![[Resident Evil 3 Remake] No Damage/Upgrade/Save/Crafting | Inferno, S-Rank[PS4 Pro]](https://krtube.net/image/1ZCFKfV_3w4.webp)
[Resident Evil 3 Remake] No Damage/Upgrade/Save/Crafting | Inferno, S-Rank[PS4 Pro]
New Game: No shop/bonus/extra Items Inferno: Highest difficulty in the game No Damage: No damage taken No Save: Single segment/done in one sitting No Upgrade: No inventory/weapon upgrades(hip pouches, weapon attachments, G18 Burst Model Handgun, Nemesis supply cases) No Crafting: No ammo craft(gun powders, explosive powders) S-Rank: Highest rank in the game Console: PS4 Pro I'm here with another Inferno challenge run. Item management would be more efficient if I lost some runs. It would help me memorize the route. There are examples-forgetting handgun bullets in police car early on in the game, picking up hospital 2F locker flash as Carlos while I was planning to save that for Jill in order to use on 3rd Nemesis boss fight etc. Fortunately my knowledge saves me since I know multiple ways for many rooms/moments. To be honest though, I had to find consistent, safe and inventory friendly strat for Nemesis 3 boss fight. Basically only encounter I had to find solution. Again, one more flash grenade coming from hospital would make it safer. Nemesis 3: Nemesis there has 20k total hp. First phase ends when you deal 4K hp damage. I decided to use 2 flame rounds and shotgun combo by getting shotgun shells around, cause you can't carry your shells into area due to lack of inventory space. 2nd phase of the fight: game starts spawning enemies through vents around. On inferno/Nightmare first wave comes with four regular zombies, second has one pale head and two regular zombies, then two pale head and a regular zombie and it goes on. What I wanted to do was dealing 4k damage to make him go into last phase(which starts at 12k hp left I believe) I barely had enough ammo to deal that much damage for safety purposes that I'll be talking about the last phase. Last phase: this starts with him hitting the floor which is signal for the next phase. At that point, he starts alternating between jumping on a tank, and Jill(one for tank, one attack for you) When he jumps on tank, and you manage to shoot red spots on tanks, that shocks Nemesis and Carlos becomes able to hit him with object up there which deals 4k damage. So I had to make Carlos hit him three times in total while spawns down there keep happening. I saved my magnum ammo in order to take out pale heads out of equation. It's the only weapon can kill them in one shot(explosive rounds take two on inferno, one in Nigthmare mode) Just as I said earlier, was supposed to have 3 flash grenades in order to stall enemies safer and just dodge Nemesis, but force of habit I got it as Carlos. Flash grenades are useful for preventing next spawn too btw. Since there can only be certain amount of enemy on the arena, you can use it for tactical purposes(flash regular zombies, prevent pale head spawns) but sometimes Nemesis kill them no matter what. After three Carlos hits, I beat him before four pale spawns started to happen. If I remember correctly, it takes four spawns at the end, then fight becomes one on one with Nemesis. I didn't want to take that long. Pale heads are the worst. My strat, and general idea here on the fight goes like this. If you have any questions feel free to ask. Although most of you probably didn't read this long description :) Lastly, shotgun without upgrade is so bad(that one attachment we normally get in Kendo's gun shop) Also, I didn't get G18 Handgun(burst model) after hospital siege. Since regular handgun serves the same purpose, G18 feels like upgrade(more ammo capacity, burst fire) Friendly reminder: don't listen loud music in power station like I did. You might not hear where drain deimos are lol. As always, hit like button if you enjoy content, thanks for not only supporting but also reading my thoughts till this point. Take care.