bolt cutters needed)

    Go to the Subway Station saferoom near the typewriter where the clock tower monument is located. You'll receive a hand grenade, Tactical Stock (shotgun upgrade), and a hip pouch upgrade.

  • Gather the fuses in the warehouse within 5 minutes.


    This one can be a bit intimidating if you don't know where you're going so just follow the video below. This one takes place after you regain control of Jill after Carlos' hospital defense. Also, remember that the timer doesn't start until the fuses blow.

  • Destroy a Charlie Doll.

    The first Charlie Doll is located after meeting up with Carlos in the subway. Turn around and head up the stairs. It will be between two newspapers stands on the right. Please see "Goodbye, Charlie!" for all of their locations.

  • Defeat two enemies with a single shot.

    One of the easiest way to get this one early on is with the shotgun, and on the baby spiders at the Subway Power Substation. Just have them group together then unload on them. You must kill them with one shot though. Another easy method will be on your way to the Power Substation, to your right will be a fence with zombies lined up. With the shotgun, have the ones at the far end lined up then fire.

  • Read all story files.


    There are a total of 56 files within the game and are scattered throughout most levels. Click HERE for all locations.

  • Collect all weapons in the campaign.


    There are four weapons to collect in the entire game and all must be collected by Jill. Here is the list accompanied by their pick-up locations.

    • M3 Shotgun - Located in the Kite Bros. Office building. Bolt cutters will be needed to obtain it.
    • MGL Grenade Launcher - Located in the Sewers after sliding down the water incline and defeating the first Hunter Gamma, keep going straight to find it in an office.
    • G18 Handgun (Burst Model) - Located in the Hospital Makeshift Sickroom as you regain control of Jill, on the counter next to the double-door exit.
    • .44 AE Lighting Hawk - Located in the Hospital, Courtyard area, but you must make your way to 2F, go through a crawl space, then jump out the window to the Courtyard.

    Note: The weapon upgrades and weapons given to you by the game won't count as these are given to you automatically.

  • Unlock all safes, lockers, strongboxes, and pickable locks.


    There are quite a few strongboxes, safes, lockers and pickable locks in the game. Other than the ones at the police station, Jill will have to do most of the dirty work here as she carries the game's only lock pick. Carlos can open the strongboxes at the police station after obtaining the ID Card from Zombie Brad at the start of the level. Here are their locations:


    • Dot Sight, 9 Left-3 Right-7 Left (Downtown)
    • Hip Pouch, 9 Left-15 Right-7 Left (Police Station, 1F, West Office - Carlos only)
    • Dual Magazine, 9 Left-3 Right (Hospital, 2F, Nurses' Station - Carlos only)


    • Strongbox (Subway saferoom, near the clock tower monument)
    • Strongbox (Subway Office)
    • Strongbox (2nd floor of the house close to Kendo's Shop)
    • Strongbox (Police Station, as soon as Tyrell opens the shutter, left side of room - Carlos only)
    • Strongbox (Scope Assault Rifle / Police Station, 1F, West Office - Carlos only)
    • Strongbox (Police Station, S.T.A.R.S. Office - Carlos only)
    • Strongbox (Hospital, left side hallway after exiting Reception as Jill)

    Lock Pick:

    • Lock (Toy Uncle Store, backtrack as soon as you get lock pick)
    • Lock (to turn on 4 generators; story related)
    • Lock (Hospital to underground; story related)


    • Locker (Moon's Donuts)
    • Locker (Subway Office)
    • Locker (Garage 88 saferoom)
    • Locker (when you first enter the Subway Power Substation saferoom)
    • Locker (Sewers, in the room where you pick up the battery pack)
    • Locker, CAP (Police Station, 2F, Shower Room - Carlos only)
    • Locker, DCM (Police Station, 3F, Third Floor Hallway - Carlos only)
    • Locker (Hospital, 2F, Staff Room)
    • Locker (Hospital, Emergency Entrance where zombies break through glass during Carlos' run)
    • Locker (Hospital, 2F, Linen Room)

    Note: Strongboxes that have no lock on them do not count.

  • Complete the game on "Standard" or higher.

    Please see "Veteran" for more info.

  • Complete the game on "Hardcore" or higher.

    Starting the game on Hardcore will stack with Standard. During your first playthrough, explore the areas, hunt down the Mr. Charlie Dolls, weapon collection, lock picks, safes, files and strongboxes. This should be the run where you must study the layout of the levels as it will come in handy during later, tougher runs. Don't worry about time since you'll be working towards that later (please see Step 2 in the Roadmap). Although the caption states that you'll receive a bit less ammo when crafting but I didn't notice a difference. When confronted with a handful of zombies, feel freel to run by them. This strategy will be helpful when going up against the Hunter Betas at the Hospital. Flash grenades will be the key to conserve ammo, but hand grenades will knock them out completely.

    When conserving ammo for the grenade launcher, focus only on flame and explosive rounds since mine rounds can't be crafted. Acid rounds only slow down enemies and will take multiple shots to kill them. A lot of boss fights against Nemesis will take a bit of strategy but nothing too convoluted. Just stun, when possible, then unload on him with what you have. Use dodge () into your strategy when taking him head on. A shotgun will cause major damage. By his Stage 3, the final encounter, will test your dodging skills. Just remember to grab the pistol ammo and healing items BEFORE you grab the experimental weapon to fire at him for the first time.

    Beating the game on Hardcore will unlock a new difficulty, Nightmare.

  • Complete the game with an S rank.

    Please see "Jill Valentine" for more tips on getting an S Rank.

  • Complete the game without opening the item box.

    If you haven't purchased the hip pouches in the Shop, I highly recommend you tackle this one on Standard difficulty. But if you have, it will expand your on-person inventory at the first safe room by four slots. Only pick up items that will propel the story forward and items you know you'll need. Make weapon pick ups a priority as the two handguns on Jill won't be necessary since they both use the same ammo type. Also, try not to run "I Might Need These Later!" with this run since you may get seriously hurt as the coins are located in the item box, especially when fighting Nemesis Stage 3. Save precious ammo by skipping fights by running by them. Hoard Lighting Hawk ammo as this weapon is beast later on against tougher enemies. Just combine high grade powder to make more ammo of it.

    If you see an item you don't need, leave it. It will take up a necessary slot in your inventory that you'll just discard anyway. Combine ammo slots so that won't take up necessary slots, and load your weapons often.

  • Complete the game using 1 or fewer recovery items.

    You can actually stack this one with a Nightmare or Inferno run since the only time an herb will be used is when you enter the spider lair at the Subway Power Substation to get rid of the parasites Jill gets infected with. The recovery coins will recover any health loss if you happen to take any hits. Two Recovery Coins will cost 8000P in the Shop in the Main Menu under Bonuses. Quickly tapping the button, if grabbed, will actually effect how much damage you'd receive. So beat the QTE before the enemy's attack, and you'll receive no damage.

  • Complete the game in under 2 hours of play time.

    Please see "Jill Valentine" for more details for this one.


Secret achievements

  • Escape from Jill's apartment building.

    Story-related; you will not miss this one. You'll obtain this one after the Nemesis chase from your apartment.

  • Escape from uptown Raccoon City.

    Story-related; you will not miss this one. You'll obtain this one after the quick-time event against the Nemesis on the rooftop.

  • Make it out of Downtown Raccoon City.

    Story-related; you will not miss this one. After dodging Nemesis' rocket launcher attacks and meeting up with Carlos, several cutscenes will play out on the subway cars as you try and escape Raccoon City.

  • Leave the clock tower plaza.

    Story-related; you will not miss this one. When playing as Jill again, you'll fight Nemesis in his second form. After defeating him, you'll be infected by Nemesis.

  • Complete the game on "Inferno."

    To unlock inferno difficulty, you must've completed the game on Nightmare difficulty first. Please see "Jill Valentine" for more details on how tackle this one.

  • Cause Nemesis to relinquish an item.

    After powering up the four generators at the Subway Power Substation, Nemesis will do his best Kool-Aid Man impression and break through a brick wall. Have a grenade ready and toss it at his feet. Try not to do it too early, and wait until he begins to walk towards you. He will drop a supply case that you must examine first before claiming what's inside.

  • Defeat Nemesis on the rooftop.

    Story-related; you will not miss this one. This one will unlock after the fight atop the tower inferno at the Demolition Site.

  • Leave R.P.D.

    Story-related; you will not miss this one. After meeting up with Tyrell at the S.T.A.R.S. office, you'll receive a call from Jill on how the subway cars wrecked.

  • Defeat zombie Brad.

    When starting the RPD location as Carlos for the first time, mow down Zombie Brad as Tyrell picks the lock at the front door. Pick up his card when he is out of commission.

  • Complete the game with an S rank on "Inferno."

    To unlock Inferno difficulty, you must've completed the game on Nightmare difficulty first. Please follow Step 2 in the Road Map on how to take on this difficulty head on. Skipping a majority on the areas in the game will be a must as time does play a factor when going for this achievement. The coins and items to carry with you should be as follows: x2 Recovery Coins, x2 Iron Defense Coins, x2 Assault Coins, S.T.A.R.S. Field Combat Manual (for perfect dodging), and x2 hip pouches. The pouches will not be in the item box but next to it. Only the Infinite Rocket Launcher will need retrieving from it and store any items you start out with. Going by that you know the layout of the game already, you will have no problem speedrunning through this difficulty with these items in tow. The only real danger, in my opinion, will be the start of the game since you'll be "stock Jill" with no coins. The first zombies are tricky (the one that rushes you when you regroup with Brad, the one by the fenced gate by the school bus, and the two zombies that exit the elevator). After this, just glide through the game.

    The other real roadblocks will be when Toy Uncle's big head comes rolling down (mistimed dodge can actually get you crushed) and Nemesis Stage 3. So make a save prior to these events. Remember to also keep saves to an absolute minimum (5 max) as too many saves will affect your S Rank. Let it be known that there is no checkpoints in Inferno mode, and some typewriters will not be available in some safe rooms. Just unload on every enemy you see with the Infinite Rocket Launcher even in slowmo mode. The splash damage will not hurt nor stun you in slowmo mode. There will be no need to pick nothing up, only the story-driven items. You can carry herbs just in case an enemy got really lucky and hurt you. Doing this will have you in the 1 hour, 25-40 minute runtime, well under 2 hours if you're going for that "Sprinter" achievement as well.

  • Withstand the zombie siege.

    Story-related; you will not miss this one. After giving Jill the vaccine, you must defend her as Tyrell is hacking to close the shutters. When planting the C4 and holding out for another 30 seconds, the pillar will collapse.

  • Follow Nicholai deeper underground.

    Story-related; you will not miss this one. After defending Jill's position as Carlos, you take control of Jill again. Head to the underground location under the hospital. Here, when persuing Nicholai, you'll head up on a lift but the fuses will burst. You'll be tasked to locate and place the fuses back into its panel (please see "Electric Slide" for more info), you'll link up with Tyrell and head further into the underground facility.

  • Defeat Stage 2 Nemesis.

    Story-related; you will not miss this one. After synthesizing the cure, you'll run into Nicholai as he takes it from you. Here in the pit, you'll have to defeat Nemesis Stage 2.

  • Defeat Stage 3 Nemesis.

    Story-related; you will not miss this one. When facing Nemesis in his Stage 3 form, you must bust his acid growths to down him momentarily. This will give you a chance to place the cores back into position to fire the weapon again, ending him for good.

  • Destroy all Charlie dolls.


    There are a total of 20 Mr. Charlie Dolls throughout the game. When you're near one, it'll give off a small jingle. Please follow the video below for their exact locations.

  • Complete the game on "Nightmare" or higher.

    To unlock Nightmare difficulty, you must've completed the game once on any difficulty first. Please see "Jill Valentine" for more details on how tackle this one.

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