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.
Hint: 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
(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.
Hint: 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.
Hint: Alternate costumes:
When you are in control of Rebecca, you can go to the costume
closet and change her outfit.
If you unlocked the new costumes for Chris, change his outfit.
If you run into Rebecca with a new costume, she will be wearing
her western outfit. Every time you switch a costume (new ones
to old one), she will switch hers as well.
Hint: 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.
Hint: 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.
If the zombie is on the floor and is still alive, its head will
keep turning side to side.
If you are not sure if a zombie is dead, back up away slightly
so that you can see the body. If there is a blood pool around
it, it is dead.
Hint: 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
Hint: Dodging zombies:
Dodging zombies helps conserve your ammunition. This trick requires
some practice. When there is a zombie in sight, walk up to him
slowly. When you are about two feet away from it, the zombie will
lunge at you. When this happens, walk backwards (not turning around;
just backing up). The zombie then will have missed you and gave
you a moment to run past him.
Hint: 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.
Hint: Make Zombie fall:
Instead of shooting a zombie in the foot to make them
fall down you can instead stab them in the foot with your knife.
Hint: 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
Hint: Zombie vomit:
When on a screen with stairs (no matter how few), lead
the zombie towards and onto the steps to avoid being bitten. They
will just vomit in your direction instead. This is a good way
to conserve ammunition, since the vomit can be easily avoided.
Just walk past the zombies while avoiding any incoming vomit.
Hint: 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.
Hint: 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.
Hint: Defeating Chimeras:
Chimeras only appear in the lab. Use shotgun to kill
Hint: 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.
Hint: 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
Hint: Defeating Crimson Head Elder (Sir
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.
Hint: 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.
Hint: 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
and clay boger.
Hint: Defeating Plant 42:
Mix up the V-Jolt and use it in the water tank to dissolve
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.
Instead of running all around the mansion looking for the chemicals,
just use Grenade Launcher Incendiary rounds, or try a hit-and-run
strategy with the knife.
Hint: Defeating the Snake:
Use the grenade launcher with any type of shells. Otherwise,
use the shotgun.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: Getting saved by Barry:
There are two ways to get saved by Barry on Jill's
scenario. The first way is when you find the room where you get
the shotgun. Do not get the broken shotgun and put it in the shotgun's
place. Instead, leave and the ceiling will come down. Immediately
try escaping. The door is locked. Shoot the handgun once or twice
and Barry will save you before you get crushed. The second way
is to use the broken shotgun when you take the shotgun. Get to
where you fight Yawn for the first time and get poisoned. When
you defeat him and leave, Jill will mention she is poisoned and
that she needs serum. She will pass out and Barry will take her
to the room with medicines and give her the serum. Either way,
Barry will only save you once out of those two times. If you were
saved by the first way that was described, if you get poisoned
you must retrieve the serum yourself.
Hint: 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.
Hint: 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.
Hint: Avoid fighting Tyrant the second
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.
Hint: Defeating Tyrant:
In part one, use the Magnum. In part two, just shoot
and wait for the rocket launcher.
Use the following strategy when fighting Tyrant on the helipad.
You do not need the Magnum, as both the handgun and shotgun work
equally well. Brad will always throw you the rocket launcher at
about 1:38 on the timer, regardless of what weapon you are using.
Keep tyrant in the same camera view as you. Get as far away as
you can without changing the camera angle. Keep your distance
and shoot with whatever you are carrying until Tyrant stands still
and/or begins shuddering. Once Tyrant does this, stop firing and
wait. Tyrant will charge at you. To avoid damage, run to Tyrant's
right once he starts running. Tyrant's claw arm is the only arm
he will use when he charges, and that is on his left side. If
you run to Tyrants right (the side with his "normal"
arm), you can avoid the attack, get your distance, and begin firing
again. When the timer reaches about 1:38, Brad will throw you
the rocket launcher. Quickly grab it and put some distance between
yourself and Tyrant. The first rocket launcher shot will generally
be deflected, and if he is close, Tyrant will slash you while
you are lifting the weapon again. Fire the second shot to end
Hint: 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.
Hint: Defeating Zombies:
You can decapitate Zombies them with your pistol. When
their arms are about to reach you, quickly aim up and fire. If
you are lucky, you will fire at the correct moment and decapitated
Hint: 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.
Hint: 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
Use the following trick when you have Defense Daggers and you
want to conserve Hand Gun ammunition. When you encounter a Zombie,
walk directly up to it and let it grab onto you, with your Hand
Gun equipped. Then, stab it in the head with one of your Defense
Daggers. It should stumble back a few steps. During this time
quickly take aim and fire one shot at the Zombie. This should
blow the its head off, leaving your Defense Dagger for retrieval.
Note: You will have a better chance of suces if you have not yet
fired any rounds into the Zombie.
It is not necessary to fight crows. If you walk instead of run,
stay a reasonable distance from the crows, and not aim your gun,
they usually will not attack you, saving much needed ammo.
Hint: Faster handgun firing:
This can only work under any condition under regular
game play. It will not work under Real Survivor, as it needs the
auto aim function to work. With a 9mm handgun equipped, notice
that the firing rate is slow. The target must be moving in a direction
that would be awkward for your auto targeting system, meaning
that you have to continuously press the button to keep the target
locked. As the target is moving awkwardly, quickly press Fire
then Auto Target Lock repeatedly. This will allow you to
get shots out as if the weapon really fired semi-automatically.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: Searching a room:
If you miss something in a room, or if you do not now
what to do next, look at your map. The rooms with red marks have
been explored. Its possible that you may have missed something
from them. Check the map when you get something from a room. If
the red mark is gone there will be no more items to search for
in the room. However a door with a red mark on the map is locked.
Do not waste your time trying to open it.
Hint: Laboratory doors:
You need a code to open some doors from the computer
in the laboratory. The login name for the computer will be "John"
and the password will be "Ada". You do not need a password
to open the door on the third level, but the paassword for second
level will be "Cell".
Hint: Red tiger statue jewel eye:
If you place the red jewel into the tiger statue instead
of the jewelry box, the tiger statue will rise up into the ceiling.
A log of snakes will drop from the ceiling. If you exit the room
and reenter, the statue will be reset, and the red jewel will
be lying on the ground in front of it.
Hint: 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.
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.
Hint: Herb mixtures:
Note: You cannot mix more than one Blue or Red Herb
in a mixture, and you cannot add a Red Herb or Blue Herb to two
Green Herbs already mixed together
Green: Heals 25% of health
Green + Green: Heals 60% of health or randomly heals 8% (Danger
Green + Green + Green: Heals 100% of health
Green + Red: Heals 100% of health
Green + Blue: Heals 25% health and heals poison, or randomly restore
40% (Danger only)
Green + Green + Blue: Heals 60% health and heals poison, or randomly
heal 80% (Danger only)
Green + Red + Blue: Heals 100% health and heals poison
Hint: 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.
Hint: 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.
Hint: 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.
Hint: Recommended character:
The best character to use is Jill Valentine. She has
two more inventory spots than Chris, and can use the grenade launcher.
She also receives the assault shotgun earlier than Chris and starts
with a handgun. Her only two drawbacks are that she dies faster
and must carry the lighter as an item in the inventory. She cannot
get the flamethrower, but this is a minor issue as Barry uses
it to torch Plant 42, and you can use your shotgun on Black Tiger.
Also, she does not need to find the Old Keys that Chris must use.
The shotgun can be acquired by Jill without using the broken shotgun,
unlike in Chris' storyline.
Hint: 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.
Hint: 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.
Information in this section was
contributed by Robert shaffer.
Hint: Gamecube stations:
The MO disk passcode entry stations in the laboratory
are black Gamecubes.
and Joe Matera.
Hint: Jason Lives reference:
In the backyard cemetery, investigate the plot which
holds shotgun shells. Take the shells and search the plot fifteen
more times. An intermission sequence will begin. Your character
will begin to walk away until Chris or Jill hears a sound. He
or she will investigate it, begin to walk away again, then he
or she will fall down to the ground due to a zombie grabbing their
lower legs. Jill will kick the zombie's head off, while Chris
will shoot the zombie twice in the head. This sequence based on
the beginning of Friday The 13th Part VI: Jason Lives,
where Jason is resurrected by a lightning bolt. Note: This sequence
will not work in One tough Zombie mode.
Hint: Tofu reference:
Note: This happens in the Gamecube version only. When
in the secret lab, go to the computer where you enter the password
to open the electrically locked doors. Enter "JOHN"
as a username and "ADA" as a password. Select the door
that you need a password for. The normal password is "CELL",
however enter "MOLE" instead. This was the password
for the computer from the original Resident Evil. When
you try to enter, yoou will be denied but will hear the voice
of Tofu, the secret character from Resident Evil 2.
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.
and STEVEN WAITER.
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.
Villoria via Jonathan Romero
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. In order to clone the flame rounds,
you must continue cloning and cycle through all of the grenade
types. Eventually, if you are lucky, your flame rounds will also
begin to clone.
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.
Glitch: Zombie shotgun headshot:
Use the shotgun to blow off a zombie's head. It dies
with one hit, but its head does not explode. Therefore, you must
burn it with the kerosene, just in case.
Glitch: Zombie appears while invisible:
Enable the "Invisible enemy" option and go
to the hallway with the mirrors and look at them. If a zombie
is there, he will appear in the mirror.
Glitch: Immortal Wesker:
When playing as Chris and you are fighting Lisa in
the tomb, stand at the back. Let Lisa move towards Wesker. She
will knock him off and he will "die", but somehow returns
When you are in the mansion, it is thundering and lighting
outside. However, when you go outside into the back, where the
graves are located, or going to the courtyard, it is not stormy.
However, once you get back into the mansion it sounds like it
has been thundering and lighting outside for awhile without stopping.
Glitch: Kill Lisa Trevor:
During the second fight against Lisa Trevor as Jill,
shoot her with the magnum until she falls and grabs onto the ledge.
Finish her off by shooting down at her, and she will fall into
the darkness below.
Glitch: Non-existent date:
In Trevor's Diary, one of the entries' date will be
31/11/94. However, November (the eleventh month) only has 30 days.
Strategy: by Aaron Illingworth
Action Replay codes
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Al Amaloo. All rights reserved.