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.
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