Resident Evil
New costume for Jill,Difficulty Select and New Title Screen
-----------------------------------------------------------
Complete the game with Jill once and save the game.A few
things will change.
1-The main menu will have a different background.
2-If you select the option'Once Again(with your save
data loaded)'you will be given a choice of difficulties
to begin the next game with-Easy,Normal and Hard
3-You will receive a key that enables you a costume
change(in this case Jill's costume)
Samurail Sword
--------------
Beat the game in under 5 hours and you will get a very
powerful weapon called the samurai sword
Unlimited Grenade Rounds
------------------------
1. Equip the Grenade Launcher with any rounds and take
Flame Rounds from the Item Box.
2. Open Item Box again. Put the Flame Rounds into the
Item Box. Move the cursor to Flame Rounds(still in the
item Box menu), and then press A button. The cursor will
be moved to the Grenade Launcher slot.
3. Press A button again, you will see that you have 456
Flame Rounds.
4. Repeat the process to get other type of Grenade Rounds
or as many as you like.
Checking Zombies
----------------
If you are not sure if a zombie is dead, walk up fairly
close to it (but not so close that they start chewing
your ankles) and simply back up. If the Zombie is alive,
the character will do a wary backup move instead of the
standard backup done when there is nothing there.
Ending bonuses
--------------
Successfully complete the game as Jill or Chris and save the game.
A new background will appear on the main menu. Select the "Once
Again" option when playing your completed saved game. You may now
choose new difficulty settings for the replay. You will also get a
key that will allow the character that completed the game to have
a new costume. Enter the room with the large mirror on the second
floor of the mansion. Unlock the door in the back. Enter the
closet and move all the way to the end of the rack of clothes. A
message asking "There is an outfit that fits you perfectly, do you
want to put it on?" will appear. Select "Yes" to change your
character's clothes. Complete the game again under a different
difficulty setting to unlock a second costume. Jill's bonus
costumes are a commando uniform and her costume from Resident Evil
3. Chris' bonus costumes are casual clothes and his costume from
Resident Evil: Code Veronica.
Successfully complete the game as Jill or Chris in once again mode
under the normal difficulty setting with a time less than five
hours. Save the game at the end, then start a new game to begin
with the Samurai Edge gun.
Successfully complete the game as Jill or Chris with a time less
than three hours. Save the game at the end, then start a new game
to begin with the Rocket Launcher with unlimited ammunition.
Successfully complete the game in once again mode under the normal
difficulty setting with a time less than five hours and thirty
minutes. This unlocks the "Real Survivor" option (item boxes do
not transfer items to each other) and bonus costumes.
Additionally, the aiming system will be manual.
Successfully complete the game two times as Jill or Chris to
unlock the "Invisible Enemy" option. All enemies will be
transparent in this mode.
Successfully complete the game as both Jill and Chris one time to
unlock the "One Dangerous Zombie" option. When this option is
enabled, a special zombie will keep following you around during
the first part of the game. Shooting this zombie will end the
game, so you must avoid it during game play.
Successfully complete the game in invisible enemy mode with a time
less than five hours to unlock a "Special Features" option that
displays a message from the game developers and a gallery of pre-
production costumes.
Alternate Jill scenes
---------------------
When the game puts you and Barry in the dining room, wait until
Barry sees the blood, then run back to the hall where Wesker is
located. Wesker will tell you to " Investigate shots if heard".
You will then be put back in the dining room. Try to go back in
the hall and Barry will say "Cold feet already Jill? That's not
like you.". When you try to walk to Barry, a alternate beginning
sequence will appear.
There is a different arrangement of scenes that happens from the
usual when you start a new game as Jill. After the "Cold feet"
comment as described above, you will resume control of Jill. Go up
to the fireplace where Barry is located. The game go through as
normal saying, "'It's blood, let's hope it's not Chris'.
Investigate the room for clues while I look at this." Have Jill go
by the left side of the dining table (towards the clock) and a new
intermission sequence will start.
Perspective, from side door
(Door knob turns)
Jill - "Who's there?"
(Door slams open and a zombie comes through and sees Jill.)
(Jill backs away as the zombie follows her,)
Barry - "Hey you! Get away from Jill!" "This guy is crazy!"
(Barry takes two shots and kills the zombie.)
Barry - "What the hell is this thing?" (This is Jill's line when
it is done the normal way)
In the original PlayStation version of the game, this trick would
make you able to take down zombies in three gunshots, but
apparently it will not in the Gamecube version.
Jill upskirt
------------
Unlock Jill's third costume (miniskirt). Get in the hall that has
the door to the costume closet. Go to the end of the hall to
retrieve the dagger, then go back. As always, you will run into
one zombie that startles Jill and causes her to fall. However, the
view with this costume allows you to see up her skirt.
Rebecca's new outfit
--------------------
When you are in control of Rebecca, you can go to the costume
closet and change her outfit.
Quicker bonus costumes
----------------------
To gain the bonus costumes for Jill or Chris faster, you must have
two free game save spaces. First, start a file and immediately
before you go to the helipad on top of the lab, save the game and
complete it. When the game asks if you want to save the game, save
it on a different file. The save will read as "Clear". Replay the
file you saved before the end of the game and complete it again.
Save over the file that reads "Clear". Repeat this step again and
save over "Clear" a third time. After that, load the "Clear" file
and start a game in once again mode. Find the closet room, and you
will be able to use all three costumes.
Checking Zombies
----------------
If you are not sure if a Zombie is dead, walk up fairly close to
it (but not so close that they start chewing your ankles) and
simply back up. If the Zombie is alive, the character will do a
wary backup move instead of the standard backup done when there is
nothing there.
One way to see if A zombie is dead is to face away from it and
press R. You should automatically turn around to face the Zombie
if it is still alive.
To make sure that a Zombie has died when it falls down after
shooting it, look down. If you see a pool of blood flowing, it is
dead. If there is no pool of blood, the Zombie is still alive.
Incinerating Zombies
--------------------
There are two ways to incinerate (burn) Zombies. If you have the
lighter (one of Chris's initial items or found by Jill throughout
the course of the game), and a fuel tank with some kerosene, you
may burn Zombies that you have killed. If the Zombies have already
turned into Crimsons (if they are all red or if you have killed
them thirty minutes to one hour ago), then you cannot burn them.
Another way to incinerate Zombies is to use the Incendiary rounds
for the Grenade Launcher (Jill only). If you encounter a Zombie,
shoot it with an incendiary round to immediately burn it to a
crisp. If you have killed the Zombie by other means and it is
already dead, you can still use the incendiary rounds to burn it.
Trapped Zombie
--------------
In the room with the first floor map, if you killed the Zombie
back in the alcove, when he mutates he will be trapped behind the
piece of furniture.
Prevent Crimson Head creation
-----------------------------
If a head shot is too difficult, try aiming down at the zombie's
feet. If you blow off the zombie's leg, it will not be able to
return as a Crimson Head and will disappear as soon as you reenter
the room.
Defeating Black Tiger (big spider)
----------------------------------
Use your strongest weapon. If playing as Chris, use the
flamethrower then torch the babies.
Alternately, use this easier trick that also saves ammunition.
When you fight Black Tiger, there is a smaller spider behind it.
Just focus on killing the big one, and forget about the babies and
the normal spider by getting out of the room. Every spider will
disappear when you return.
Skipping the Black Tiger fight
------------------------------
Before you enter the room with the Black Tiger spider, grab the
knife you already have in your inventory or the flame thrower
(Chris only). Enter the room with the knife equipped. As soon as
you can move your character, run to the web covered door and take
a swing. Do not stand still for long or you will be attacked by
the spiders. It may take awhile and many attempts, but you will
save ammunition.
Defeating Chimeras
------------------
Chimeras only appear in the lab. Use shotgun to kill them.
Defeating Crimson Heads
-----------------------
All Crimson Heads are right handed. If you stay to their left,
they will never get you. This saves a lot of time by eliminating
the need to always cook Zombie bodies.
Use the "Unlimited grenade ammunition" glitch with Acid rounds.
Acid rounds will take down Crimson Heads in one hit.
Creating Crimson Heads
----------------------
When you almost have defeated a Zombie and it is on the ground,
use the oil flask item. The Zombies will turn into Crimson Heads.
Defeating Crimson Head Elder (Sir Trevor)
-----------------------------------------
Three blasts from the grenade launcher or six from the shotgun
will kill him.
Take one self defense grenade with you. Let him grab you. If you
have the grenade equipped, you will shove it in his mouth. It will
then blow his head off as any other zombie. This will save
ammunition and time.
Defeating Lisa Trevor
---------------------
In the first encounter, you can choose to not fight her as she can
kill you in three hits. If you choose to fight, use the shotgun.
In the final encounter, push all of the rocks off the cliff. If
she approaches you, run away.
Defeating Neptune
-----------------
Use the self-defense gun to kill Neptune with one shot.
When you have drained the water and are about to get the Gallery
Key, Neptune will start to get a bit rowdy and you will have to
kill him. Instead of wasting precious ammunition, push the
electrical box into the water. Neptune will not do anything. Then,
walk to the generator and pull the lever. Neptune should get
electrocuted and die. Get the Gallery Key that is next to him and
leave the area.
Defeating Plant 42
------------------
Mix up the V-Jolt and use it in the water tank to dissolve it.
To kill Plant 42 without the V-Jolt, use the grenade launcher
glitch with the flame rounds. Shoot it about six times.
To defeat Plant 42 as Chris under the easy or normal difficulty
settings, first run around the room. Equip the assault shotgun or
shotgun and fire up only when you hear the plant's pedals open.
Once they are open, aim up and fire away. When the pedals close,
run around the room to avoid any damage. Continue this process
until the plant falls. You should need close to twenty rounds or
less and some health items. Remember, a little ammunition or
health is never enough.
Defeating the Snake
-------------------
Use the grenade launcher with any type of shells. Otherwise, use
the shotgun.
Making the V-Jolt formula
-------------------------
The V-Jolt is something optional that you can create for an easier
battle with the Plant 42 in the Residence. The V-Jolt is a formula
which can be used to destroy the plant's roots in five seconds. If
you do this, Barry will enter the room and use his flamethrower to
burn the plant down. To find the place to make the V-Jolt go to
the first door on the left after you enter the gallery. You will
need a door-code to get into the room. This password can be
obtained by completing the billiards puzzle in the other room with
the spiders. Before you enter the room, make sure you have at
least three to four empty item spaces in your inventory. Once in
the room, you will see many bottles, a few large bottles with
chemicals, and a sink. On the side of a wall, you will see a
poster that reads similar to "1+3=4 4+6=10 6+1=7 10+7=17 17+3=20".
"20" is the UMB chemical equivalent to the V-Jolt. "1" is water.
Take a bottle and fill it up with water. Then, walk to the side
and look for the chemical "UMB 3". Once you find it, get another
bottle, fill it up with some UMB 3 and combine it with some water
to get UMB 4. Then, find the chemical "Yellow 6". Take some and
combine Yellow 6 with UMB 4 to get UMB 10. Next, you must get
another bottle and fill it up with water. Then, with one of the
empty bottles you have, take some Yellow 6 again and mix it with
the water to get UMB 7. Mix the UMB 7 and UMB 10 to get UMB 17.
Next, fill up one of your bottles with some UMB 3 and mix it with
the UMB 17 to get UMB 20, which will come up as a dark brown V-
Jolt. Use the V-Jolt on the Plant 42's roots, which are located in
a room in the Aqua Ring.
Getting past the Snake
----------------------
When you get in the room with the Snake, run to the back of the
room, pick up the mask, and run back to the door that you just
came through.
Getting past the sharks
-----------------------
When you enter the part of the Aqua Ring where it is flooded and
the Neptunes (zombie sharks) attack, use your self-defense gun and
shoot the Neptune that is in front of you. It will be killed
instantly and if you keep running, you can avoid getting hurt by
the other ones.
Get the shotgun early
---------------------
Instead of switching the broken shotgun with it, just take the
shotgun off the painting and leave the room. The ceiling will
start to fall. Quickly try to open the door across from you, then
try to open the door leading to the shotgun room. An intermission
sequence should start, where Barry shoots down the door to rescue
you. Note: This trick only works If you have not picked up the
Armor key yet.
Extra bees
----------
Go down the hall where the gallery is located. Kill the first
group of bees, then take the paper off the wall. Press A where the
paper was located and more bees will appear. Note: This only works
once.
Avoid fighting Tyrant the second time
-------------------------------------
If you do not rescue either Barry or Rebecca (depending on which
character you are playing), you do not have to fight the Tyrant
the second time on the helicopter landing zone. To do this, either
allow Lisa Trevor to knock Barry down the cliff while fighting the
final battle, or do not rescue Rebecca when you hear her scream in
the Spencer Emblem room. When you get to the helicopter landing
zone, you will simply be picked up immediately after you set off
the flares.
Defeating Tyrant
----------------
In part one, use the Magnum. In part two, just shoot and wait for
the rocket launcher.
Defeating enemies
-----------------
Cerebreus: If in groups, use the shotgun and take them all out at
one time.
Crimsom Heads: Use the same tactics as zombies, except if they
charge at you, duck in a door.
Hunter: One acid shell to the face. Wait until they are right on
you and fire.
Sharks, Snakes, Birds, Bees: Ignore them
Spiders: Use six shots of the pistol.
Zombie: Use the magnum for an 80% chance of deception. Otherwise,
use the pistol or shotgun.
Continuous rhinoceros beetles:
In the area of the mansion where the fountain is drained to reveal
the entrance to the lab, go to the right side of it. Look at one
of the trees on the right side of the screen. There will be a very
detailed rhinoceros beetle that climbs slowly off-screen. The
beetle will reappear every time you exit, then reenter that
particular camera view.
In the area surrounding Lisa's cabin in the courtyard, there is a
side path that loops around the cabin and ends up back at the main
trail. There is a particular viewpoint in the area where a tree
takes up the left side of the screen. If you wait long enough, a
rhinoceros beetle will clamber up the tree. This resets every time
you change angles and return.
Saving ammunition
-----------------
Conserving ammunition is an essential part of the game, especially
under the normal or hard difficulty settings. Do not use the
Magnum. Save it for the Tyrant. The Magnum cannot kill Lisa
Trevor, and bullets for it are impossible to find. Conserve the
Magnum's ammunition for the final battle.
Zombies: Only kill Zombies if they are blocking a pathway or door
that you need to get through. If you can avoid a Zombie, do so by
all means. You may regret it later if you waste much needed
handgun bullets at the start of the game. If a Zombie falls to the
floor after you have shot it, equip the knife to finish it off
while it is still in that position. If you do not kill too many
Zombies, then you will not encounter pesky Crimsons.
Crimson Heads: Since Crimsons can run as fast, or sometimes even
faster than you, it is vital to think quickly in these situations.
If you are in a hall as a Crimson is running at you, shoot it with
a powerful weapon (shotgun and grenade launcher recommended). If
you have a shotgun, the best thing to do is aim upwards. Shoot
when the Crimson is about a foot away from you to blow its head
off with one or two shells. If you are in a large room with
corners, stay in a corner. As the Crimson nears, dash out of the
corner. The Crimson should be stuck in the corner, confused. Then
either run or use the shotgun to finish it off with a head shot.
Hunters and Chimeras: These enemies are much more intelligent and
efficient than Crimsons or Zombies. Keep a good distance from
them, as they will rip your head off or jump on you and drain a
lot of health. An Acid round to the face works the best. The
shotgun also does well. Head shots help conserve the most
ammunition.
Crows, Bees, Small sn$akes, Leeches, Dogs: Avoid them. If you
really want to kill them, the handgun works best, especially when
you are further in the game. Since you do not need the handgun
near the end, it is best used when you need to kill these pesky
creatures.
Saving kerosene
---------------
If there is more than one zombie in a room and you plan on killing
them, space yourself from them and kill one. Next, kill the second
one so it falls directly on the one that was killed. Then, use
your Kerosene. Both zombies will be burned. Note: This work on as
many zombies you can possibly stack.
Using the "Unlimited grenade ammunition" trick, grab some
incendiary rounds, arm them, then go on a zombie hunt. One or two
hits to a zombie will bring it down. This is very fun when used
against dogs. They will jump into the air, then burst into flames
just before they tear a chunk out of Jill's face. Also try it on
someone (or something) infected with the T-virus.
Fast flash grenade
------------------
When Chris shoves a grenade in a zombie's mouth, you can make the
process of decapitation go faster by equipping your pistol and
shooting the grenade.
Transporting nitro
------------------
When transporting the nitro in the fuel cell, your character can
run for a couple of seconds at a time without causing the nitro to
explode. Noite: Do not do this under the hard difficulty setting,
because it is extremely dangerous.
Get "Mask Without Nose" Without fighting the Yawn or
"Snake":
Run to the upper northwest corner of the room. Grab it, then run
for the exit.
Herbs
-----
Green Herb: By itself, it raises your health one level. For
example, Caution to Fine or Danger to Caution.
Red Herb: By itself, it does nothing.
Blue Herb: By itself, it heals poison that has been inflicted by
snakes, spiders, etc.
Green + Green: This combination raises your health by two levels.
Green + Red: This is the equivalent of a First Aid Spray. It
always brings your helath to Fine.
Green + Blue: This raises your health one class, and heals poison.
Retrieve your defensive daggers:
After defending yourself against a Zombie with a dagger, when he
stands back up, blow off his head with the shotgun. If you remove
the head, the dagger should be back on the ground next to the
corpse.
Save time getting diamond hidden in the statue
----------------------------------------------
During the first part in the mansion, do not push the statue to
the first floor. When you return from the outside residence
(second part of the mansion), go to the dining room and you will
notice that the statue has been already pushed to the first floor.
Just pick up the blue diamond, and do not waste your time during
the first part of the mansion.
Knight statue puzzle
--------------------
On the second floor in the mansion, you will need to push in the
four knight statues to retrieve one of the masks. To do this, you
only have to use four moves to push in all four statues. Push in
the near left statue. Push in the far right statue. Once you do
this, the near left statue will pop out again. Once again, push in
the near left statue. Finally, push in the near right statue. If
done correctly, the far left statue will be pushed in
automatically, allowing you to retrieve the jewelry box which
contains the Mask.
Fast game
---------
To complete the game within three hours, ignore all unessential
rooms (such as the Keeper's bedroom), run past enemies instead of
fighting them, do not fight Yawn the first, ignore the blue and
yellow gemstones and the M.O. Readers, and do not free Jill or
Chris from the cell.
Capcom tomb
-----------
In the graveyard, go to the viewing angle where there are graves
directly in front of the camera. Written on one of the graves is
"Capcom" spelled in Greek letters.
Gamecube stations
-----------------
The MO disk passcode entry stations are black Gamecubes.
Glitch: Unlimited grenade ammunition
------------------------------------
This trick only works with Jill, since she is the only one who
gets the Grenade Launcher. You must have one of any type of extra
shell. Have the Grenade Launcher armed, loaded, and with an extra
set of shells in the inventory. Approach an item box and open it.
Insert the extra shells in the first slot (which first highlights
red). Then, immediately switch them directly with the Grenade
Launcher. By doing this, the shells that were originally in the
Grenade Launcher were transferred into the box, and the ones in
the box are now in the Grenade Launcher, with a number of about
220 to 450. Switch the other shells the same way, and you will not
need the pistol, knife, or shotguns for the remainder of the game.
Alternately, find an item box and dump your entire inventory into
it. Next, place the Grenade Launcher in the upper-left item slot
and your Incendiary Rounds in the upper-right item slot. Then,
equip the Grenade Launcher. Go back to the item box, highlight the
Incendiary Rounds in your inventory, and press A(2). Then, go over
to the Incendiary Rounds (which should be in the item box) and
press A(2). If done correctly, you should have 240 Incendiary
Rounds.
In the Japanese version of the game, equip the Grenade Launcher
with any type of ammunition, then take Flame Rounds from an Item
Box. Open the Item Box again and put the Flame Rounds back into
it. On the Item Box Inventory screen, highlight the slot with the
Flame Rounds and press A. The pointer will jump to the Grenade
Launcher slot. Press A to get 456 Flame Rounds. Note: This can
also be done with other types of grenade ammunition.
After you have completed the Rocket Launcher glitch to get more
grenades, continue press A, alternating Grenade Ammo. Switch out
and it will fill the rest of your inventory with about 200 rounds
for each unused space.
Note: Use the following trick to clone grenade rounds and get
unlimited ammunition. Have a full inventory the first time Barry
is supposed to give you the Acid Grenade Rounds, so you cannot get
them. Continue the game and you can get a set of six Acid Rounds
in the garden shed (just before the Hunter enters the mansion). Go
to the kerosene save room at the bottom of the stairs (by the
broken door). Use the "Unlimited grenade rounds" glitch to
increase your Acid Rounds inventory. If done correctly, your
number will not increase, but % and a random number will appear.
Leave the item box and put the Acid Rounds into the Grenade
Launcher. The acid rounds will load, and a new set of acid rounds
will remain with a large number displayed beneath it. Combine the
Explosive Rounds and the same thing should happen, allowing your
to clone and mass produce grenade rounds. Note: This does not seem
to clone Flame Rounds.
Glitch: First Zombie
--------------------
Go to the room with the first Zombie you encounter in the game. If
you kill him, he will fall down dead and stay there. Once you go
back into the room where Barry is located, the same zombie will
burst through the door and Barry will kill it again. Once you
return after investigating the main hall, the zombie is lying dead
in the original place where you shot it.