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Resident Evil Codes -

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. 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 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 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.

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: Rebecca's new outfit:
When you are in control of Rebecca, you can go to the costume closet and change her outfit.

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.

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 it.

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: 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.

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 them.

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 Crimson Heads.

Hint: Defeating Crimson Head Elder (Sir Trevor):
Three blasts from the grenade launcher or six from the shotgun will kill him.

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:
Push the electric box in the water and turn the power on to the box.

Hint: 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.

Hint: Defeating the Snake:
Use the grenade launcher with any type of shells. Otherwise, use the shotgun.

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: 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.

Hint: Defeating Tyrant:
In part one, use the Magnum. In part two, just shoot and wait for the rocket launcher.

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: 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.

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 creatures.

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: 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.

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: 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.

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.



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