Unlock Extra Uniforms
Unlockable How to Unlock
1 uniforms Beat the game with a grade of E
2 uniforms Beat the game with a grade of D
3 uniforms Beat the game with a grade of C
4 uniforms Beat the game with a grade of B
5 uniforms Beat the game with a grade of A
Unlock Mercenary Mode -
Unlockable How to Unlock - Mercenary Mode To get Mercanary
mode (you play as four mercenaries trying to get to the warehouse),
simply complete the game on any difficulty.
Barry Burton ending: The only way
to see Barry is if ending B is unlocked. To get this ending, jump off
the bridge when fighting Nemesis Type B. After the jump off decision,
the final area of the game will take a somewhat different path. You will
have to fight off Nicholai in a chopper. It is recommended that you
bring a Magnum and Grenade Launcher (or Rocket Launcher if it has been
found). You can also choose to negotiate with him.
Barry Burton ending 2: Jump off the bridge. Play until you reach
the room with the Radar Tracker. Take it, and try to leave the room
using the door you entered. Nicholai will call you. After killing him,
Carlos will enter. After talking with him, leave the room (do not use
the hatch to the Rail Cannon). Turn around and get in the radar device
room again. Carlos and Jill will listen to a radio call from Barry and
the game will continue with the final scenes.
Alternate costumes: Successfully complete the game under the easy
and difficulty settings with any rank better than F to unlock new
costumes for Jill in the Boutique.
Epilogues: Successfully complete the game under the hard
difficulty setting to unlock Epilogues. Epilogues are a short diary
description of each character in the entire Resident Evil series which
describes what happened with that specific person after their adventure.
Getting better ratings can unlock the other epilogues. There are eight
total Epilogues that can be unlocked.
Operation Mad Jackal option: Successfully complete the game under
any difficult setting.
Jill's diary: To get Jill's Diary (a file), collect all thirty
files in the game in order. Then the first file (Instructions Manual,
blue) will become Jill's Diary.
Enhanced Weapons/Ammo: You can only create enhanced ammo while
playing under the hard difficulty setting. When creating ammo with the
reloading tool, save enough gunpowder to mix up the same type of ammo
eight times. On the eighth time, the game will prompt "Do you want to
create the enhanced ammo?". Select "Yes". This ammo is more powerful,
may have slightly different effects, and once loaded into a weapon will
change it into an "enhanced weapon". You can only create two types of
enhanced ammo: 9mm handgun bullets and shot gun shells. The only
different effects the new bullets have is that they are far more
powerful.
Saving A.R. ammunition: When you are low on ammunition, go to a
nearby storage system and take out A.S. rounds. Combine it with the A.R.
and put the rounds back into storage. You will be restored and still
have space for more items.
Saving shotgun ammunition: Wait for a zombie to get close, then
aim up and you will shoot him in the head, killing him with one shot.
Wait for two zombies to line up close to each other. Then, aim up and
fire to shoot both their heads off. Note: This may require some
practice.
Sneak past monsters: If you can walk behind a monster, keep
tapping Run quickly. Jill will not make any sound of footsteps and seems
to "glide". The monsters cannot hear you and subsequently will not turn
around and attack. Note: This works best with the Drain Deimos.
Additional slots: When you first get to the trolley, Carlos will
give you a "fanny" pack. After you finish the game, you will keep those
additional two slots in the game.
Starting the trolley: The oil additive needed to start the trolley
is located in a locked store room inside the sales office. To unlock it,
pick up the flashy remote on a desk to turn on a TV. You will see a
commercial about some product from Ubrella Corp. Make note of that
product (Safsprin, Adravil, Aquacure, etc.). Go to the nearby computer
where Carlos just shot his zombied friend. You will be prompted for a
password. Type in the name of the product to unlocked the storeroom.
Fighting Nemesis: The Nemesis is left-handed and uses that hand to
grab you. When fighting him, shoot him two times and run past his right
side. Shoot twice and repeat the process. Note: This only works when he
does not have his Rocket Launcher and if you are using the handgun.
Nemesis Type 2 in mercenary mode and 220 second bonus: Get to the
parking garage, then exit out of the door. If you still have over two
minutes left, run to the end of the bus and you will see Nemisis Type 2.
He will jump down and come after you. You can run around him to avoid
his attacks and save ammo or you can kill him for 220 seconds. Note:
This trick best works with Mikhail
Kill regular Nemesis for 60 seconds of bonus time: Knocking him
down the first time is worth a 20 second bonus. Knocking him down a
second time will cause him to look dead with a pool of blood around him
and is worth a 40 second bonus.
Destroy Nemesis' Rocket Launcher: This trick requires a large
number of health items and first aid sprays. When you fight the Nemesis
with the Rocket Launcher, aim up. If he targets you, run and try to make
him waste ammunition. After four to seven shots from him, he will
reload, but the rocket launcher will turn red and explode.
When you hear the reload sound he makes with his launcher and he aims at
you, shoot him when he is about to shoot you. Almost always, the
launcher will backfire and explode.
Loose parts from Nemesis: Whenever you kill Nemesis in Hard Mode,
you can always pick up a package that he drops, containing gun parts.
Once these are assembled, they form the Eagle 6.0 STI. This gun is more
convenient than the standard handgun. Once you get close to a zombie,
aim directly at its head and fire. If performed correctly, you will
shoot its head off just like what a magnum regularly would, and it only
consumes regular handgun bullets.
Fighting a Doggie: Knock down a Doggie, then aim down and you can
fire faster on it. If you do not aim down, you have to wait until the
Doggie stands up.
Humanoid sighting: When fighting the Nemesis for the last time in
the Rail Gun Room, you will see a figure in the background, similar to
Nemesis. Closely observe the creature to see that it is the Humanoid, or
the Mutated William Burken from Resident Evil 2. When you press Action,
Jill describes it as "One of Umbrella's New Biotech Weapons".
Alternate meeting with Carlos: You can meet Carlos at the top
floor of the newspaper building instead of the restaurant when you first
come out of the area after you fought the first Licker. You will hear
Carlos taking out a few zombies. Ignore that and go to Jill's left.
Enter the door at that location. You will now be at the alley directly
behind the restaurant. From here, make your way to the newspaper office.
After meeting Carlos, Nemesis appears. You will get to make a choice to
"Jump out the window", or "Hide in the back". Note: To get the green
gem, go back to the restaurant and go down the ladder. Then, check the
police officer down there. He should have it.
Aqua Hunter caution as Carlos: When you gain control of Carlos,
beware of the Aqua Hunters that are in the Artificial Environment tank.
When fighting them, keep firing your weapon as much as possible. When
they grab you, tap on the buttons as much as you can or they will eat
you whole.
The Worm: You actually do not have to fight the Worm the first
time you meet him, when you fall into the sewer. After he pops out of
the wall the first time, just run to your right and hit the first switch
(make sure the worm comes out of the wall). Then, run to the other side
of the sewer and hit the second switch (this one may be difficult --
also make sure the worm comes out again). Then, press the button for the
ladder and you just saved yourself some life and ammunition.
Defeating the Worm: Use the following trick to defeat the Worm
without wasting good ammunition. Walk slightly into the Worm's little
section slowly until the screen starts to shake and he appears. Back up
to the wall and shoot him with the handgun. If the worm does reach you,
which is not very often, Jill will usually dodge to the right. Repeat
until it is defeated. To defeat the second Worm, run around for two
minutes and try not to take damage. After that time, the light pole will
begin to spark. Use the handgun to shoot in the direction of the two
sparking poles and they will fall into a puddle. Stand near (not in) the
puddle, then wait for the worm to go into the water and fry to death.
Custom shotgun: Play the game under the hard difficulty setting.
Defeat Nemesis for the fourth time and pick up the small silver box that
he dropped. It will contain M37 Parts A. Defeat Nemesis a fifth time and
get the M37 Parts B. Combine these two parts to get a western custom
shotgun with six rounds. This gun uses the standard 12 gauge shotgun
shells.
Grenade Launcher or Magnum: Your timing will determine whether the
Grenade Launcher or the Magnum can be found at the S.T.A.R.S. Office. If
you go to the cabinet before the radio goes off, when you try to leave
you will get the Grenade Launcher. If you go to the cabinet after the
radio goes off you will get the Magnum. Whichever weapon is obtained,
the other will be found in the power plant.
Grenade Launcher: Use the S.T.A.R.S Card in the computer in the
main entrance of the Police Station. When you get the S.T.A.R.S Emblem
Key, go to the S.T.A.R.S Office. When you are in the office, go to the
big locker next to the out-of-commission message receiver. Open the
locker and you will get a Grenade Launcher.
There are two different ways to get the Grenade launcher. There is one
in the Sub-Station when the game is first played. The other is available
after the game has been completed once. Go to the S.T.A.R.S. office and
go were the Magnum gun was originally obtained.
Rocket launcher: In the dead factory, go to the machine next to
the water sample puzzle. Use the facility key where that game states a
small plastic card can be inserted. Take the other facility key that is
given and go to the steaming room where the small card activated
elevator is located .Go down and use the facility key on the door where
that game states a small plastic card can be inserted. You will find a
rocket launcher with four shots at this location.
STI Eagle handgun: Kill Nemesis two times under the hard
difficulty setting to get the two parts for it. Combine them to get the
STI Eagle handgun.
Assault rifle with unlimited ammo (hard mode): Kill Nemesis seven
times in your first game and he will drop the assault rifle. Kill him
seven times in your second game he will drop an infinite ammo case.
Conserve assault rifle ammunition: Set the mode to "Manual". Every
time you shoot, only three rounds will be used and the total percentage
of ammo left will decrease by about 1%. Use the assault rifle like this
until you can fire it without wasting large amounts of ammunition when
it is set to "Auto".
Killing multiple zombies with shotgun: You can easily blast off
the heads of multiple zombies with a shotgun. Get some zombies close
together. Aim the shotgun up. Get close to the zombies (but not too
close). While the shotgun is aimed up, and you are close, fire. Note:
This works well for Mikhail in the mercenaries mode.
Get vaccine: When playing as Carlos in the Hospital 4F, go to the
unlocked Sickroom and look at the corner where the movable cabinet is
located. Remember where it is. Read the note on the dead doctor's hands
in that room. Use the Sickroom Key on the next room over. In that room,
push the cabinet in the opposite corner of where the cabinet in the
previous room was found. For example, if the first cabinet is in the
upper left corner of the first sickroom, than push the second cabinet
into upper right corner of the second sickroom. A painting in the room
will slide, revealing a machine holding the vaccine base. Enter the
numbers that were on the dead doctor's note in order to obtain the
vaccine base. |