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Part 24
Resident Evil 3: Nemesis

Part 24

Follow this guide for Resident Evil 3: Nemesis Part 24 to navigate the RPD, find the EMBLEM KEY, S.T.A.R.S. CARD, and powerful new weapons like the GRENADE LAUNCHER or MAGNUM.

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Follow this guide for Resident Evil 3: Nemesis Part 24 to navigate the RPD, find the EMBLEM KEY, S.T.A.R.S. CARD, and powerful new weapons like the GRENADE LAUNCHER or MAGNUM.

Walkthrough
  1. 1
    In 204 Evidence Room, examine the locker with a glowing red light. Enter one of the four possible codes (0131, 0513, 4011, 4312) to open it. Take the EMBLEM KEY, which becomes the S.T.A.R.S. KEY when checked in the Status screen.
  2. 2
    Proceed to 205 West Stairway 1F. Clear out the zombies in the narrow hallway. Enter the door next to the stairs.
  3. 3
    In 206 Dark Room, use the Item Box to manage your inventory. Collect DAVID'S MEMO (#6) from the desk and an INK RIBBON from the typewriter. Examine lockers near the door for GUNPOWDER A. If you have the S.T.A.R.S. KEY, you can skip to 209 West Stairway 2F, but you'll miss items in 208 Briefing Room. Return to 205 West Stairway 1F.
  4. 4
    Enter the door closest to the small window in 205 West Stairway 1F.
  5. 5
    In 207 Boarded-Up Hallway, deal with either two dogs or five zombies. If zombies appear, they are bunched at the far end. You may find two RED HERBS at the opposite dead-end, or they might appear later.
  6. 6
    In 208 Briefing Room, search the closest table for an INK RIBBON. On the table near the lectern, find Jill's S.T.A.R.S. CARD. In the back room, grab SHOTGUN SHELLS from the fireplace mantle (if not found near Marvin). If you don't have the EMBLEM KEY, return to 202 RPD Main Hall to use the S.T.A.R.S. CARD on the computer for the code, then use the code in 204 Evidence Room to get the key. Otherwise, head back to 206 Dark Room.
  7. 7
    Return to 206 Dark Room for inventory management. Save your game. Prepare for the next Nemesis encounter by bringing your HANDGUN, S.T.A.R.S. KEY, and healing items. Ensure at least one free inventory slot. Head to the main staircase.
  8. 8
    Proceed to 209 West Stairway 2F. Evade zombies and proceed past the statue to the next door.
  9. 9
    In 210 Office Corridor, collect two RED HERBS if they weren't in 207 Boarded-Up Hallway. Unlock the door to the S.T.A.R.S. Office.
  10. 10
    In 211 S.T.A.R.S. Office, take the LOCKPICK from Jill's desk. Check the metal cabinet for either the GRENADE LAUNCHER or the MAGNUM (the other will appear later). Find the FAX FROM KENDO (#7) in the fax machine. Collect a box of H.GUN BULLETS from Barry's desk.
Tips
  • The EMBLEM KEY becomes the S.T.A.R.S. KEY after being checked in the Status screen.
  • The SHOTGUN can be stored in the Item Box if extra inventory space is needed.
  • The GRENADE LAUNCHER offers ammo versatility, while the MAGNUM deals extreme damage.
  • The SHOTGUN SHELLS in 208 Briefing Room only appear if you didn't find any next to Marvin in the Officer's Room.
  • RED HERBS in 207 Boarded-Up Hallway may appear later in 210 Office Corridor if missed.
  • The ROCKET LAUNCHER might be available in 206 Dark Room if unlocked via Mercenaries mode.

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