Dead Factory & The End
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- 1
Into the Factory
- Cross the bridge and Nemesis is there.
The Bridge
Story BranchPush him off (recommended)Dodge and throw him — better for file order. You reach the factory's main entrance.JumpYou drop down into the drainage instead.Reconverges at: the factory entrance- A metal door on the right needs a card. Left, another locked door; take the far door to the break room. Carlos: Umbrella is sending a missile to wipe out the city and its tracks — hurry. By the typewriter: the Manager's Diary, an ink ribbon, a spray, and the Facility Key. Item box: store magnum rounds, the spray, and the acid rounds.
- Other door to the steam room. Small lift on the left needs a card. Right: blue herbs; press the red button to kill the steam ahead. Turn the corner and press the buttons in the order you reach them; go back, press the button again, cross to the other side, press its buttons in order; repeat until the steam is off and you can reach the control panel. Activate the power — a lock opens on a door elsewhere. Item box: carry the blue herbs, shotgun, grenade launcher with explosive rounds, and the Facility Key.
- 2
Control Room and the Water Sample
- Corridor: kill the Drain Deimos, left door. Right: the Map. Control room: take the System Disk off the panel, kill the zombies, take the green herbs, mix with blue. Elevator (far door still locked). Equip the shotgun — leaving the elevator you're hit by zombies, Hunter β or Drain Deimos; the shotgun is best. Left: shotgun shells. Down the stairs — careful, Hunter β can kill you fast. Cross the drainage, left door to the monitoring room.
- Back wall: the Security Manual. On the blue-light panel: the Water Sample. Through, down the stairs to the water-control room. Tables (or the break room): 3 Gunpowder A and 3 B — make 2 Gunpowder C to save space. Take the spray. Blue-light machine on the right: insert the Facility Key (it gets marked — used later). Other machine: insert the Water Sample and solve the puzzle.
The Water Sample puzzle, solved — wheels A, B and C aligned to the target - There are 4 random variants. Match wheels A, B and C to the reference graphic on top. The starting position isn't fixed across copies of the game, so treat each reference line as a move relative to where the wheels currently sit, not an absolute target. Solving it opens the second lock on the 1F door.
- Up the stairs, item box: make Acid Rounds, carry them plus herbs, shotgun, the key and the disk. Save. Back to the elevator (Hunter β / Drain Deimos / zombies on the way). Up, left door — Nikolai shoots at Jill: he wants to be the only supervisor to survive for the full payout, and gets paid extra to confirm her death. More gunfire, Nikolai screams — Jill finds him dead on the ceiling.
- Red light: insert the System Disk, through the door.
- 3
Nemesis in the Acid Room
The acid room — the three-minute timer runs top-left - A countdown starts and Nemesis attacks. Jill dodges; his tentacle hits a valve that sprays acid and badly burns him.
Nemesis — Acid Room
After the fight, take the Access Card from a corpse, use it on the door, and get out before the timer ends.
Strategy- Equip Acid Rounds and fire.
- Stand near the valves so your shots hit them and the acid hits Nemesis.
- You have 3 minutes — keep the pressure on.
- The hatches open and everything — Nemesis included — drops into the acid. "Missile launch confirmed. All personnel evacuate immediately."
- 4
The Rail Cannon and the Final Nemesis
- Back to the steam room, use the Access Card on the lift. Down: explosive rounds; in the lockers use the Facility Key → the Rail Cannon. Back to the break room, item box: leave the shotgun, take the Mine Thrower and rounds, herbs, the grenade launcher, the Rail Cannon and the card. Save if you want.
- Out, right, to the metal door you passed on arrival — use the card, discard it. Kill the zombies inside, take the green herbs. Enter the communication tower.
- Radio: Carlos found a helicopter — meet him, and bring the radar receiver.
The communication tower — the portable radar tracks the incoming missile - Take the Portable Radar Receiver — a green circle shows how close the missile is. Shelf by the door: magnum rounds (optional, for the final fight). All the doors seal. Down the stairs: right, the Incinerator Manual, and an item box (take the shotgun back if you want — shells are ahead). Many zombies on the floor — dodge the prone ones, shoot the standing one, leave.
- Through a car scrapyard — as you round the last corner before the door, the final Classified Photo file is on the floor. If your file order was right the whole game, you now have Jill's Diary (it replaces the blue book in slot 1). Through the door for the last fight.
Nemesis — Final Form
The door is destroyed behind you — no exit. A deformed mass drops from the ceiling, absorbs a dead T-103 Tyrant and mutates — mindless now, just hunger.
Nemesis's final mutation in the disposal hall Attacks- Unpredictable tentacle strikes at range
Strategy- Switch on the rail cannon, then push the 3 batteries in the set order — the first one summons Nemesis.
- Keep your distance, fire, and move between batteries while the cannon charges.
- Weakened, he walks toward the cannon on his own — keep firing until the kill shot.
- Head to the door that opens. Nemesis rises one more time.
The Last Choice
Story BranchExterminate it (recommended)The best scene in the game.Ignore it and runYou skip straight to the escape.- Cross the door, take the elevator up. Carlos is waiting in a helicopter; you escape as the city is destroyed. The news calls it an "accident." An epilogue plays, you unlock the Store Key, and you get two costumes to start — more depending on your rank.
- Resident Evil 3: Nemesis complete.
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