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Resident Evil
[GameShark
Codes] [FAQ's]
Ending bonuses
Finish the game as Jill or Chris and then save. A new background will
be displayed on the main menu. Select the
"Once Again" option when playing your finished saved game. You
can
now choose new difficulty settings for the replay. You will also get
a key that will allow the character that finished 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 to the extreme 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 switch your character's
clothes. Finish the game once 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.
Finish the game as Jill or Chris in once again
mode under the normal difficulty setting with a time under five
hours. Save the game at the end, then start a new game to begin with
the Samurai Edge gun.
Finish the game as both Jill and Chris one time to
access the "One Dangerous Zombie" option. When this option is
active, 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 while playing.
Finish the game in invisible enemy mode with a
time under five hours to access a "Special Features" option that
displays a message from the game developers and a gallery of
pre-production costumes.
Finish the game in once again mode under the
normal difficulty setting with a time under five hours. This
unlocks the "Real Survivor" option (item boxes do not transfer items
to each other) and bonus costumes. Also the aiming system
will be manual.
Finish the game two times as Jill or Chris to
access the "Invisible Enemy" option. All enemies will be transparent
in this mode.
Finish the game as Jill or Chris with a under three hours. Save the game at the end, then start a new game to
begin with the Rocket Launcher with unlimited ammunition.
Hints & Tips
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
at. 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 different beginning sequence will
appear.
There is a different arrangement of scenes that happens from the
normal when you start a new game as Jill. After the "Cold feet"
comment as mentioned above, you will resume control of Jill. Go up
to the fireplace where Barry is at. The game will 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 begin.
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 evidently
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
obtain 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 look up her skirt.
Prevent Crimson Head creation
If a head shot is too complicated, 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.
Beating Black Tiger (big spider)
Use your strongest weapon. If playing as Chris, use the
flamethrower then torch the babies.
Or use this easier trick that also saves on 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 go back.
Checking Zombies
If you are not sure if a Zombie is dead, walk up somewhat 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 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 alive.
Incinerating Zombies
There are two ways to 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 before, then you cannot burn them. A
second
way to burn 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.
Beating Neptune
Push the electric box in the water and turn the power on to the
box.
Beating Plant 42
Mix up the J-Vot and use it in the water tank to dissolve it.
Beating 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 getting rid of the
need to always cook Zombie bodies.
Beating Crimson Head Elder (Sir Trevor)
Three blasts from the grenade launcher or six from the shotgun
will kill him.
Beating 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 last encounter, push all of the rocks off the cliff. If she
approaches you, run away.
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 last
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 right after you set off the
flares.
Beating Tyrant
In part one, use the Magnum. In part two, just shoot and wait
for the rocket launcher.
Beating the Snake
Use the grenade launcher with any type of shells. Otherwise, use
the shotgun.
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
in.
Beating 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.
Z ombie:
Use the magnum for an 80% chance of deception.
Otherwise, use the pistol or shotgun.
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.
Gamecube stations
The MO disk passcode entry stations are black Gamecubes.
Saving ammunition
Conserving ammunition is an vital 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 locate. Conserve the
Magnum's ammunition for the last 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 swiftly 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 plenty 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
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 earlier. Then,
use your Kerosene. Both zombies will be burned.
Note:
This work on
as many zombies you can 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 really 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.
Continuous rhinoceros beetles
In the area of the mansion where the fountain is drained to
expose 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.
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.
Note:
Do not do this under the hard difficulty setting,
because it is really dangerous.
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.
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